GAMIFICATION IN SMART AMP




The basic principle of GAMIFICATION is measurable feedback from users, providing a rapid development of the material and the gradual immersion of the user in the points of knowledge. When applied gamification gradual change and complexity of goals and tasks as users purchase new skills and competences, which ensures the development of the results, while maintaining user involvement.

However, to successfully achieve the goal you need to follow a number of rules.

1. Purpose. Any project should be the goal. In any game, the player always sees the goal. Visualizing goals in games works very powerfully.
2. Rules. Any game must have at least some rules. Restrictions stimulate creative thinking, make you think more productively. 
3. The feedback system. The game must be feedback mechanisms. These are different elements that show that right and wrong did the player.

For all these conditions I integrate elements of gamification in my classrooms. The aim of my work was not only the students study the program for co-creativity SMART amp, but also efficient use of the program in the English lessons.




To achieve my goal I have created a system of badges that each student receives after the successful completion of the task. Badges and students works are divided by type and level of complexity.





I type of tasks matches with SMART amp program. At the first level, students learn how to create a workspace, how to work with text and images to design projects. On the second level, students must learn how to use the figures for better design projects and participate in responses created by the teacher. Advanced level includes working with videos, creating responses and chatting in English.


The next type of tasks matches with the students’ preparation for Russian National State Exam. Tasks are divided according to the student's ability to perform the written, oral or creative tasks. These tasks might be done in pair or group forms of cooperation, as well as use "brainstorming." Boring tasks turn alive by a logical sequence of work with them, which contributes to their successful implementation. 



The third type of tasks is complicated due to the content. The first level is the job of reproductive content, on the second level students have creative tasks, and the third level is a project of global international collaboration, based on the analysis and synthesis of the information using Venn diagram.







Thus, working with cloud solutions SMART amp allowed me to organize work in the system from simple to complex, and easily track the progress of each student. Personalize students’ own pages allowed each student to put the goals and track the success of his/her achievements.

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