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“Game On: Competitive Gamification in Diverse ESL Classrooms,”

Margaret Hanson-Pierre

Created on April 6, 2026

Ameen, F. (2025, October 15). Game on: Competitive gamification in diverse ESL classrooms. Faculty Focus | Higher Ed Teaching & Learning. https://www.facultyfocus.com/articles/effective-teaching-strategies/game-on-competitive-gamification-in-diverse-esl-classrooms/

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Transcript

Fahad Ameen 2025

“Game On: Competitive Gamification in Diverse ESL Classrooms”

Start

Margaret Hanson-Pierre EDU 653 4/7/2026 ShannonTanghe

True or False?

Next

"ownership made all the difference in their classroom engagement. " -F. Ameen

Example: genially escape room....

" by awarding small points for creativity in team names, collaboration, and encouragement, in addition to correct answers. This shows students that being kind and supportive is as valuable as winning. " " Instead of grades, an XP system should be used. Students earn points for completing activities, participating in discussions, and helping their teammates. As they reach certain XP levels, they unlock titles like “Word Warrior,” “Grammar Guardian,” or “Team Captain.” These ranks do not carry grades, but they create a game-like progression that students enjoy tracking. "

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From Competition to Confidence- The 5 Pillars of Gamified ESL Success

final thoughts

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Other related platforms are kahoot, blooket, wayground,class dojo

5. Incorporate Student Reflection

Let students help shape the "game" to increase their investment. Action: Spend five minutes after a gamified activity asking what they enjoyed or what they would change. Co-Creation: Invite students to suggest new game formats, such as a "mystery box" round where challenges are pulled at random.

4. Use Leaderboards Mindfully

Maintain motivation without creating anxiety

Action: Display team progress publicly but keep individual rankings private.Reset Scores: Regularly reset leaderboards (e.g., every month) to give every student a fresh start. Diverse Rewards: Celebrate more than just the "winner"—award points for the "most improved," "most consistent," or "kindest player."

Identity: Build "Game Squads" to foster belonging and group ownership. Anticipation: Use "Boss Battles" to turn routine reviews into high-energy events .Balance: Alternate solo and team missions to support every learner’s comfort level. Mindfulness: Use leaderboards to celebrate growth and consistency, not just top scores. Voice: Let students co-create the game through regular reflection and feedback.

3. Balance Individual and Team Challenges

Recognize that students have different comfort levels with competition. Action: Alternate between speed-based solo games and collaborative team missions. Choice: Consider surveying students at the start of a term to see which mode they prefer, then design activities that cater to both styles.

2. Introduce Weekly “Boss Battles”

Turn the end of a unit or week into a high-energy challenge. Action: Use countdown timers and suspenseful music to set the stage. Challenge Ideas: Timed vocabulary puzzles, grammar mazes, or "beat the teacher" quizzes. Rewards: Use simple incentives like stickers, digital badges, or "XP" (experience points).

  • Class Dojo-tech version of xp points
  • Low-tech, use graphs or sticker charts
  • one article suggested awarding puzzle pieces for a classroom puzzle
  • Any other ideas??
1. Build Team Identity and Roles

Instead of random grouping, allow students to create "game squads" with unique identities. Action: Let teams choose names, mascots, or colors. Roles: Assign rotating responsibilities like "speaker," "scribe," "timer," or "cheerleader." Benefit: This creates emotional investment and a sense of belonging, which is particularly effective for shy learners.