Task 5: a Gamification lesson plan
For the fifth task, as a group, we had to design a gamification plan for a prospective group.
My group decided to follow this year's trend "The Squid Game", Netflix's TV series, as it may sound interesting for teenage students.
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.
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.
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.