‏إظهار الرسائل ذات التسميات games. إظهار كافة الرسائل
‏إظهار الرسائل ذات التسميات games. إظهار كافة الرسائل

Gamification to encourage learner autonomy

This post tries to pull together a couple of things I have been thinking about recently. The first was a post I saw on the 21st Century Fluency Project blog a few weeks back. The title of the article 'How I Turned My Classroom into a ‘Living Video Game’ caught my eye and before I even had time to read it I started thinking about how the factors that create motivation in computer games could be applied to the classroom. The article is well worth reading, although this is only one element it touches on.
The other thing I have been thinking about recently is time management and distraction as it is one of the more significant objections which teachers often raise to having students using computers and mobile devices in the classroom, so when I saw 'HabitRPG' I thought it could be a useful tool to help deal with the problems and implement more of a gamified approach to the  classroom.

HabitRPG is a time and task management tool which overlays motivational elements of computer games onto managing time and tasks.

The two major motivational elements are health points, which can be used up and coins which can be earned by doing daily tasks, following good habits and doing jobs from your 'Todos' list. These coins can then used to buy rewards.

You can define the rewards for yourself. In my case I decided to define the rewards as the things that I usually do to procrastinate, such as check my email or look at facebook updates etc.


Then you can simply add your list of 'one off' jobs to the 'Todos' list. For me these are things like 'write an article', 'complete a job application', 'update my CV' etc. These become more valuable the longer they are left and so this increase motivation to do them and gain the coins so that you can pay for your rewards.

Then there are my daily chores which I can set up. These are things like 'update my blog' , 'add some links to Scoop.it' , 'search my RSS feeds for interesting articles' etc. If I do these they earn me coins, but if I don't do them by the end of the day I lose health points.

Lastly, there are the habits. These can be positive or negative depending on whether you do them or not, like 'take a walk' or 'have a snack'.

You can edit all of your lists quit simply by clicking on the pen icon, making the changes and then clicking on save and close.

The main thing you may need to edit is the price of rewards and the amount of coins you get for each task.

To change the price of the rewards, you just click the edit icon and then type in the price. The default amount for a reward is 20, but you can adjust the price depending on how much time your reward takes.

To change the amount of coins you are rewarded for doing each task, you need to go to edit and then go into the advanced options and choose, Easy, Medium or Hard. Doing a hard task will of course earn you more coins.

Once you have your lists set up it becomes quite easy just to click the + and - each time you do a task or have a reward.

Everyone starts off with 50 health points and if they have no coins to buy rewards or if they indulge in bad habits then they have to pay with health points. The challenge is to stay alive and build up enough coins to start buying rewards.

So how would this work with students?
  • Well you could set the rewards as similar things to my own rewards, especially in a connected classroom. You could also add things like play a game or have a few minutes free browsing time online etc.
  • Within the habits you could have things like 'speak L1', 'take notes' or 'copy an answer' etc.
  • The daily things could be 'revise vocabulary', 'read a short article', communicate with someone in English', 'do an activity from the course book' etc.
  • The 'Todos' could be a range of homework and autonomous learning assignments.

Here's what I imagine an ELT students profile would look like.


You'll need to guide students through the set up process and make sure they understand that for this to work they will need to be honest. You could actually have one page for the whole class, or set a page up for a group of students, but it will probably work better if they manage their own page.

They can also add a few elements of personalisation. If the click on the avatar (top left) there are a range of ways to change its appearance.



What I like about HabitRPG
  • It's free and easy to use.
  • It can help get students to take responsibility for their 'bad habits' and reduce the amount of 'policing' you have to do.
  • It can encourage students to work on single tasks with concentration, rather than constantly multitasking.
  • It's a great way to get students to take responsibility for their own time and learning and have some fun at the same time.
  • It could increase motivation and help your students to be better organised.
  • Students have their own account so they can log in on any computer.

Things I'm not so sure about
  • Each student would need to have a computer or mobile device for this to work effectively.
  • It would be great to see this on mobile, but I think that is being planned and it does run in the safari browser on iPad.
  • There is some down time sometimes.
  • Grouping students would also be great, but again I think this is coming.

If you want to know more about HabitRPG, there is quite a long tutorial below which shows a number of other features that you can unlock by playing the game.


I hope you enjoy HabitRPG and that it helps your students to be more organised and disciplined about they way they use their computer or mobile device for learning.

