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GAMES 
Let’s learn/teach with games 
2013-2015 
Comenius Project - Lycée Giraux Sannier 
Marie-Hélène Fasquel 
October 13, 2014 – LPM.
Biography 
 Language and Literature teacher, Lycée 
International Ile de Nantes, American OIB, 
 Formerly ESL teacher at Lycée Giraux Sannier, 
 ICT trainer, 
 eTwinning ambassador, 
 Microsoft Expert Educator (International 
Innovation Prize in 2014, UNESCO National 
Innovation Prize, 2013), 
 Writer (Ellipses & Hatier, author & 
co-author) 
2
Birth of the project 
Teacher’s needs 
• Engaging the students (weak/shy), 
• Promoting self confidence, 
• Bringing out the students’ various talents. 
Students’ needs 
• Having their work and efforts recognized, 
• Studying in an innovative and creative way 
• Having fun and enjoying the course. 
3
Main objectives 
Combining 4 essential motivation factors 
  ICT  collaboration, content creation, 
online publishing, 
  fun and engaging activities 
  Opening onto the international 
 authentic communication 
  Draws/competitions and prizes 
4
The project’s objectives 
 Motivation 
nurturing creativity 
(games and engaging activities), 
 sharing online, 
 Task-based approach, 
 Improving one’s command of English, 
 Communicating. 
5
2 ongoing projects 
 Online curation on Scoop.it! 
 2 ongoing experimentations (2013-15) 
 Gamification: learning while producing 
games for one’s partners (Comenius 
Project) 
 Gamification curation 
 flipped classroom curation 
6
An engaging approach 
 Project-based approach 
 To make games, you need to master the topic 
 Students want to do well – everything is published 
online  pride in their work/in the outcomes 
 They share and help others learn 
 The constant goal = engage students, help them 
improve their command of English, learn about 
different cultures, new technologies 
 Playing the partners’ games to learn 
 Communicating directly in English, ony common 
language of the 7 different partner countries-- 
authenticity 
7
Gamification 
Games are very useful to teach as… 
• They are interactive, 
• fun, 
• The student has a problem 8 
to solve, 
• He/she can win and plays/works without 
8 
realizing it.
 A few examples: 
 Who am I? 
Games 
 e-book 
 New technologies 
 Link 
 Padlet 
9
Online tools & websites 
creating games 
Spelling city 
Classtools 
10 
Quizlet 
environment quiz 
10
Spelling City 
Spelling city 
Example: whodunnit? 
11 
Example: the environment 
Tutorial 
11
Classtools 
12 
12 
Classtools 
Example
Quizlet 
Quizlet 
environment quiz 
13 
13
Any questions? 
Have you tried to gamify your classes? 
 Let’s share other ideas to help our students 
improve and engage! 
14 
 Our pad 
What about you?
Competitions 
 diploma generator 
 Best works 
Certificate 
Gift 
Handed out by the school’s headmaster 
15
Engaging and meaningful 
topics 
 For instance: the fight for the 
environment, a real life issue. 
16
Outcomes/Conclusion 
For the students: 
• Pleasure to study 
• More personal work 
• MOTIVATION 
For the teachers: 
• Students tended to improve 
• More ambition on the part of students (published works) 
• Students created content (new role) 
Difficulties: 
• A lot of energy and work is needed to set up a Comenius project 
• Differences in availability (international project, different 
holiday dates, different types of lessons, different school 
systems) 
• Destabilization of some students at the beginning of the project 
17
What about you? 
 Any questions? 
 Any feedback? 
 Any other useful websites to gamify 
our classrooms? 
Our pad 
18
Content curation and new projects 
Scoop.it! curation 
2 ongoing projects: 
 Gamification  learning while creating 
games and playing them. 
games curation 
 The Flipped Classroom 
flipped classroom curation 
19
International community 
The program Partners in Learning (PiL) allows 
educators to 
 Join a worldwide community of dedicated and 
innovative teachers & 
 Get free training (tutorials,webinars, 
resources). 
20
International community 
• My profile 
• Documents 
• Feel free to contact me, to join the community 
(I will invite you), to work together or to ask 
further questions! 
• Write your information (name/email address) 
on our Pad please? 
21
Contact -- References 
Feel free to contact me! 
mhfasquel@gmail.com 
On Twitter: @mariehel2 
Slideshare 
My files on Slideshare. 
blog 
On Facebook, LinkedIn & 
Google+, eTwinning: Marie-Hélène Fasquel 
22
References 
 Anglais, Entraînement 
et auto-évaluation, 
Compréhension Ecrite, 
Expression Ecrite, 
Ellipses, 
Paris, 2010. 
Extract 
Contents 
23
References 
 Bac en Vue, 
Anglais, Spécial 
Vocabulaire, Ellipses, 
2011. 
Extract 
Contents. 
24
References 
 Contrôle continu 
terminale, Anglais, 
Ellipses, 
September 2014, 
Coordonné par Joël 
Cascade. 
Extract 
Contents. 
25
Thank you! 
Thank you very much for your attention! 
26

