Ubiquitous Learning and Instructional Technologies MOOC’s Updates
Reflection on Game-Based Learning (GBL) in English Language Teaching
During the recent training I attended, I gained valuable insights into the effectiveness and importance of Game-Based Learning (GBL), especially for primary students. GBL stands out as an engaging and dynamic learning process that goes beyond traditional teaching methods.
When incorporating Game-Based Learning (GBL) into your teaching and learning process, you can absolutely establish a culture of engagement and motivation, create a safe environment for practice, provide immediate feedback, foster genuine collaboration and communication, and cater to diverse learning styles.
There are many examples of effective Game-Based Learning activities. Some of the most popular and proven methods include BINGO (Vocabulary/Phonics/Grammar BINGO), Charades (for action words and everyday vocabulary), Word Relay Race, Memory/Matching Games, Simon Says, Hot Seat, Pictionary, and Kahoot. Whether digital or traditional, these games have been shown by prominent educators to promote effective and engaging learning.
In the GBL process, assessment can also be evident and accurate. While paper-and-pen tests are considered essential for record-keeping, I firmly suggest utilizing games for formative assessment as well. 1. Measures Effectiveness. Games are not just fun; they are also effective for learning. 2. Guides Instruction. Results help tailor future lessons to address learning gaps or build on strengths. 3. Monitors Progress. Continuous assessment through games tracks individual and class progress over time. 4. Motivates Students. Clear goals and immediate feedback increase motivation and make games more purposeful. 5. Ensures Inclusivity. Games help identify students who may need extra support or challenge, ensuring all learners are engaged.
I have here the suggested rubrics on how to assess students regarding the student's progress base on GBL:
| Criteria | 1 Point | 2 Points | 3 Points | |
| Participation | Rarely joins | Sometimes joins | Always joins | |
| Accuracy | Few correct | Some correct | Mostly/all correct | |
| Teamwork | Seldom helps | Sometimes helps | Always helps others | |
| Improvement | No progress | Some improvement | Clear improvement | |
| Creativity | Rarely tries | Sometimes creative | Very creative | |
GBL assessment should be ongoing, varied, and supportive, focusing on participation, accuracy, teamwork, and progress. Involving assessment all the time ensures that all students benefit from the game experience and that teaching remains effective and inclusive.
References:
https://ieeexplore.ieee.org/document/9969919
Akcaoglu, M., Jensen, L. J., & Gonzalez, D. (2021). Understanding Children’s Problem-solving Strategies in Solving Game-based Logic Problems. International Journal of Technology in Education and Science, 5(2), 245–257. https://doi.org/10.46328/ijtes.98
Bottino, R. M., Ott, M., & Tavella, M. (2014). Serious Gaming at School. International Journal of Game-Based Learning, 4(1), 21–36. https://doi.org/10.4018/ijgbl.2014010102
https://arxiv.org/abs/2207.07369?utm_source=openai

