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      <description>Game-based learning</description>
      <language>en-us</language>
      <pubDate>2019-04-19 22:00:14 UTC</pubDate>
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         <title>Game-based learning</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/355868743</link>
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         <pubDate>2019-05-01 16:31:52 UTC</pubDate>
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         <title>Game-based learning</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/355870185</link>
         <description><![CDATA[]]></description>
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         <pubDate>2019-05-01 16:34:56 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/355870185</guid>
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      <item>
         <title>Gamification</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/355871719</link>
         <description><![CDATA[]]></description>
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         <pubDate>2019-05-01 16:37:58 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/355871719</guid>
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      <item>
         <title>Video Games</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/355872446</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://www.fluentu.com/blog/language-learning-video-games/" />
         <pubDate>2019-05-01 16:39:26 UTC</pubDate>
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      <item>
         <title>Video Games</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/355872899</link>
         <description><![CDATA[]]></description>
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         <pubDate>2019-05-01 16:40:30 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/355872899</guid>
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      <item>
         <title>Game-Based Learning</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/355873792</link>
         <description><![CDATA[<div><br></div><div>by <a href="http://learn.guinevereproject.eu/user/view.php?id=32&amp;course=2">Raffaele Antonio Nardella</a> - Monday, 15 April 2019, 5:42 PM</div><div> </div><div><strong>Comments on “What is Game Based Learning?”</strong><br><br></div><div>When we talk about game-based learning, we usually think about learning through playing games; the video “What is Game Based Learning?” underlines some of the most important advantages in using this methodology in Education and Training, for example simulation, problem solving, learning about the past, learning languages and so on. However I like to see the GBL from a different point of view that is closer to a modern and open didactical approach: which are the advantages of learning through the making of a game? What about the developing of cooperation skills in the creation of a game? Which consequences would we have in teaching and learning at schools? As stated by Matthew Farber in his article “The Benefits of Constructionist Gaming” (<a href="https://www.edutopia.org/article/benefits-constructionist-gaming">https://www.edutopia.org/article/benefits-constructionist-gaming</a>), “when students make and share games, they learn not only about course content but also about their own thinking”, in this way the constructionist gaming combines, in a metacognitive approach, game-based learning with project-based learning, developing team working skills or cooperation skills or role-play based learning. This kind of vision is strictly connected to the new tech world of education, where teachers are tutors and students work and learn together (peer-to-peer) to create new didactical material to be shared on the Internet.</div>]]></description>
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         <pubDate>2019-05-01 16:42:21 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/355873792</guid>
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      <item>
         <title>Game-based learning</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/355874913</link>
         <description><![CDATA[<div><br></div><div>by <a href="http://learn.guinevereproject.eu/user/view.php?id=23&amp;course=2">Alicja Bomirska</a> - Saturday, 20 April 2019, 7:48 PM</div><div> </div><div><strong>Game Based Learning - Why Do it: Benefits, Challenges</strong></div><div>The article presents a handful of useful tips on how and when to use games in the classroom and it can be especially useful for teachers or students who are hesitating or have some doubts whether to use games in the classroom or not. The authors support the ideas with several new educational approaches, which makes them sound more convincing.</div><div>What is more, the guide not only introduces the reader into the concept of Digital Pedagogy, but also it includes information on educational theory, presents a collection of case studies, and resources relevant to the study of digital pedagogy. In my opinion it can be very useful for someone who wants to begin their adventure with game-based learning.</div>]]></description>
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         <pubDate>2019-05-01 16:44:35 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/355874913</guid>
      </item>
      <item>
         <title>Gamification</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/355875828</link>
         <description><![CDATA[<div>by <a href="http://learn.guinevereproject.eu/user/view.php?id=32&amp;course=2">Raffaele Antonio Nardella</a> - Monday, 15 April 2019, 7:24 PM</div><div> </div><div><br></div><div><strong>Comments on "</strong><a href="http://learn.guinevereproject.eu/mod/page/view.php?id=35"><strong>Gamification and the future of education by World Government Summit</strong></a><strong>"</strong></div><div>There is a difference between Game-Based Learning and Gamificafion: when students play games to learn some content, we experience GBL, whereas when we incorporate the game based elements to non-game situations, we experience Gamification. This difference results in a more accurate planning of the activities in Gamification, because mechanism has to be prepared before implementing activities in the classroom; while the GBL is more adapted to a work-in-progress approach, where the co-building of rules is one of the aims of the project itself, in Gamification the setting of the main elements of serious games (strategy, time management and role-playing) are to be carefully designed to help reconfiguration of an educational experience on the principles of game. Moreover the 4 freedoms of play (fail, experiment, assume different ID and effort) lead students to a new idea of learning, more enjoyable and motivating.</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-01 16:46:32 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/355875828</guid>
      </item>
      <item>
         <title>Project-Based Learning</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/355876522</link>
         <description><![CDATA[<div>by <a href="http://learn.guinevereproject.eu/user/view.php?id=32&amp;course=2">Raffaele Antonio Nardella</a> - Tuesday, 23 April 2019, 7:29 PM</div><div> </div><div>Dear Alicja,</div><div>more than gamification or GBL, I've been using a blended methodological approach mainly based on PBL project-based learning and edutainment; here is an example of a PBL for second-year course students from a high school, final product: a presentation (power point, google presentation, google tour builder, prezi)</div><div>Cheers</div><div>Raffaele</div><div><strong>A Trip to the USA</strong></div><div><br></div><div>a. This project is designed to allow you to research a place you would like to go in the US on holiday. Your trip will be for 7 days. You have the opportunity to research parts of a trip, such as:<br> • hotels<br> • important museums/monuments/places to visit<br> • restaurants and bars<br> • anything else that helps you be an informed traveller.<br> You must also work on a budget. Your final result will be a presentation (PowerPoint, Prezi, Google Tour Builder, etc) that you will give to the class about all of your choices.<br><br> b. In your research and presentation you must:<br> 1. CHOOSE A HOTEL, and give the address and rate per/night<br> (you may include photos, maps, etc.)<br> 2. CHOOSE AT LEAST 5-6 "OUTSIDE" DESTINATIONS/MONUMENTS/ PLACES/THINGS TO SEE, and give at least a sentence/phrase about their importance, the location or address, and the cost<br> (you may include photos, maps, hours, etc.)<br> 3. CHOOSE AT LEAST 5-6 "INSIDE" DESTINATIONS/MUSEUMS/ PLACES/THINGS TO SEE, and give at least a sentence/phrase about their importance, the location or address, and the cost<br> (you may include photos, maps, hours, etc.)<br> 4. CHOOSE AT LEAST 5-6 LUNCH RESTAURANTS, and give at least a sentence/phrase about their importance, cooking style, or best dishes. Also include the location and price range (if you know the price range).<br> (you may include photos, maps, hours, etc.)<br> 5. CHOOSE AT LEAST 5-6 DINNER RESTAURANTS, and give at least a sentence/phrase about their importance, cooking style, or best dishes. Also include the location and price range (if you know the price range).<br> (you may include photos, maps, hours, etc.)<br> 6. CHOOSE AT LEAST 3-4 PLACES TO GET DRINKS OR GO OUT pretending you are of age in the US, and give the importance if it exists and location.<br> (you may include photos, maps, hours, special drinks, etc.)<br> 7. Finally, TELL ME WHY YOU CHOSE THAT PLACE/CITY, IF YOU THINK IT WOULD BE A GOOD TRIP, and IF YOU WOULD WANT TO SAVE MORE MONEY BEFORE THE TRIP.<br> • REMEMBER TO CREATE AN INTRODUCTION SLIDE: WHERE YOU ARE GOING (CITY, STATE), YOUR NAMES, and maybe photos, something cultural, etc.<br><br> c. Be as realistic as you can. Be as creative as you can. Research as if you really had this opportunity for Summer 2019.<br><br> d. As for THE BUDGET, once in groups you will draw out of a hat how much money you have for your trip, ranging from 2000 dollars, 3500 dollars, 5000 dollars, or unlimited resources. Remember:<br><br> • Your trip will be for seven days any time during the summer.<br> • Don't worry, I bought your plane tickets, and you can go and return whenever you want (as long as it's seven days).<br> • You must reserve at least 45 dollars a day for food. In the case of a special restaurant you should reserve more.<br><br> Some important websites that can be used:<br> www.expedia.com<br> www.travelocity.com<br> www.kayak.com<br> www.tripadvisor.com<br> www.lonelyplanet.com<br> www.citysearch.com<br> www. smartertravel.com</div><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-01 16:48:05 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/355876522</guid>
