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Task 5: a Gamification lesson plan

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For the fifth task, as a group, we had to design a gamification plan for a prospective group.

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My group decided to follow this year's trend "The Squid Game", Netflix's TV series, as it may sound interesting for teenage students.

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For 6 weeks, students would be immersed in a classroom Squid Game, where their teacher and classmates would act as the organisers of the game. 

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Each week, at the end of the class, there will be a game-based learning activity to ensure that they have revised the vocabulary and grammar seen in class. The contents included in this gamification are science vocabulary, imperative, suggestions, and conditionals.

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For the game-based learning activities, we chose to follow The Squid Game narrative and use traditional games that are familiar to the students, like Simon says or The Hangman.

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