Related links:
Best

Nik Peachey



3D Computer Games with Young Learners: Spore

In a recent digital skills survey I carried out using Urtak I discovered that more than 50% of digitally skilled teachers don't feel able to utilise 2D and 3D computer games to achieve pedagogical goals (See survey), so I've been looking around and exploring some possibilities. The first of these is the Spore Creature Creator. Spore is a game which allows you to create creatures and evolve them along with their environment, all the way through to a space traveling society.

The free trial creature creator that we will be looking at allows you to create creatures, take snap shots of them and make videos of them to see how they move. Here's an example of a video I created to get students interested. I added the captions and text using i-Movie though you could just as easily use a free online video editor such as Video Toolbox or Windows Moviemaker if you are using a PC.



The creatures are very easy to create, you just drag and drop different features onto a body and the add colour and test them out to see how they move. These are some of the other creatures I created.




Once you have created your creatures you can either make videos of them, take snapshots, which you can either save or email to someone, or create an animated gif of your creature (I wasn't too impressed with the quality of the animated gifs)

Here' a tutorial showing you how it's done.



You can download a .mov version of the tutorial here or this pdf document has the main screen shots and instructions if you'd prefer to follow on paper.

You can download the Creature Creator from the Cnet website here. It's a big download (205MB), but once you have it, you don't need to have web access to do any of the tasks or create the movies and snapshots.

How do we use this with students?
  • Create images of different creatures and get the students to create a story about them.
  • Get the students to create descriptions of different creatures - This could include appearance, but also likes and dislikes, habits etc.
  • Get students to match pictures to descriptions.
  • Get students to create a creature based around your description.
  • Create a creature and use a picture of it as a picture dictation with one student describing the picture while the other one recreates the creature using the software.
  • Get students to create a short video of their creature and add a description and narrative below it as a video project.
  • Ask students to create a creature suitable for a particular environment, or types of tasks, then get students to discuss which they think would be best adapted for the environment.
  • Get the students to write instructions for how to create a creature.
  • Use the creatures to demonstrate present continuous tenses ( sitting, running etc.)
What I like about it.
  • It looks great on a data projector and if you work in a single computer classroom, you can get students up and dragging things around and creating in front of the class.
  • The creatures are very colourful and in the environment mode they really start to take on character.
  • You can use the tool to create versatile and stimulating materials.
  • It's free and pretty easy to use once you get it installed.
  • I like the integration with YouTube as it makes it very easy to get your videos online quite quickly.
  • I like that they can produce a range of gestures and expressions.

What I'm not so sure about.
  • It's a big download and will need to be installed on any computer it is used on, so if you want to use it in your school computer room, you'll need the help of a supportive IT manager to get it downloaded and installed on all the computers.
  • The Gifs it creates aren't that good, but you don't really need to use them.
  • You need a fairly good computer with a good graphics card for it to work well.
I hope you enjoy trying some of these ideas with your students.

Related links:

Best

Nik Peachey

Adventure Narratives for EFL ESL Students

For a long time now I've really admired and been fascinated by the work of AmanitaDesign. They have a really unique approach and I love the way they blend photographic textures with cartoon images.

I also find their games quite addictive and that's I quality I always look for when trying to find stimulating materials for students, so I've been looking at how these games could used for language development.

The two games I've chosen for this posting are Samorost 1 and Samorost 2

Samorost 1 is based on the scenario of an asteroid heading towards a planet. The player has to click various elements of the screen and find out how to help Samorost change the direction of the asteroid and save his planet.
In Samorost 2, Somorost's dog is stolen by aliens and the player has to help Samorost rescue the dog.


So why use these games with EFL ESL students
  • These games are fascinating and very engaging.
  • They are quite mentally challenging and help students to develop analytical and critical thinking skills.
  • They are beautifully designed and should stimulate your students imagination
  • They are based around strong narratives
  • They really are a lot of fun to play and discover
  • Online games are a significant part of our younger students' culture
So how can we use these games with our EFL ESL students?
Here are a few suggestions to get your students developing their speaking, reading and writing skills.