      </item>
      <item>
         <title>Video Games</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/355878046</link>
         <description><![CDATA[<div>by <a href="http://learn.guinevereproject.eu/user/view.php?id=23&amp;course=2">Alicja Bomirska</a> - Saturday, 20 April 2019, 8:19 PM</div><div> </div><div><br></div><div><strong>Learn or Die! 5 Epic Ways to Learn Languages by Playing Video Games</strong>By </div><div><a href="https://www.fluentu.com/blog/author/maureenstimola/">Maureen Stimola</a></div><div>The guide focuses more on practical tips for teachers or students who would like to start with game-based learning approach. The author particularly praises video games and stresses their additional therapeutic or catharctic load. I agree that the VR can provide constant electronic stimulation which surely can facilitate language learning. Additionally, they offer in-context learning, which can be easily customised and provide constant repetition, which definitely helps recycle and solidify new chunks of language. The social aspect is important as well, the author gives tips on how and where students  can meet other players and create new teams. Finally, there is a selection of sites for different types of apps or games for learning languages, which I think is a very useful selection.</div>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-01 16:51:00 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/355878046</guid>
      </item>
      <item>
         <title>Video Games</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/355878547</link>
         <description><![CDATA[<div>by <a href="http://learn.guinevereproject.eu/user/view.php?id=32&amp;course=2">Raffaele Antonio Nardella</a> - Monday, 15 April 2019, 7:47 PM</div><div> </div><div><br></div><div><strong>Comments on "Tips for using videogames for language learning by Lindsay Williams"</strong></div><div>Some of the five tips for using videogames for language learning suggested by Lindsay Williams are to be considered out of the school context, in what we call an “informal learning”; it’s hard to plan such activities at school if students have to browse on platforms searching for unknown gamers or using a slang language; other tips could be useful for language learning: managing to play games in a foreign language, or choosing strategy games for cooperative learning, or becoming a game designer making your own game.</div>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-01 16:51:59 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/355878547</guid>
      </item>
      <item>
         <title>Game-Based Learning</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/355883550</link>
         <description><![CDATA[<div>by <a href="http://learn.guinevereproject.eu/user/view.php?id=62&amp;course=2">Maria Rita Pepe</a> - Saturday, 27 April 2019, 5:45 PM</div><div> </div><div><br></div><div>Comment on the article <a href="https://guides.library.utoronto.ca/c.php?g=448614&amp;p=3505475">Game-based Learning: benefits and challenges</a></div><div>Using gaming in the class certainly has potentials as far as 21st century skills are concerned. One of the most interesting aspects underlined in the article is the potential for developing resilience as it is sometimes difficult to promote among teenage students the notion of failure as a step towards success.</div><div>Creativity and divergent thinking are also skills which are not easy to work on in traditional class activities.</div><div>All the challenges listed in the article still prevent the widespread use of GBL in public schools.</div>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-01 17:02:18 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/355883550</guid>
      </item>
      <item>
         <title>Video Games</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/355884358</link>
         <description><![CDATA[<div>by <a href="http://learn.guinevereproject.eu/user/view.php?id=62&amp;course=2">Maria Rita Pepe</a> - Saturday, 27 April 2019, 6:02 PM</div><div> </div><div><br></div><div>Comment on <a href="http://learn.guinevereproject.eu/mod/page/view.php?id=89&amp;forceview=1">“Tips for using videogames for language learning” </a>by Lindsay Williams</div><div><br></div><div>Not all games are suitable for language learning. I agree with Williams on the benefits of strategy games or simulation games which provide chunks of language in context, and among these types of games I would prefer contemporary settings and real-life situations to teach language rather than immersions in medieval jousts and expressions, which could be used, on the other hand, to teach literature.</div>]]></description>
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         <pubDate>2019-05-01 17:04:14 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/355884358</guid>
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      <item>
         <title>Second Life</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/355886267</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://padlet-uploads.storage.googleapis.com/64366049/34f4be92ad99528161099513e58885c7/Bez_tytu_u.jpg" />
         <pubDate>2019-05-01 17:08:16 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/355886267</guid>
      </item>
      <item>
         <title>Game -Based Learning</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/355887591</link>
         <description><![CDATA[<div>by <a href="http://learn.guinevereproject.eu/user/view.php?id=30&amp;course=2">fabrizio bartoli</a> - Sunday, 28 April 2019, 11:47 AM</div><div> </div><div><br></div><div><a href="http://learn.guinevereproject.eu/mod/page/view.php?id=22"><strong>What is game-based learning?</strong></a><strong> videoclip</strong></div><div>The video gives an overall view of the variety of impact video games can have on learning through serious games, simulations, sci-fi or historical narratives, virtual reality and language learning applications, together with some of the downsides of using games in learning, such as the fact that students do already spend most of their times playing video-games or using their tech devices, reducing face to face interaction with peers or first hand real immersion in nature and environment. As language teachers we have generally applied playful learning using board or other language games, efl apps or other games/applications not specifically designed for learning as well as extracts from narratives both from games or movies, as hubs for our projects, with varied short and long term results. As for virtual reality developments, though promising they look, I believe they are not to be taken in consideration, realistically, for the next few years, due to the cost of the investment, in terms of training/design time and money required, for the educational use of the headsets and their software.</div>]]></description>
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         <pubDate>2019-05-01 17:11:05 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/355887591</guid>
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         <title>Augmented Reality</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/355889119</link>
         <description><![CDATA[<div>by <a href="http://learn.guinevereproject.eu/user/view.php?id=83&amp;course=2">Claire Collis</a> - Tuesday, 30 April 2019, 5:06 PM</div><div> </div><div>I agree with you in some ways about VR Farizio.  I saw a class set of VR tech being demonstrated for history classes last year - it was for learning about the conditions in the trenches/life during wartime.  The set + support + software updates and so on soon added up to a pretty hefty price.</div><div>But I also think that there are ways to use VR in the classroom now without a huge expense or much training in some contexts.  For example I've used this free Mars Walk app (https://itunes.apple.com/us/app/mars-walk/id1192328042) and a cheap cardboard VR headset in class for lessons on functional language of description and direction.  The class was in small groups and took turns to have the headset or to be the notetaker/instructor.</div><div>Having said that I think that there is more potential for AR to be widely used in education sooner.  One AR app I loved was BBC Civilisations:  https://www.bbc.co.uk/taster/pilots/civilisations-ar which meant you could project historic artefacts into the classroom.  This was just run as a trial by the BBC, but hopefully it will be available again in the future.  What are your thoughts on AR in education?</div>]]></description>
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         <pubDate>2019-05-01 17:14:18 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/355889119</guid>
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      <item>
         <title>Augmented Reality</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/355889905</link>
         <description><![CDATA[<div>a technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view.</div><div>There's real potential for this kind of augmented reality social software, but the trick has always been developing an interface that will make sense in such a rich sensual environment.<br><br> In contrast, the goal of <strong>augmented reality</strong> is to allow users to engage with the world more fully. </div>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-01 17:15:49 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/355889905</guid>
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      <item>
         <title>AR Apps</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/355891505</link>
         <description><![CDATA[<div>by <a href="http://learn.guinevereproject.eu/user/view.php?id=30&amp;course=2">fabrizio bartoli</a> - Wednesday, 1 May 2019, 10:52 AM</div><div> </div><div>Hello Claire. Nice tools the ones you suggested, thanks for sharing. I think, being time a valuable resource, we'd better rely on Augmented Reality software , rather than on Virtual or Mixed Reality,  being handset based and with a mixed PC/mobile more practical and varied usage, though already implying issues at school, with BYOD approach always having to fight against schools strict regulations regarding the use of mobile devices in class. If we are into coding, traditional, opensource apps as MIT AppInventor or newer ones like Metaverse Studio/App I think provide valuable coding practice while creating useful augmented reality educational applications that can be created on PC an then used on just a mobile phone or tablet. Unfortunately, even in the field of AR there are very few applications - like Aurasma and MetaverseApp so far - free to use or even with a free plan for students or teachers (Augment and WakingApp, for example, were good ones that used to have basic free plan but no longer do) and if they do there is no guarantee they would provide that in the future, so I honestly think twice before spending time, students' and mine, on learning how to use them :)</div>]]></description>
