Phase 4
Phase 4 - Collaborative Activity and Pedagogical Practice
Collaborative Activity
In Phase 4, the team collaborated on several tasks to integrate gamification and technology into teaching practices. The tasks included:
Link and Evidence of the Gamified Resource Created at LABINNOVA:
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The group developed a gamified resource called "Boost Your Vocabulary: Fun Exercises and Challenges for Learning New English Words," designed for students aged 7 to 13. This resource used gamification strategies such as points, badges, and interactive quizzes to enhance vocabulary learning
Evidence on Forum Participation for Each Group Member:
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Contributions by all members were documented in the forum, reflecting their discussions and inputs during the activity's development
AI Tool Evaluation:
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The group analyzed AI tools, focusing on their applications in education, such as Duolingo, Grammarly, and ChatGPT. Evaluations highlighted these tools' strengths in promoting personalized and interactive learning experiences
- Duolingo: Provides gamified and adaptive learning, adjusting exercises to the user’s level and progress. This allows students to learn at their own pace.
- Elsa Speak: Focuses on pronunciation, using AI to analyze and correct students' speech in real-time.
- Grammarly: Helps improve writing skills through grammar, vocabulary, and style suggestions. This encourages self-editing and autonomy in learning.
- Replika: Acts as a conversational partner, simulating real interactions to enhance oral communication skills.
- ChatGPT: Provides detailed and contextual responses, enabling practice of grammar and the construction of complex ideas in the target language
- Most of these tools are available for free or at a low cost, democratizing access to quality resources for language learning.
Evidence of Contributions to the Lesson Plan:
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Collaborative efforts resulted in a well-structured lesson plan integrating multimedia resources and gamified elements
The Link to the Recorded Class:
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The recorded session showcased the implementation of the gamified resource, demonstrating its practical use in a classroom setting.
- Link:
Screenshots of the Épica Session for Each Group Member:
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Visual evidence was provided for each member's participation in the Épica session.
Pedagogical Practice
Phase 4 concluded with the completion of two essential documents:
LABINNOVA Planning and Checking Form:
- This form outlined the objectives, activities, and interactive elements of the gamified resource. It detailed the challenges, multimedia components, and feedback mechanisms incorporated into the design.
Evaluation Forms:
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Practice Site Evaluation: Completed by the student, this form reflected on the support and environment provided by the educational institution.
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Practice Evaluation by the Teacher: Conducted by Brenda Castañeda, the assigned teacher, this form assessed the effectiveness of the pedagogical practices implemented during the practicum.




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