  • Tell the story - Split your class into A and B students. Get all the As to play one game and all the Bs to play another. as they work through the games they should keep notes of what happens and what they try to do to find their way through the game. Once they have finished the game pair one A student up with one B student and ask them to retell the story as if they were Samorost. Once the students have told their stories they can change over games and see if they can work their way through the game by remembering the narrative that their partner told them.
  • Write the instructions - Split your students in to As and Bs as above and get your student to work their way through the games and write instructions for how to complete each level. They should then give their instructions to their partner and see if their partner can use the instructions to find their way through the game.
  • Write a review of the game - You could ask your students to write a review of one of the games. You could collect these together with reviews of other games and publish them as a small booklet.
  • Following instructions - As a reading exercise you could print up the 'walk through' instructions on how to complete the games and see if students can read them and work through all the levels.
  • You can find a walkthrough for Samorost 1 here
  • You can find a walkthrough for Samorost 2 here

    You could use the walkthrough instructions from the first game as a model and get the students to write a walkthrough for the second game.

    You can find lots more links to games and their walkthrough instructions here at Games Online
  • Write the story - You could get your students to play one of the games and then write the story. They could write it as a news report and even use a video camera or web cam to create a news broadcast.

What I'm not so sure about
  • Students can get a bit excited and carried away and then they forget to use English
  • The games are actually quite challenging and students may well get stuck and frustrated. If this happens you can either let them stop and get them to end the story at that place in the game, or you can give them the walkthrough sheets to help.
Well I hope you enjoy these games as much as I do. If nothing else, they are a visual treat.

Related links:
Activities for students:
Best

Nik Peachey

Games With a Purpose and a Social Network

Well who would believe it? A social network built around playing word games with online partners! This may not sound like a great idea, but I have to say that I'm impressed! Gwap (Games With a Purpose) is a collection of 5 basic word games which you can play in collaboration with an online partner (The website automatically finds you one).



The site has a selection of five rather addictive games:
  • The ESP game. You and your partner both see an image and you have to type in as many words as you can that you associate with the image, until you and your partner come up with the same word ( that's the ESP bit). This is great vocabulary practice and pretty addictive too. You play to a time limit ( about 3 mins) and get a score at the end.
  • Tag a Tune. This is a fantastic idea. You and your online partner both hear a tune and you both have to type a description of the tune. You then have to decide if you were both listening to the same tune or a different tune. Great writing practice and again done against a time limit with points awarded.
  • Verbosity ( a variation on the classroom 'Hot Seat' game). You and your partner take it in turns to see and describe a word. The partner who can't see the word has to guess it. When you are describing the word you have specific sentences that you complete as clues. This not only helps to develop vocabulary skills, but also helps develop students abilities to explain new words which they don't understand.
  • Squigl. This is an image based game. You see an image and a word and you have to hold down your mouse and outline the place on the image where you see the object of the word. Great for vocabulary building.
  • Matchin. This is the least useful game in terms of developing vocabulary, but is still quite interesting. You and your partner see two images and you both click on the one you like the most. If you click on the same one, you get points.
All of these games are played against a time limit and you are awarded points, though you work collaboratively with your online partner.

Where's the social part?Well you have the option to start chatting with them at the end of each game and you can also set up a profile with picture and demographic information, which the site uses to help select a similar playing partner for you (though this is optional).

I was actually more interested in the games than the chatting, though with the last game, particularly if you are choosing similar pictures a lot, it might be interesting to chat and find out how similar the person you are working with is. It's also a good bit of language practice for your students if they do, though as ever they should be careful to protect their privacy and identity.

How to use this with students
  • Just get them online and get them playing the games.
  • They could do it from home as homework and you could set them a score to reach, or see who can get the highest score.
  • You could use them as warmers at the beginning of class, especially if you have an IWB or data projector, or as fillers for early finishers in a multimedia room.

What I liked about it
  • It's free, though you do have to register, easy to use and fun.
  • Students work collaboratively rather than competitively
  • The games are really nicely designed, visually very attractive and have good use of multimedia
  • They are 'authentic' rather than being made for language learners, though they are really well suited to the ELT / EFL classroom.
  • The site was set up by Carnegie Mellon University so you can be reasonably sure there isn't some large dark corporation doing unspeakable things with your personal data
  • The site is actually being used as a way of tagging images and audio, so your time is being put to good use and helping the world become a better place ( find out more)

What I wasn't so sure about
  • There's not much I don't like about the site. It's shame that you 'have to' register to play the games, especially as you are supposed to be 13 or over to register, but this is due to the chat functionality.
  • Also, as with any site that contains images, there is the potential for some of these images to be offensive to your students, but there is a small button for them to click to flag offensive content, and that in itself is a good form of training.

Well hope your students enjoy the site and that you don't get too addicted to plan a lesson.