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         <pubDate>2019-05-01 17:18:59 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/355891505</guid>
      </item>
      <item>
         <title>Augmented Reality</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/355892461</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://www.bbc.co.uk/taster/pilots/civilisations-ar" />
         <pubDate>2019-05-01 17:20:47 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/355892461</guid>
      </item>
      <item>
         <title>Video Games</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/355894279</link>
         <description><![CDATA[<div>by <a href="http://learn.guinevereproject.eu/user/view.php?id=30&amp;course=2">fabrizio bartoli</a> - Sunday, 28 April 2019, 12:19 PM</div><div> </div><div><br></div><div><strong>Tips for using videogames for language learning by Lindsay Williams</strong></div><div><br></div><div>The video provides 5 valuable, clear cut tips to (get teachers to) encourage students, probably already playing their favourite videogames, to ‘fine tune’ their gaming time in order to get the best of it  for language learning purposes: </div><ul><li>Play games in the target language, rather then in L1</li><li>Play social games, preferably, and with foreign speakers, rather than with your L1 mates</li><li>Deepen your knowledge and game skills by following tutorials (videos, guides, blogs) in the target language</li><li>Chose to play more strategy games (involving more text to understand and important problem solving skills) rather than shoot-&amp;-kill ones</li><li>Invest time in creating games (coding skills+language practice) with blocks for example, as on Scratch, or creating Apps using scripted language</li></ul><div>Difficult not to agree with all of the above, provided that in order follow guides and tutorials in native English, for example, already requires a fairly good level of language expertise, and creating games either on a block or scripted language requires a good amount of coding programming/activity as prerequisite. I think all the above relates more to the kind of side activities or habits every language learner should take up to further practice the language they are studying. </div>]]></description>
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         <pubDate>2019-05-01 17:24:34 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/355894279</guid>
      </item>
      <item>
         <title>Gamification</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/355897365</link>
         <description><![CDATA[<div>by <a href="http://learn.guinevereproject.eu/user/view.php?id=30&amp;course=2">fabrizio bartoli</a> - Wednesday, 1 May 2019, 10:13 AM</div><div> </div><div><br></div><div><a href="http://learn.guinevereproject.eu/mod/page/view.php?id=35"><strong>Gamification and the future of education by World Government Summit</strong></a></div><div><br></div><div>I think the video ultimately makes the point as for the difficulties teachers may have in applying effectively and permanently gamification in their school curricula. School, parents and class team support, in terms of involvement and time (or possibly financial) investment is not something you can do without if you want to go beyond the ‘sugar coating’ level of integrating games, videogames or even game techniques and mechanics in you lessons, more or less occasionally, and design instead, from head to toe, a game based, structured, permanent learning environment, efficient and user-friendly, providing a game like approach at all levels of the teaching activities - from design to development to feedback and assessment - fostering students cognitive as well as social and emotional/physical skills.    </div>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-01 17:30:18 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/355897365</guid>
      </item>
      <item>
         <title>Guinevere Open Sim</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/356627456</link>
         <description><![CDATA[]]></description>
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         <pubDate>2019-05-03 14:49:59 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/356627456</guid>
      </item>
      <item>
         <title>Guinevere Open Sim</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/356628187</link>
         <description><![CDATA[]]></description>
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         <pubDate>2019-05-03 14:51:41 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/356628187</guid>
      </item>
      <item>
         <title>Guinevere Open Sim</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/356628581</link>
         <description><![CDATA[]]></description>
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         <pubDate>2019-05-03 14:52:31 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/356628581</guid>
      </item>
      <item>
         <title>Guinevere Open Sim</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/356629432</link>
         <description><![CDATA[]]></description>
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         <pubDate>2019-05-03 14:54:18 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/356629432</guid>
      </item>
      <item>
         <title>Guinevere Open Sim</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/356629817</link>
         <description><![CDATA[]]></description>
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         <pubDate>2019-05-03 14:55:08 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/356629817</guid>
      </item>
      <item>
         <title>Guinevere Open Sim</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/356630242</link>
         <description><![CDATA[]]></description>
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         <pubDate>2019-05-03 14:56:03 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/356630242</guid>
      </item>
      <item>
         <title>Guinevere Open Sim</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/356631086</link>
         <description><![CDATA[]]></description>
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         <pubDate>2019-05-03 14:57:44 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/356631086</guid>
      </item>
      <item>
         <title>CLIL (Content and Language Integrated Learning) methodology.</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/356925136</link>
         <description><![CDATA[<div><strong><em>Gamification helps</em></strong> create a system that enables learners to rehearse real-life scenarios and challenges in a safe environment. Many are the benefits alearner can get from a game-based learning experience, such as the following:<br><strong><em>engaging friendly </em></strong>competition<br><strong><em>giving the learners</em></strong> a sense of achievement<br><strong><em>offering an engaging</em></strong> and challenging learning experience<br><strong><em>encouraging learners</em></strong> to progress through the content and motivate action<br><strong><em>giving learners</em></strong> an immediate feedback and suggest a behavioural change<br><strong><em>helping higher</em></strong> recall and retention<br><br></div><ul><li>“Can virtual worlds and game-based immersive technologies and approach enhance the teaching and learning of English and the delivery of content in English (CLIL)?”</li></ul>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-05 13:09:27 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/356925136</guid>
      </item>
      <item>
         <title>CALL (Computer Assisted Language Learning)</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/356925254</link>
         <description><![CDATA[<div><strong>Examples of CALL:</strong><br><strong><em>Authentic foreign language</em></strong> material, such as video clips, flash-animations, web-quests, pod-casts, web-casts, news broadcasts etc.;<br><strong><em>Online environments</em></strong> where learners can communicate with foreign languagespeakers, through email, text-based computer-mediated communication (synchronousand asynchronous), social media, or voice/video conferencing;<br><strong><em>Language-learning tools</em></strong> (online apps or software), for phonetics, pronunciation,vocabulary, grammar and clause analysis, which may include a text-to-speech functionor speech recognition, and often include interactive and guided exercises;<br><strong><em>Online proprietary</em></strong> virtual learning environments, which offer teacher-student and peer-to- peer communication;<br><strong><em>Game-based learning.</em></strong></div>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-05 13:11:05 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/356925254</guid>
      </item>
      <item>
         <title>Immersive English teaching</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/356926384</link>
         <description><![CDATA[<div> Immersive education</div>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-05 13:24:43 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/356926384</guid>
      </item>
      <item>
         <title>Categorising games</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/356940586</link>
         <description><![CDATA[<div>the categorization of games in the context of the GUINEVERE<br>Project:<br>1. Learning with entertainment games.<br>2. Learning with educational games.<br>3. Learning inspired by games – using games as a stimulus.<br>4. Learning within games – informal learning happening when playing a game for<br>entertainment.<br>5. Learning about games – studying games as cultural artefacts.<br>6. Learning from games – considering how game principles could be applied to<br>learning situations.<br>7. Learning through game creation – learning that takes place during the<br>creation of games.<br>8. Learning within game communities – developing collaborative and supportive<br>learning activities taking place in groups and game communities. (Whitton, 2014,<br>p. 4)</div>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-05 15:02:32 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/356940586</guid>
      </item>
      <item>
         <title>Classification of Games</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/356940831</link>