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Gamification

  • 1. GAMES Let’s learn/teach with games 2013-2015 Comenius Project - Lycée Giraux Sannier Marie-Hélène Fasquel October 13, 2014 – LPM.
  • 2. Biography  Language and Literature teacher, Lycée International Ile de Nantes, American OIB,  Formerly ESL teacher at Lycée Giraux Sannier,  ICT trainer,  eTwinning ambassador,  Microsoft Expert Educator (International Innovation Prize in 2014, UNESCO National Innovation Prize, 2013),  Writer (Ellipses & Hatier, author & co-author) 2
  • 3. Birth of the project Teacher’s needs • Engaging the students (weak/shy), • Promoting self confidence, • Bringing out the students’ various talents. Students’ needs • Having their work and efforts recognized, • Studying in an innovative and creative way • Having fun and enjoying the course. 3
  • 4. Main objectives Combining 4 essential motivation factors   ICT  collaboration, content creation, online publishing,   fun and engaging activities   Opening onto the international  authentic communication   Draws/competitions and prizes 4
  • 5. The project’s objectives  Motivation nurturing creativity (games and engaging activities),  sharing online,  Task-based approach,  Improving one’s command of English,  Communicating. 5
  • 6. 2 ongoing projects  Online curation on Scoop.it!  2 ongoing experimentations (2013-15)  Gamification: learning while producing games for one’s partners (Comenius Project)  Gamification curation  flipped classroom curation 6
  • 7. An engaging approach  Project-based approach  To make games, you need to master the topic  Students want to do well – everything is published online  pride in their work/in the outcomes  They share and help others learn  The constant goal = engage students, help them improve their command of English, learn about different cultures, new technologies  Playing the partners’ games to learn  Communicating directly in English, ony common language of the 7 different partner countries-- authenticity 7
  • 8. Gamification Games are very useful to teach as… • They are interactive, • fun, • The student has a problem 8 to solve, • He/she can win and plays/works without 8 realizing it.
  • 9.  A few examples:  Who am I? Games  e-book  New technologies  Link  Padlet 9
  • 10. Online tools & websites creating games Spelling city Classtools 10 Quizlet environment quiz 10
  • 11. Spelling City Spelling city Example: whodunnit? 11 Example: the environment Tutorial 11
  • 12. Classtools 12 12 Classtools Example
  • 14. Any questions? Have you tried to gamify your classes?  Let’s share other ideas to help our students improve and engage! 14  Our pad What about you?
  • 15. Competitions  diploma generator  Best works Certificate Gift Handed out by the school’s headmaster 15
  • 16. Engaging and meaningful topics  For instance: the fight for the environment, a real life issue. 16
  • 17. Outcomes/Conclusion For the students: • Pleasure to study • More personal work • MOTIVATION For the teachers: • Students tended to improve • More ambition on the part of students (published works) • Students created content (new role) Difficulties: • A lot of energy and work is needed to set up a Comenius project • Differences in availability (international project, different holiday dates, different types of lessons, different school systems) • Destabilization of some students at the beginning of the project 17
  • 18. What about you?  Any questions?  Any feedback?  Any other useful websites to gamify our classrooms? Our pad 18
  • 19. Content curation and new projects Scoop.it! curation 2 ongoing projects:  Gamification  learning while creating games and playing them. games curation  The Flipped Classroom flipped classroom curation 19
  • 20. International community The program Partners in Learning (PiL) allows educators to  Join a worldwide community of dedicated and innovative teachers &  Get free training (tutorials,webinars, resources). 20
  • 21. International community • My profile • Documents • Feel free to contact me, to join the community (I will invite you), to work together or to ask further questions! • Write your information (name/email address) on our Pad please? 21
  • 22. Contact -- References Feel free to contact me! mhfasquel@gmail.com On Twitter: @mariehel2 Slideshare My files on Slideshare. blog On Facebook, LinkedIn & Google+, eTwinning: Marie-Hélène Fasquel 22
  • 23. References  Anglais, Entraînement et auto-évaluation, Compréhension Ecrite, Expression Ecrite, Ellipses, Paris, 2010. Extract Contents 23
  • 24. References  Bac en Vue, Anglais, Spécial Vocabulaire, Ellipses, 2011. Extract Contents. 24
  • 25. References  Contrôle continu terminale, Anglais, Ellipses, September 2014, Coordonné par Joël Cascade. Extract Contents. 25
  • 26. Thank you! Thank you very much for your attention! 26

Notes de l'éditeur

  1. Numérique – entrer dans le monde des élèves mais aussi dépasser leurs usages du numérique  leur faire découvrir des outils nouveaux, leur permettre d’approfondir ce sujet.
  2. Décrite par Vallerand et Thill en 1993 comme composée de 4 phases – le déclenchement (créer la curiosité) – l’orientation (guider les élèves dans une voie) – l’intensité (favoriser un certain degré d’implication) – la persévérance (permettre à l’élève de continuer en dehors de la présence en classe).
  3. Écoute /collaboration / partage – écrire pour être lu / pour engager la communication – pas seulement avec partenaires étrangers mais aussi au sein de la classe.