Best

Nik

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‏إظهار الرسائل ذات التسميات games. إظهار كافة الرسائل
‏إظهار الرسائل ذات التسميات games. إظهار كافة الرسائل

الجمعة، 7 يونيو 2013

Gamification to encourage learner autonomy

This post tries to pull together a couple of things I have been thinking about recently. The first was a post I saw on the 21st Century Fluency Project blog a few weeks back. The title of the article 'How I Turned My Classroom into a ‘Living Video Game’ caught my eye and before I even had time to read it I started thinking about how the factors that create motivation in computer games could be applied to the classroom. The article is well worth reading, although this is only one element it touches on.
The other thing I have been thinking about recently is time management and distraction as it is one of the more significant objections which teachers often raise to having students using computers and mobile devices in the classroom, so when I saw 'HabitRPG' I thought it could be a useful tool to help deal with the problems and implement more of a gamified approach to the  classroom.

HabitRPG is a time and task management tool which overlays motivational elements of computer games onto managing time and tasks.

The two major motivational elements are health points, which can be used up and coins which can be earned by doing daily tasks, following good habits and doing jobs from your 'Todos' list. These coins can then used to buy rewards.

You can define the rewards for yourself. In my case I decided to define the rewards as the things that I usually do to procrastinate, such as check my email or look at facebook updates etc.


Then you can simply add your list of 'one off' jobs to the 'Todos' list. For me these are things like 'write an article', 'complete a job application', 'update my CV' etc. These become more valuable the longer they are left and so this increase motivation to do them and gain the coins so that you can pay for your rewards.

Then there are my daily chores which I can set up. These are things like 'update my blog' , 'add some links to Scoop.it' , 'search my RSS feeds for interesting articles' etc. If I do these they earn me coins, but if I don't do them by the end of the day I lose health points.

Lastly, there are the habits. These can be positive or negative depending on whether you do them or not, like 'take a walk' or 'have a snack'.

You can edit all of your lists quit simply by clicking on the pen icon, making the changes and then clicking on save and close.

The main thing you may need to edit is the price of rewards and the amount of coins you get for each task.

To change the price of the rewards, you just click the edit icon and then type in the price. The default amount for a reward is 20, but you can adjust the price depending on how much time your reward takes.

To change the amount of coins you are rewarded for doing each task, you need to go to edit and then go into the advanced options and choose, Easy, Medium or Hard. Doing a hard task will of course earn you more coins.

Once you have your lists set up it becomes quite easy just to click the + and - each time you do a task or have a reward.

Everyone starts off with 50 health points and if they have no coins to buy rewards or if they indulge in bad habits then they have to pay with health points. The challenge is to stay alive and build up enough coins to start buying rewards.

So how would this work with students?
  • Well you could set the rewards as similar things to my own rewards, especially in a connected classroom. You could also add things like play a game or have a few minutes free browsing time online etc.
  • Within the habits you could have things like 'speak L1', 'take notes' or 'copy an answer' etc.
  • The daily things could be 'revise vocabulary', 'read a short article', communicate with someone in English', 'do an activity from the course book' etc.
  • The 'Todos' could be a range of homework and autonomous learning assignments.

Here's what I imagine an ELT students profile would look like.


You'll need to guide students through the set up process and make sure they understand that for this to work they will need to be honest. You could actually have one page for the whole class, or set a page up for a group of students, but it will probably work better if they manage their own page.

They can also add a few elements of personalisation. If the click on the avatar (top left) there are a range of ways to change its appearance.



What I like about HabitRPG
  • It's free and easy to use.
  • It can help get students to take responsibility for their 'bad habits' and reduce the amount of 'policing' you have to do.
  • It can encourage students to work on single tasks with concentration, rather than constantly multitasking.
  • It's a great way to get students to take responsibility for their own time and learning and have some fun at the same time.
  • It could increase motivation and help your students to be better organised.
  • Students have their own account so they can log in on any computer.

Things I'm not so sure about
  • Each student would need to have a computer or mobile device for this to work effectively.
  • It would be great to see this on mobile, but I think that is being planned and it does run in the safari browser on iPad.
  • There is some down time sometimes.
  • Grouping students would also be great, but again I think this is coming.

If you want to know more about HabitRPG, there is quite a long tutorial below which shows a number of other features that you can unlock by playing the game.


I hope you enjoy HabitRPG and that it helps your students to be more organised and disciplined about they way they use their computer or mobile device for learning.