         <description><![CDATA[<div><strong>One way of classifying games </strong>will be to specify linguistic contexts to support teachers as regards to<br>their <strong><em>usability and adaptability i</em></strong>n their teaching curricula. This includes investigating the<br>selected games with regards to their goals, teaching objectives, the skills they require, and<br>elements of language to be practiced.<br><br><strong>Further classifications</strong> will<br>be defining the <strong><em>specific goals of the games </em></strong>whether they are used as gap fillers, or warm up<br>and whether a game is used as:<br>- competitive<br>- skill-based<br>- discussion based<br>- task-based<br>- problem-solving<br>- describing<br>- narrative<br>- recounting something<br>- guessing<br>- question and answers<br>- socializing<br>- collaborative activity or just for fun.<br><br><br></div>]]></description>
         <enclosure url="https://drive.google.com/file/d/1ksl4grGJGahgMmEkIrX6VqKQmg35z925/view" />
         <pubDate>2019-05-05 15:04:50 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/356940831</guid>
      </item>
      <item>
         <title>Second Life</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/356943705</link>
         <description><![CDATA[]]></description>
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         <pubDate>2019-05-05 15:29:31 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/356943705</guid>
      </item>
      <item>
         <title>Minecraft</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/356953780</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://padlet-uploads.storage.googleapis.com/64366049/58f446e34a1c9fe3de21152ac78d1973/Zrzut_ekranu__21_.png" />
         <pubDate>2019-05-05 16:47:42 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/356953780</guid>
      </item>
      <item>
         <title>Minecraft</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/356953861</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://padlet-uploads.storage.googleapis.com/64366049/92d03ff240d43a7be08d5f6ac5e9644e/Zrzut_ekranu__22_.png" />
         <pubDate>2019-05-05 16:48:23 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/356953861</guid>
      </item>
      <item>
         <title>Minecraft</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/356956410</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://padlet-uploads.storage.googleapis.com/64366049/2c1ecbf2c427e6a8959a31dde843ce7f/Zrzut_ekranu__23_.png" />
         <pubDate>2019-05-05 17:08:15 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/356956410</guid>
      </item>
      <item>
         <title>Ideas for using Minecraft in the classroom</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/356958208</link>
         <description><![CDATA[<ul><li>a good tool for project-based or game-based learning</li><li>can support student creativity and collaboration</li><li><a href="https://education.minecraft.net/">Minecraft Education Edition</a>, which launched on November 1, 2016, has additional features for collaboration. </li><li> is a collaborative game, and students actively work in competitive ways, but they can also work together to solve problems and challenges. </li><li> an opportunity to build digital citizenship skills </li><li> can be used to tell stories with characters, locations, choices, motivations, and plots </li><li> can be  used for a demonstration of knowledge of ratios and proportions or a simulation of a historical event,  can be another tool to create engagement in the assessment process. </li><li> Teachers can use Minecraft to build skills needed for math competency. One example is persevering through solving problems </li><li> students can reconstruct various settings from a text, and even re-create scenes and plot events. They can also use these recreations to give a presentation or make predictions on what might happen next, and then actually create those predictions in the game. </li><li>it can focus on close reading and critical thinking skills. Readers must make inferences, examine point of view, interpret words, and analyze how a text works. </li></ul>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-05 17:23:38 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/356958208</guid>
      </item>
      <item>
         <title>Open Sim</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/360476483</link>
         <description><![CDATA[<div>OpenSimulator is an open source multi-platform, multi-user 3D application server. It can be used to create a virtual environment (or world) which can be accessed through a variety of clients, on multiple protocols. It also has an optional facility (the Hypergrid) to allow users to visit other OpenSimulator installations across the web from their 'home' OpenSimulator installation. In this way, it is the basis of a nascent distributed Metaverse.<br><br>OpenSimulator allows virtual world developers to customize their worlds usingthe technologies they feel work best -we've designed the framework to be easily extensible. Open Simulator is written in C+, running both on Windows over the NET Framework and on Unix-like machines over the Mono framework. The source code is released under a BSD License, a commercially friendly license to embed Open Simulator in products.<br><br>Out of the box, OpenSimulator can be used to simulate virtual environments similar to Second Life, given that it supports the core of SL's messaging protocol. As such, these virtual worlds can be accessed with the regular SL viewers. However, OpenSimulator does not aim to become a clone of the Second Life server platform. Rather, the project aims to enable innovative feature development for virtual environments and the Metaverse at large. OpenSimulator is becomingmore stable over time but is still a highlycomplex software system that can suffer bugs and quirks; handle with care</div>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-15 17:53:27 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/360476483</guid>
      </item>
      <item>
         <title> Gamification: Definitions and criticisms</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/361237160</link>
         <description><![CDATA[<ol><li>the use of game elements and mechanics in non-game situations in order to support and motivate users to perform tasks promoted by the services</li><li>gamification should not be considered only as an easy addition to learning which makes it enjoyable and fun, rather it should be investigated as acore medium in the educational setting that has the potential to improve learning performance</li></ol>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-17 16:01:39 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/361237160</guid>
      </item>
      <item>
         <title>Gamification in educational settings</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/361239308</link>
         <description><![CDATA[<div>Gamification in educational settings: internal gamification targets employees, external gamification focuses on customers engagement, while behaviour-change gamification aims explore habit formation.<br><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-17 16:07:00 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/361239308</guid>
      </item>
      <item>
         <title>Behaviour-change gamification</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/361242414</link>
         <description><![CDATA[<div>Several researchers have suggested applying game mechanics and game elements, core features of gamification, to learning.</div><ul><li> four game dynamics which have proven to be successful in an educational contex:</li></ul><ol><li>freedom to fail,</li><li> rapid feedback, </li><li>progression and</li><li> storytelling.</li></ol><ul><li>integrating frequent and immediate feedback found in game design may prove to be extremely beneficial.</li><li>It may be challenging sometimes to accommodate each students needs in average classroom so games may provide difficulty progression on an individual basis, keepingplayers at a particular level until they have demonstrated that they are able to pass that level and move on.</li><li>creatinga narrative around a specific task may enhance motivation and engagement while other elements of game design usually applied to gamification such as leaderboards and badges encourage competition and participation while also offering a visual representation of progress </li><li>the use of gamification in education should not be restricted to giving points every time a student visualize a lesson or deliver an assignment. It's important to highlight that the use of other gaming strategies, allows the student to awakencreativity, leave room for errors, promote the exchange of experiences collaboratively and build learning situations in which they are free to make choices</li><li>gamification should focus on: (1) increased access to community‐based games, (2) meaningful incorporation of virtual reality, and (3) increased access to commercial games. </li></ul>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-17 16:14:07 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/361242414</guid>
      </item>
      <item>
         <title>Five relevant features of games for language teaching and learning</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/361247728</link>
         <description><![CDATA[<ol><li>.There is a learner-directed goal orientation: Tasks and goals set for learning are dynamic, learner driven, and directly related to learning objectives.</li><li> There are opportunities for interaction with the game, through the game, and around the game</li><li>And just-in-time, individualized feedback is provided. </li><li>The relevant use of narrative and context is important: this means the creation of a space in which context and narrative can be cultivated to create a meaningful experience.</li><li>Motivation is central as it is often the result of powerful learning experiences in which the players continually engage. </li><li>people may lack intrinsic motivation for non-game applications, extrinsic motivation, as seen in the form of rewards or other mechanisms, may be necessary to make them engage in the gamifying process.</li></ol>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-17 16:28:27 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/361247728</guid>
      </item>
      <item>
         <title>Benefits</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/361256942</link>
