Design properties

Name
Teamwork to better participate in the classroom
Topic
All
Learning time
2 hours
Designed time
1 hour and 35 minutes
Size of class
25
Description
To develop collaboration and shared speaking in the classroom, simple but very effective gamification is used, which can be adapted to many different contexts. The key element of game mechanics is as follows: - each activity is first carried out individually by each student in the group; - individual responses are then discussed and improved within the group; - the teacher chooses (at random) a member of a group, and evaluates his answer; - the points are awarded to the whole group, on a digital scoreboard. > The group with the most points (optionally with the highest number of competence badges) wins the game.
Mode of delivery
Classroom-based
Aims
Develop classroom collaboration. Increase opportunities for individual speaking.
Outcomes
Uncategorised
Editor
Jourde

Timeline controls

Timeline

Presentation and setting up of the activity.
7 minutes)
  • Read Watch Listen
    5
    25
    0
    Presentation of the activity to the students.
  • Read Watch Listen
    2
    25
    0
    Creation of the groups (3-5 students per group).
Notes:
This activity is an adaptation of the so-called "work in improved clusters" method. See links.
Resources linked: 1
Step 1: presentation of content by the teacher + questioning.
5 minutes)
  • Read Watch Listen
    5
    25
    0
    The teacher presents a point of the course ( "lecture" or dialog mode). Then the teacher asks a question or problem.
Notes:
Resources linked: 0
Step 2: individual reflection.
5 minutes)
  • Investigate
    5
    1
    0
    Individual reflection phase: each student reflects individually on the question and seeks answers. This will provide him with material to feed into the group discussion.
Notes:
Resources linked: 0
Step 3: collective reflection.
15 minutes)
  • Discuss
    5
    5
    0
    Collective reflection phase: each student shares his ideas with his group, and the group discusses to establish the best possible answer to the question asked by the teacher.
  • Collaborate
    10
    5
    0
    Production of the common answer. Each group agrees on the best answer to give. This is a phase of negotiation and critical discussion. It is in the interest of each group that each member properly assimilates the common position, as each member of the group can then be drawn by lot to answer on behalf of the group.
Notes:
Resources linked: 0
Step 4: evaluation of the answer.
13 minutes)
  • Discuss
    10
    25
    0
    The teacher questions a student (drawn at random) and the points received by his answer go to the group. The points can be recorded in a scoreboard.
  • Collaborate
    3
    5
    0
    Optionally, each group can evaluate the intervention and assign a score (via a paper document or an online form).
Notes:
The attached picture illustrates a possible interactive scoreboard, produced with a spreadsheet (Google Sheets).
Resources linked: 3
A succession of rounds: repetition of the steps.
50 minutes)
  • Practice
    50
    5
    0
    One interest of this gamification is the promotion of mutual support within each group, because each group has an interest in each of its members (when drawn by lot) being able to answer questions appropriately, in order to win points. The winner is the group with the highest scrore, at the end of the time.
Notes:
This gamification setting can be augmented with badges to recognise specific skills during the discussion, such as "knowledge", "argumentation", "clarity", etc.
Resources linked: 0

Learning Experience

One or more graphs might not display correctly, because one or more learning types do not have duration set.
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Social learning graph will not display correctly, because one or more learning types do not have group size set.