Related links:
Best

Nik Peachey



الاثنين، 3 مايو 2010

3D Computer Games with Young Learners: Spore

In a recent digital skills survey I carried out using Urtak I discovered that more than 50% of digitally skilled teachers don't feel able to utilise 2D and 3D computer games to achieve pedagogical goals (See survey), so I've been looking around and exploring some possibilities. The first of these is the Spore Creature Creator. Spore is a game which allows you to create creatures and evolve them along with their environment, all the way through to a space traveling society.

The free trial creature creator that we will be looking at allows you to create creatures, take snap shots of them and make videos of them to see how they move. Here's an example of a video I created to get students interested. I added the captions and text using i-Movie though you could just as easily use a free online video editor such as Video Toolbox or Windows Moviemaker if you are using a PC.



The creatures are very easy to create, you just drag and drop different features onto a body and the add colour and test them out to see how they move. These are some of the other creatures I created.




Once you have created your creatures you can either make videos of them, take snapshots, which you can either save or email to someone, or create an animated gif of your creature (I wasn't too impressed with the quality of the animated gifs)

Here' a tutorial showing you how it's done.



You can download a .mov version of the tutorial here or this pdf document has the main screen shots and instructions if you'd prefer to follow on paper.

You can download the Creature Creator from the Cnet website here. It's a big download (205MB), but once you have it, you don't need to have web access to do any of the tasks or create the movies and snapshots.

How do we use this with students?
  • Create images of different creatures and get the students to create a story about them.
  • Get the students to create descriptions of different creatures - This could include appearance, but also likes and dislikes, habits etc.
  • Get students to match pictures to descriptions.
  • Get students to create a creature based around your description.
  • Create a creature and use a picture of it as a picture dictation with one student describing the picture while the other one recreates the creature using the software.
  • Get students to create a short video of their creature and add a description and narrative below it as a video project.
  • Ask students to create a creature suitable for a particular environment, or types of tasks, then get students to discuss which they think would be best adapted for the environment.
  • Get the students to write instructions for how to create a creature.
  • Use the creatures to demonstrate present continuous tenses ( sitting, running etc.)
What I like about it.
  • It looks great on a data projector and if you work in a single computer classroom, you can get students up and dragging things around and creating in front of the class.
  • The creatures are very colourful and in the environment mode they really start to take on character.
  • You can use the tool to create versatile and stimulating materials.
  • It's free and pretty easy to use once you get it installed.
  • I like the integration with YouTube as it makes it very easy to get your videos online quite quickly.
  • I like that they can produce a range of gestures and expressions.

What I'm not so sure about.
  • It's a big download and will need to be installed on any computer it is used on, so if you want to use it in your school computer room, you'll need the help of a supportive IT manager to get it downloaded and installed on all the computers.
  • The Gifs it creates aren't that good, but you don't really need to use them.
  • You need a fairly good computer with a good graphics card for it to work well.
I hope you enjoy trying some of these ideas with your students.

Related links:

Best

Nik Peachey

الاثنين، 22 سبتمبر 2008

Adventure Narratives for EFL ESL Students

For a long time now I've really admired and been fascinated by the work of AmanitaDesign. They have a really unique approach and I love the way they blend photographic textures with cartoon images.

I also find their games quite addictive and that's I quality I always look for when trying to find stimulating materials for students, so I've been looking at how these games could used for language development.

The two games I've chosen for this posting are Samorost 1 and Samorost 2

Samorost 1 is based on the scenario of an asteroid heading towards a planet. The player has to click various elements of the screen and find out how to help Samorost change the direction of the asteroid and save his planet.
In Samorost 2, Somorost's dog is stolen by aliens and the player has to help Samorost rescue the dog.


So why use these games with EFL ESL students
  • These games are fascinating and very engaging.
  • They are quite mentally challenging and help students to develop analytical and critical thinking skills.
  • They are beautifully designed and should stimulate your students imagination
  • They are based around strong narratives
  • They really are a lot of fun to play and discover
  • Online games are a significant part of our younger students' culture
So how can we use these games with our EFL ESL students?
Here are a few suggestions to get your students developing their speaking, reading and writing skills.