         <description><![CDATA[<ul><li>gamification techniques are a critical set of design tools in an educator’s toolbox</li><li>Intrinsic motivation - refers to the pursuit of an activity because it is inherently interesting and enjoyable </li><li>extrinsic motivation refers to doing something because it leads to a separable outcome such as receiving rewards, and reducing pressure</li><li> both extrinsic and intrinsic motivation promote performance gains as well as increases in the extent and quality of effort that students put into a given task </li><li>people may lack intrinsic motivation for non-game applications, extrinsic motivation, as seen in the form of rewards or other mechanisms, may be necessary to make them engage in the gamifying process.</li><li>engaging friendly competition</li><li>giving the learners a sense of achievement</li><li>offering an engaging and challenging learning experience</li><li>encouraging learners to progress through the content and motivate action</li><li>giving learners an immediate feedback and suggest a behavioural change</li><li>helping higher recall and retention.</li></ul>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-17 16:53:35 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/361256942</guid>
      </item>
      <item>
         <title>Game design principles that should be considered in the designing process</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/361263349</link>
         <description><![CDATA[<ul><li>Understanding systems, and interactivity, as well as player choice, action and outcomes.</li><li>Including a study of rule-making and rule-breaking, game experience and representation and social interaction.</li><li>Adding and focusing on the connection between the rules of a game and the play that the rules engender, the pleasures games invoke, the meanings they construct, the ideologies they embody, and the stories they tell.</li></ul>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-17 17:10:39 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/361263349</guid>
      </item>
      <item>
         <title>10 components that make a game design successful</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/361264875</link>
         <description><![CDATA[<ol><li>self-representations, </li><li>three-dimensional environments, </li><li>narrative, </li><li>feedback, </li><li>reputations ranks and levels, </li><li>marketplaces and economies,</li><li> competition under rules, </li><li>teams, </li><li>communication </li><li>time pressure.</li></ol>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-17 17:14:56 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/361264875</guid>
      </item>
      <item>
         <title>Typical game elements </title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/361267515</link>
         <description><![CDATA[<ol><li>badges, </li><li>leaderboards, </li><li>progress bars, </li><li>performance graphs, </li><li>quests </li><li>avatars</li><li>goals, </li><li>rules conflict, </li><li>competition,</li><li> cooperation, </li><li>time, </li><li>reward structures, </li><li>feedback, </li><li>levels, </li><li>storytelling, </li><li>curve of interest </li><li>aesthetics</li></ol>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-17 17:22:24 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/361267515</guid>
      </item>
      <item>
         <title>Game Components</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/361275005</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://padlet-uploads.storage.googleapis.com/64366049/0b82d80b1234b4dbd1daee8d702b4ffa/Zrzut_ekranu__29_.png" />
         <pubDate>2019-05-17 17:41:29 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/361275005</guid>
      </item>
      <item>
         <title>Game Components 2</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/361275546</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://padlet-uploads.storage.googleapis.com/64366049/886e63c281d9d8a0c99f50787c6caeee/Zrzut_ekranu__28_.png" />
         <pubDate>2019-05-17 17:42:47 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/361275546</guid>
      </item>
      <item>
         <title>The key elements of games</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/361276139</link>
         <description><![CDATA[<ol><li>Components are the base of the pyramid and they make up the largest group of game elements. They are the leastabstract among the three categories presented and they lead to the tools that can be used to integrate gamification into the field of interest</li><li>Mechanics are the basic processes that guide users to engage with the content while continuing to drive the action forward. Specifically, the mechanics elements includechallenges, chance, competition, cooperation, feedback, resource acquisition, reward system, transactions, turns, and win states.</li><li>There are five dynamics elements: constraints, emotions, narrative, progression, andrelationships and these elements must be considered and managed when developing a gamified system. </li></ol>]]></description>
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         <pubDate>2019-05-17 17:44:16 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/361276139</guid>
      </item>
      <item>
         <title>Mechanics</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/361279727</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://padlet-uploads.storage.googleapis.com/64366049/f2b576b6177130bc532bed73ce8fc1dc/Zrzut_ekranu__33_.png" />
         <pubDate>2019-05-17 17:53:36 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/361279727</guid>
      </item>
      <item>
         <title>Dynamics</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/361279933</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://padlet-uploads.storage.googleapis.com/64366049/57dad873697f48f0a696d89a7a3ab246/Zrzut_ekranu__34_.png" />
         <pubDate>2019-05-17 17:54:07 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/361279933</guid>
      </item>
      <item>
         <title>Game-based immersive teaching and learning</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/361326309</link>
         <description><![CDATA[<ul><li>challenging and interactive experiences, with a huge potential in terms of learning outcomes</li><li>Authentic foreign language material</li><li>Online environments where learners can communicate with foreign language speakers, through email, text-based computer-mediated communication (synchronous and asynchronous), social media, or voice/video conferencing</li><li>Language-learning tools (online apps or software)</li><li>often include interactive and guided exercises;</li><li>offer teacher-student and peer-to- peer communication</li><li>deeper learning experiences</li><li>communication takes place in a context which can take the shape of life-like situations</li><li>enables learners to rehearse real-life scenarios and challenges in a safe environment </li></ul>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-17 20:56:51 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/361326309</guid>
      </item>
      <item>
         <title>My boardgame</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/361341412</link>
         <description><![CDATA[<div>The beginning :)</div>]]></description>
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         <pubDate>2019-05-17 23:30:49 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/361341412</guid>
      </item>
      <item>
         <title>Choice of 3D VE</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/361822241</link>
         <description><![CDATA[<ul><li>give learners the opportunity and the experience to fully immerse themselves in the environment</li><li>learners can undertake almost any activity collaboratively in a 3D immersive VLE which will help them to practise the target language</li><li>there are a lot of opportunities to provide your language learners with extra material for communication practice to play around with. Your students can interact with peers or pedagogical agents known as none-player characters (NPCs) by asking questions and getting responses in the language they are learning</li><li>a choice of holodeck scenarios, equipped with a variety of pedagogical agents. Such extra learning opportunities outside the regular classroom give learners the chance to experience genuine learning scenarios to practice their target language either on their own or collaboratively with peers.</li></ul>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-20 17:00:13 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/361822241</guid>
      </item>
      <item>
         <title>Structuring Activities</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/361826730</link>
         <description><![CDATA[<ul><li>warm-up session to introduce new words with 3D immersive virtual board games</li><li>practice session to hear or read some authentic language</li><li>production session where they can produce language to achieve goals or get rewards.</li><li>games to help energize coursebook content and also extend the content and language of the coursebook</li><li>standalone materials where learners use the game as a primary source for language and access the authentic language and context.</li><li><strong><em>Pre-task Phase - </em></strong>The teacher introduces the concept /nature of the task on games in 3D immersive virtual learning environments; learners pair up in groups and assign roles</li><li><strong><em>Task Cycle Phase -t</em></strong>ask , Planning, Report, Language Focus and Analysis, Practice</li></ul><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-20 17:10:17 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/361826730</guid>
      </item>
      <item>
         <title>Aspects of Competition</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/361837053</link>
         <description><![CDATA[<ul><li>Don’t let your pupils play individually</li><li>Don’t kill your students’ creativity</li><li>Encourage communication between pupils</li><li>Don't give away your control over a game</li><li>Try to convey the message that competition is just a way to reach certain learning goals, not the main goal itself</li></ul><div><br></div>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-20 17:34:43 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/361837053</guid>
      </item>
      <item>
         <title>Timing of Activities</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/361855903</link>
         <description><![CDATA[<ul><li>the more players are involved the longer the game will take and the more boring it might become for other players until it is his/her turn</li><li>When working ingroups the group size should not extend to more than 4 players</li><li> Introductory games, gap filler games orspecific vocabulary or grammar games should not last longer than 15-20 minutes</li><li>A quest, for example, carried out in a task-based or problem-solving context will certainly need much more time than a simple grammar activity.</li></ul>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-20 18:16:56 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/361855903</guid>