  • Tell the story - Split your class into A and B students. Get all the As to play one game and all the Bs to play another. as they work through the games they should keep notes of what happens and what they try to do to find their way through the game. Once they have finished the game pair one A student up with one B student and ask them to retell the story as if they were Samorost. Once the students have told their stories they can change over games and see if they can work their way through the game by remembering the narrative that their partner told them.
  • Write the instructions - Split your students in to As and Bs as above and get your student to work their way through the games and write instructions for how to complete each level. They should then give their instructions to their partner and see if their partner can use the instructions to find their way through the game.
  • Write a review of the game - You could ask your students to write a review of one of the games. You could collect these together with reviews of other games and publish them as a small booklet.
  • Following instructions - As a reading exercise you could print up the 'walk through' instructions on how to complete the games and see if students can read them and work through all the levels.
  • You can find a walkthrough for Samorost 1 here
  • You can find a walkthrough for Samorost 2 here

    You could use the walkthrough instructions from the first game as a model and get the students to write a walkthrough for the second game.

    You can find lots more links to games and their walkthrough instructions here at Games Online
  • Write the story - You could get your students to play one of the games and then write the story. They could write it as a news report and even use a video camera or web cam to create a news broadcast.

What I'm not so sure about
  • Students can get a bit excited and carried away and then they forget to use English
  • The games are actually quite challenging and students may well get stuck and frustrated. If this happens you can either let them stop and get them to end the story at that place in the game, or you can give them the walkthrough sheets to help.
Well I hope you enjoy these games as much as I do. If nothing else, they are a visual treat.

Related links:
Activities for students:
Best

Nik Peachey

الجمعة، 16 مايو 2008

Games With a Purpose and a Social Network

Well who would believe it? A social network built around playing word games with online partners! This may not sound like a great idea, but I have to say that I'm impressed! Gwap (Games With a Purpose) is a collection of 5 basic word games which you can play in collaboration with an online partner (The website automatically finds you one).



The site has a selection of five rather addictive games:
  • The ESP game. You and your partner both see an image and you have to type in as many words as you can that you associate with the image, until you and your partner come up with the same word ( that's the ESP bit). This is great vocabulary practice and pretty addictive too. You play to a time limit ( about 3 mins) and get a score at the end.
  • Tag a Tune. This is a fantastic idea. You and your online partner both hear a tune and you both have to type a description of the tune. You then have to decide if you were both listening to the same tune or a different tune. Great writing practice and again done against a time limit with points awarded.
  • Verbosity ( a variation on the classroom 'Hot Seat' game). You and your partner take it in turns to see and describe a word. The partner who can't see the word has to guess it. When you are describing the word you have specific sentences that you complete as clues. This not only helps to develop vocabulary skills, but also helps develop students abilities to explain new words which they don't understand.
  • Squigl. This is an image based game. You see an image and a word and you have to hold down your mouse and outline the place on the image where you see the object of the word. Great for vocabulary building.
  • Matchin. This is the least useful game in terms of developing vocabulary, but is still quite interesting. You and your partner see two images and you both click on the one you like the most. If you click on the same one, you get points.
All of these games are played against a time limit and you are awarded points, though you work collaboratively with your online partner.

Where's the social part?Well you have the option to start chatting with them at the end of each game and you can also set up a profile with picture and demographic information, which the site uses to help select a similar playing partner for you (though this is optional).

I was actually more interested in the games than the chatting, though with the last game, particularly if you are choosing similar pictures a lot, it might be interesting to chat and find out how similar the person you are working with is. It's also a good bit of language practice for your students if they do, though as ever they should be careful to protect their privacy and identity.

How to use this with students
  • Just get them online and get them playing the games.
  • They could do it from home as homework and you could set them a score to reach, or see who can get the highest score.
  • You could use them as warmers at the beginning of class, especially if you have an IWB or data projector, or as fillers for early finishers in a multimedia room.

What I liked about it
  • It's free, though you do have to register, easy to use and fun.
  • Students work collaboratively rather than competitively
  • The games are really nicely designed, visually very attractive and have good use of multimedia
  • They are 'authentic' rather than being made for language learners, though they are really well suited to the ELT / EFL classroom.
  • The site was set up by Carnegie Mellon University so you can be reasonably sure there isn't some large dark corporation doing unspeakable things with your personal data
  • The site is actually being used as a way of tagging images and audio, so your time is being put to good use and helping the world become a better place ( find out more)

What I wasn't so sure about
  • There's not much I don't like about the site. It's shame that you 'have to' register to play the games, especially as you are supposed to be 13 or over to register, but this is due to the chat functionality.
  • Also, as with any site that contains images, there is the potential for some of these images to be offensive to your students, but there is a small button for them to click to flag offensive content, and that in itself is a good form of training.

Well hope your students enjoy the site and that you don't get too addicted to plan a lesson.

Best

Nik