      </item>
      <item>
         <title> Filming and recording learning sequences</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/361863230</link>
         <description><![CDATA[<div>Watching the recordings of their performancehelpslearners to analyzeand critique their presentationand assiststhem to develop awareness of their performanceand improve it by re-shootingsome scenesor activities<br><br> “visual form of feedback, which allows learners to review their work and interactions many times and reflect on their performance”</div>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-20 18:30:01 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/361863230</guid>
      </item>
      <item>
         <title> Improvement of Learning Outcomes</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/361865868</link>
         <description><![CDATA[<ul><li>Active involvement is essential for your students’ learning outcome.</li><li>role-plays seem  to be an ideal way to practice writing, reading and performing authentic scenarios</li><li>The fun element is important, tooand influences the learner’s engagement and positive learning experiences.</li><li>The machinima shared with all participants after a learning unit can be used to take notes and provide feedback on language issues </li></ul>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-20 18:36:40 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/361865868</guid>
      </item>
      <item>
         <title>Summary</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/362212656</link>
         <description><![CDATA[<div><strong>Theory of Game Design</strong> is an interesting  study which introduces the reader into the world of game designing. The author focuses mainly on gamification in educational settings, which is called <strong><em>behaviour-change gamification</em></strong>. In subsequent parts of the study we can learn about <strong><em>relevant features of games </em></strong>like for example a learner-directed goal orientation, interaction with the game, through the game, and around the game, just-in-time, individualized feedback, the relevant use of narrative and context and finaly motivation.</div><div>The study also mentions a number of benefits coming from gamification being part of the teacher's toolbox, and I especially like the idea that  the gamification encourages learners to <strong><em>progress through the content and motivate  action. </em></strong>An obvious benefit is of course higher recall and retention. Finally, we learn about components and elements that make a game successful and in what proportions they should be used. I think this study is a good manual for a teacher who wants to enter the environment of immersive teaching, with a lot of theory and practical tips on how to procede and why.</div>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-21 16:20:03 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/362212656</guid>
      </item>
      <item>
         <title>Summary</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/362213361</link>
         <description><![CDATA[<div><strong>Humanising- Language- Teaching </strong>is an article discussing game -based immersive teaching and learning approach. The article gives specific examples of how students can benefit from being taught in this way and also gives first-hand experience examples of classes and projects that were carried out in Italy. It's always good to learn from good examples so I believe the article plays this role very well. </div>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-21 16:21:30 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/362213361</guid>
      </item>
      <item>
         <title>Domains</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/362216170</link>
         <description><![CDATA[<div>Each act of language use is set in the context of a particular situation within one of the <em>domains </em>(spheres of action or areas of concern) in which social life is organised.</div><ul><li> the <strong><em>personal </em></strong>domain - private life, home life, individual practices</li><li>the <strong><em>public </em></strong>domain - a member of the general public</li><li>the <strong><em>occupational </em></strong>domain -  job or profession</li><li>the <strong><em>educational </em></strong>domain - engaged in organised learning</li></ul><div>In each domain, the external situations which arise may be described in terms of:</div><div>• the <em>locations </em>in which, and the <em>times </em>at which, they occur;</div><div>• the <em>institutions </em>or <em>organisations </em>– the structure and procedures of which control much of what can normally occur;</div><div>• the <em>persons </em>involved, especially in their relevant social roles in relation to the user/learner;• the <em>objects </em>(animate and inanimate) in the environment;</div><div>• the <em>events </em>that take place;</div><div>• the <em>operations </em>performed by the persons involved;</div><div>• the <em>texts </em>encountered within the situation.</div>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-21 16:28:07 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/362216170</guid>
      </item>
      <item>
         <title>Domains</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/362220531</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://padlet-uploads.storage.googleapis.com/64366049/7a1ab6ffea99892f90b85d7887ce08da/Zrzut_ekranu__38_.png" />
         <pubDate>2019-05-21 16:37:03 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/362220531</guid>
      </item>
      <item>
         <title>Domains</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/362221684</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://padlet-uploads.storage.googleapis.com/64366049/b92ac38624c94bde6f884a09f4b62be3/Zrzut_ekranu__39_.png" />
         <pubDate>2019-05-21 16:39:41 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/362221684</guid>
      </item>
      <item>
         <title>Communication themes</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/362223375</link>
         <description><![CDATA[<div>1. personal identification</div><div>2. house and home, environment</div><div>3. daily life</div><div>4. free time, entertainment</div><div>5. travel</div><div>6. relations with other people</div><div>7. health and body care</div><div>8. education</div><div>9. shopping</div><div>10. food and drink</div><div>11. services</div><div>12. places<br>13. language</div><div>14. weather</div>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-21 16:43:21 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/362223375</guid>
      </item>
      <item>
         <title>Lesson Ideas for Teachers to Use Machinima</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/362224189</link>
         <description><![CDATA[<div><strong>Warm-ups </strong></div><ul><li>Machinima on “How to play a game tutorial” </li><li>Machinima on “Lesson Instructions: Classroom Language”</li></ul><div><strong>Vocabulary and Pronunciation Presentation</strong></div><ul><li>Create simple machinima that demonstrate <em>adjectives</em>.</li></ul><div>Create simple machinima that demonstrate classroom <em>nouns/objects</em>  (Home: house, rooms, garden, street, square, park</div><ul><li>Create simple machinima that demonstrate: <em>Simple Verbs</em></li></ul><div>Create machinima that <em>contextualize the vocabulary</em>, e.g. travel vocabulary, educational vocabulary, restaurant vocabulary, etc.  <br><strong>Fixed Expressions Presentation</strong></div><ul><li>Create machinima that demonstrate <em>idioms</em> with various contexts like animals, people etc., proverbs, familiar quotations, expressions of belief, attitudes such as – clichés</li><li>Machinima representing the “<em>use and choice of greetings</em>” on arrival, in introductions, leave-taking, use and choice of address forms, </li></ul><div><strong>Spoken Language Presentation</strong></div><div><strong>Machinima presenting </strong></div><ul><li>casual conversations;</li><li>public announcements and instructions;</li><li>public speeches, lectures, presentations, sermons;</li><li>rituals (ceremonies, formal religious services);</li><li>entertainment (drama, shows, readings, songs);</li><li>sports commentaries (football, cricket, boxing, horse-racing, etc.);</li><li>news broadcasts;</li><li>public debates and discussion;</li><li>interpersonal dialogues and conversations;</li><li>telephone conversations;</li><li>job interviews.</li><li>informal discussion</li><li>formal discussion</li><li>debate</li><li>interview</li><li>negotiation</li><li>co-planning</li><li>practical goal-oriented co-operation</li></ul><div><strong>Story Telling/Re-Telling/Narratives</strong></div><div><strong>Machinima narrating</strong>: </div><ul><li>Fables</li><li>Fairy Tales</li><li>Classical Literature</li><li>Mysteries </li><li>Societal Problems</li><li>Poetry</li><li>Joke-Telling </li></ul><div><strong>Grammar Review</strong></div><ul><li>The Phrasal Verb “Get”  </li><li>Introduction to Conditionals</li><li>Introduction to Verb Tenses, modals, linking words, sentence construction, passive voice,  </li></ul><div><strong>Intercultural Communication Practice </strong></div><ul><li>Machinima about “<em>everyday living</em>” of the target language whose content includes food and drink, meal times, table manners, public holidays, leisure activities (hobbies, sports, reading habits, media)</li><li>Machinima about “<em>living conditions</em>”, housing conditions  </li><li>Machinima of “<em>interpersonal relations</em>” (including relations of power and solidarity) class structure of society and relations between classes, relations between sexes (gender, intimacy), family structures and relations, relations between generations, relations in work situations, relations between public and police, officials.</li><li>Machinima about “<em>values, beliefs and attitudes</em>”  including regional cultures, social class, occupational groups (academic, management, public service, skilled and manual workforces), history, especially iconic historical personages and events, minorities (ethnic, religious), arts (music, visual arts, literature, drama, popular music and song), religion, humour.</li><li>Machinima about “<em>body language</em>” and “<em>social conventions</em>” like hospitality, punctuality, presents, dress, refreshments, drinks, meals, behavioural and conversational conventions and taboos, length of stay, leave-taking.</li><li>Machinima about “<em>ritual behaviour</em>” in such areas as religious observances and rites, birth, marriage, death, audience and spectator behaviour at public performances and ceremonies, celebrations, festivals, dances, discos, etc.</li><li>Machinima about “<em>dialects and accents</em>” of target language society .</li></ul><div><strong>Language Practice as Machinima Task (Student Work)</strong></div><ul><li>Machinima for interpretation of a <em>poem</em>.</li><li>Machinima to <em>review a book</em>. Variation could be an <em>interview with a character</em> from the book or <em>the author</em>.  </li><li>Machinima for advertising a <em>book, piece of art</em> etc. .</li><li>Machinima based on well known <em>myths or legends</em>, or create your own myth and produce a machinima</li><li>Machinima based on a <em>short story</em>. </li><li>Machinima presenting a <em>typical everyday situation</em> of a tourist such as booking a hotel room, ordering a meal, buying goods in a shop, asking for directions, going to a doctor, renting a car, reporting a crime and etc. </li><li>Machinima as presenting the <em>latest news</em>. </li><li>Machinima about a <em>business meeting</em>. Variation could be producing a <em>presentation, negotiation sequence or job interview</em> in business context. </li><li>Machinima based on a <em>TV discussion/debate</em> presenting different views about a particular topic. </li><li>Machinima as <em>a travel report</em> for the target language country. </li><li>Machinima about <em>famous authors</em>, their life and their books. </li><li>Machinima about <em>public services</em>. </li><li>Machinima about life of <em>historical events and people, artists, singers</em> etc. </li><li>Machinima about important <em>regions or places</em> in the World. </li><li>Machinima explaining a scientific concept, or a case study,  a lecture, a debate, or a documentary</li></ul><div><strong>Roleplaying </strong></div><ul><li>Meeting an Old Friend  </li><li>An Invitation for a Meal  </li><li>Shopping</li><li>On the Train  </li></ul><div><strong>Writing Practice</strong></div><ul><li>passing and <em>exchanging notes, memos</em>, etc. when spoken interaction is impossible and inappropriate;</li><li><em>correspondence</em> by letter, fax, e-mail, etc.;</li><li>negotiating the text of agreements, contracts, communiqués, etc. by reformulating and exchanging drafts, amendments, proof corrections, etc.; participating in on-line or off-line computer conferences.</li><li>Face-to-face interaction may of course involve a mixture of media: spoken, written, audio-visual, paralinguistic and paratextual </li><li>interactive man/machine communication in the public, occupational, educational and even personal domains.</li></ul><div><strong>Presenting Language through Content with Machinima (Teacher produced depending on the area content area) </strong></div><ul><li>Machinima about a particular artistic <em>style, movement, or period in history</em>.</li><li>Machinima on particular art pieces of <em>famous artist or musician</em>. Variation could be machinima on their lives.</li><li>Machinima explaining <em>scientific method, fact, particular field of science or natural phenomena</em>. (e.g. water cycle, recycling, alternative fuels, global warming, or biodiversity.)</li><li>Machinima on <em>famous research, scientists, mathematician and their achievements</em>.</li><li>Machinima demonstrating <em>numbers and simple mathematical operations</em>.</li><li>Machinima demonstrating the understanding of some element of basic <em>statistics</em> and how they <em>apply</em> to the real world. </li><li>Machinima explaining <em>public information program</em> about the benefits of a <em>good diet</em>, positive health practice such as smoking cessation, drug avoidance, or regular exercise. </li><li>Machinima presenting public information program about a <em>topic such as AIDS, sexually transmitted diseases, gender identity issues, or family planning.</em></li><li>Machinima on <em>sports, games, rules and personalities</em> of this field.</li><li>Machinima about a specific <em>company or business</em>, variations could be a <em>TV commercial</em> for a real or fictional product advertising or promoting or informing about working in a particular job.</li><li>Machinima about <em>Interview Techniques</em> in business context.</li><li>Machinima about production of <em>multimedia texts</em>, with reference to topic/focus, sequencing, cause/effect, thematic organisation, coherence and cohesion, logical ordering, style and register, rhetorical effectiveness, text design (description, narrative, exposition, etc.), how stories, anecdotes, jokes, etc. are told, how a case is built up (in law, debate, etc.), how written texts (essays, formal letters, etc.) are laid out, signposted and sequenced. </li></ul><div><strong>English for Specific Purposes and Students with Special Educational Needs (SEN)</strong></div><div><strong>Health Care Studies:</strong></div><ul><li>car accident (calling an ambulance, administering relief, Emergency arrival and so on)</li><li>accepting a patient in hospital</li><li>health check before an operation</li><li>giving birth</li><li>ordinary health check</li></ul><div><strong>Technical and business:</strong></div><ul><li>explaining mechanisms</li><li>explaining production processes</li><li>book printing</li><li>bookbinding</li><li>describing damages</li><li>assembling machines</li></ul>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-21 16:45:21 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/362224189</guid>
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      <item>
         <title>Challenges of Machinima Production</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/362228345</link>
         <description><![CDATA[<ul><li>The biggest challenges for students who want to participate into classes in virtual classes include “<em>robust hardware and a broadband Internet connection</em>, <em>liability issues like being subjected to sex, violence, or disruptive players”</em>.</li><li>skills to create and design the learning environment</li><li> <em>Identity</em> issues like freedom to play with identity and manage reputation can become an issue of concern, and accountability for actions becomes displaced</li><li><em>Culture </em>issues<em> </em>like set of codes, norms and etiquette for joining communities.</li><li> <em>Collaboration </em>issues like the need of building trust and authenticity while cooperating and co-construction and because of a minimal social network scheme within  the virtual learning environments, external services such as wikis, blogs or a virtual learning environment (VLE) are often needed to support the interactions between avatars.</li><li>Time constraints could occur by validating, running and teaching activities. Checking object permissions, intellectual property rights and accessibility also requires a lot of time.</li><li><em>Economic</em> issues; even though the basic account to access Second Life® is free, anything else costs money like  buying land to build and create teaching spaces or uploading images and textures.</li><li><em>Standardisation</em> presently is a problem. There is no interoperability between various virtual platforms, yet.</li><li>Scaffolding persistence and social discovery issues like each avatar remains trapped at the center of its own community and in-world profiles associated with each avatar provide a limited mechanism for the social discovery of other people, unlike other social networking services</li></ul>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-21 16:54:17 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/362228345</guid>
      </item>
      <item>
         <title>A good game</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/363329018</link>
         <description><![CDATA[<div>Bartle (1989) identified four main categories of players in multiplayer online games. According to his taxonomy of player types, each player is defined by the gaming elements which they find most enjoyable such as Socialiser, Explorer,Achiever,and Killer.</div><ul><li>Achievers like to find the goal,</li><li> Socializers like interacting, </li><li>Explorers like to increase the knowledge of the world and discover new places and </li><li>Killers (e.g. a griefer in Second Life) like to dominate others and do this through attacking others in a game.</li><li>Creators or Builders, most relevant for Minecraft, Second Life,andOpenSim</li></ul><div><br>In teaching, we should focus rather on the aspect of ‘doing’ things using the learning by doing approach</div>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-24 16:23:32 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/363329018</guid>
      </item>
      <item>
         <title>Classification of Games</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/363332285</link>
         <description><![CDATA[<div>When considering the usability of games in 3D immersive virtual worlds, it is important to analyzethe rules, their initiation,andtermination, the use of resources and possibilities of collaboration and interaction.<br><br>One way of classifying games will be to specify linguistic contexts, investigating the selected games with regards to their goals, teaching objectives, the skills they require, and elements of language to be practiced, as defined in the CEFR (Common European Frameworkof Reference) at levels A1-C2: listening/understanding; spoken interaction/speaking with other people; spoken production/making announcements and speeches; reading and writing (from notetaking to report writing).<br><br>defining the specific goals of the games whether they are used as gap fillers, or warm up and whether a game is used as:<br>-competitive<br>-skill-based<br>-discussion based<br>-task-based <br>-problem-solving <br>-describing<br>-narrative<br> -recounting something<br>-guessing <br>-question and answers<br>-socializing <br>-collaborative activity or <br>just for fun<br><br><br></div>]]></description>
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         <pubDate>2019-05-24 16:34:03 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/363332285</guid>
      </item>
      <item>
         <title>The Opinionator</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/363352155</link>
         <description><![CDATA[<ul><li>can be used at any level depending on the communication and language skills of the learners.</li></ul><div><br></div>]]></description>
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         <pubDate>2019-05-24 17:44:53 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/363352155</guid>
      </item>
      <item>
         <title>Task-Based Learning</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/363354017</link>
         <description><![CDATA[<ul><li> is grounded on learners’ experiences with the target language personalised and relevant to them</li><li>is used in communicative language teaching where “a task is an activity where the target language is used by the learner for a communicative purpose (goal) in order to achieve an outcome”</li><li>Learners are obliged to use all their language resources during the various stages of the task</li><li>allows for a great variety of learning styles or a combination of learning techniques</li><li>should equip learners with the knowledge and skills to:</li></ul><div>-find and apply resources relevant to their learning tasks<br>-assess and value people ‘s learning experiences<br> -improve their language skills in the field of their interest<br>-collaborate and interact with other students to practice oral and written communication skills<br>-explore new ways of learning<br><br>The learning objectives suggest that successful learners achieve the following:<br>-initiate and sustain conversations in-world<br>-comprehend messages from peers and react accordingly</div><div>-understand the main idea when listening to or evaluating reports or videos<br>-read and comprehend materials written for native speakers, when the topic is familiar<br>-write short notes and reports<br>-restate and summarize material for the benefit of the group.</div>]]></description>
         <enclosure url="" />
         <pubDate>2019-05-24 17:51:39 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/363354017</guid>
      </item>
      <item>
         <title>My boardgame</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/365935185</link>
         <description><![CDATA[<div>The final product :D</div>]]></description>
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         <pubDate>2019-06-05 18:44:33 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/365935185</guid>
      </item>
      <item>
         <title>My boardgame</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/365935913</link>
         <description><![CDATA[<div>The final product :D</div>]]></description>
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         <pubDate>2019-06-05 18:47:47 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/365935913</guid>
      </item>
      <item>
         <title>Project-based learning</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/366166954</link>
         <description><![CDATA[<ul><li>is a model of practice that organizes the learning around projects.</li><li>tasks based on challenging questions that involve students in design, problem-solving, decision-making or investigative activities while giving them the opportunity to work relatively autonomously over extended periods of time</li><li>learning is partly a social activity that takes place within the context of culture, community and past experiences</li><li> “workforce demands for high-performance employees who can plan, collaborate, and communicate”or the need for young people to “learn civic responsibility and master their new roles as global citizens” </li></ul><div>When designing a solid PBL curriculum, research shows that 8 essential criteria should be met, specifically: 1) significant content,2) a need to know, 3) a driving question,4) student voice and choice,5) 21st century skills,6) inquiry and innovation,7) feedback and revision and 8) publicly presented product</div>]]></description>
         <enclosure url="" />
         <pubDate>2019-06-06 16:39:18 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/366166954</guid>
      </item>
      <item>
         <title>Telecollaboration</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/366169814</link>
         <description><![CDATA[<div> - a systematic process of communicating and working with people from different locations through online or virtual means for the development of language and/or intercultural competence.<br>-  Technology is the mediational tool in telecollaboration; it is therefore central in the telecollaborative pedagogy and has an impact on interaction as participants engage with the technical as well as the social layer of interaction</div>]]></description>
         <enclosure url="" />
         <pubDate>2019-06-06 16:48:53 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/366169814</guid>
      </item>
      <item>
         <title>3D Virtual learning environments</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/366171294</link>
         <description><![CDATA[<div>Numerous 3D learning environments have been developed using platforms such as Active Worlds, Second Life, Open-Sim, Minecraft, Traveler, Adobe Atmosphere, and There.<br><br>Students have the possibility to be fully engaged with the learning context; they can be anybody through avatar creation and they can experience different times and places and experience thelearning environment in whichthey are immersed<br><br>They are interactive environments with the preferred content, they also give the possibility to view a given problem from different perspectives presenting activities that may be difficult to practice safely in real life.<br><br>Users are able to access virtual contents simultaneously, share information (Prasolova-Førland, 2008), receive feedback (Cheng &amp;Wang, 2011), and complete activities by engaging with objects and individuals from different locations</div>]]></description>
         <enclosure url="" />
         <pubDate>2019-06-06 16:53:33 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/366171294</guid>
      </item>
      <item>
         <title>Methodology </title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/366177058</link>
         <description><![CDATA[<ul><li><strong><em>The connectivism model - </em></strong> the use of technology in schools should lead to significant educational and pedagogical outcomes, beneficial for both teachers and students;</li></ul><div>       - the use of interactive multimedia software seems to motivate students and leads to improved performance</div><div>        - focuses on Internet technologies and the new opportunities created to learn and share information across the World Wide Web.<br><br>-  the main principles of connectivism are the following:<br>•Learning and knowledge are based on adiversity of opinions;<br>•Learning is the process of connecting specialized nodes or information sources;<br>•Learning may reside in non-human appliances;<br>•The capacity to know more is more critical than what is currently known;<br>•Nurturing and maintaining connections is needed to facilitate learning;<br>•The ability to identify connections between concepts is important;<br>•Maintaining current and accurate knowledge is the purpose in connectivist activities;<br>•Decision-making is a learning process as information can change and what is viewed as correct one day may be incorrect the next.<br><br></div><ul><li><strong><em>Constructivist teaching - t</em></strong>eachers relinquish control of the class and learners are the makers of meaning and knowledge under their guidance</li></ul>]]></description>
         <enclosure url="" />
         <pubDate>2019-06-06 17:14:56 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/366177058</guid>
      </item>
      <item>
         <title>How connectivism compares to other learning theories and how it differs from established paradigms</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/366179385</link>
         <description><![CDATA[]]></description>
         <enclosure url="https://padlet-uploads.storage.googleapis.com/64366049/bfb8422c0f68a1c938819f6a7bf5708e/Zrzut_ekranu__145_.png" />
         <pubDate>2019-06-06 17:23:27 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/366179385</guid>
      </item>
      <item>
         <title>Teacher&#39;s role</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/366180905</link>
         <description><![CDATA[<div>teachers are “curriculum developers” who critically assess school knowledge and reorder and enrich it according to the principles of new pedagogy supported by technology</div>]]></description>
         <enclosure url="" />
         <pubDate>2019-06-06 17:28:39 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/366180905</guid>
      </item>
      <item>
         <title>Student&#39;s role</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/366181667</link>
         <description><![CDATA[<div>Learners are moving from a passive stance and <strong><em>teacher-centred forms of delivery </em></strong>to a more active and <strong><em>student-centred </em></strong>one; instead of taking in information from a unique source (the teacher), students have the chance to learn more independently and collaboratively, interacting, comparing interpretations and working with teachers,fellow </div><div> peers in other parts of the world toward mutual understanding <br><br>Today’s students perceive little value in the absorption of factual information, given the accessibility and ease of use of search engines and web-based reference sites such as Google and Wikipedia ; students are now very much in control of online content and, as members of the open and interactive culture of the Web, are capable of being both producers and consumers of knowledge using a variety of accessible tools that empower them to develop and share ideas </div>]]></description>
         <enclosure url="" />
         <pubDate>2019-06-06 17:31:43 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/366181667</guid>
      </item>
      <item>
         <title>Motivation and benefits of PBL</title>
         <author>alicja258</author>
         <link>https://padlet.com/alicja258/lstcn1id4jyj/wish/366183672</link>
         <description><![CDATA[<div>Students must have the responsibility for their own learning<br>•The problem simulations used in problem-based learning must be ill-structured and allow for free inquiry.<br>•Learning should be integrated from a wide range of disciplines or subjects.<br>•Collaboration is essential.</div><div>•What students learn during their self-directed learning must be applied back to the problem with reanalysis and resolution.<br>•A closing analysis of what has been learned from work with the problem and a discussion of what concepts and principles have been learned are essential.<br>•Self and peer assessment should be carried out at the completion of each problem and at the end of every curricular unit.<br>•The activities carried out in problem-based learning must be those valued in the real world.<br>•Student examinations must measure student progress towards the goals of problem-based learning.<br>•Problem-based learning must be the pedagogical base in the curriculum and not part of a didactic curriculum</div>]]></description>
         <enclosure url="" />
         <pubDate>2019-06-06 17:39:35 UTC</pubDate>
         <guid>https://padlet.com/alicja258/lstcn1id4jyj/wish/366183672</guid>
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