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Vocabulary Quest: School Objects Adventure

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Vocabulary Quest for school objects.

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Vocabulary Quest: School Objects Adventure
 

Vocabulary Quest: School Objects AdventureOnline version

Vocabulary Quest for school objects.

by Katherinne Mira
1

What is Gamification?

Gamification is the use of game elements such as points, badges, levels, challenges, and rewards in educational activities to increase motivation, participation, and learning.

2

Objective

Students will identify and remember school-related vocabulary through an interactive game.

3

Target Audience

English learners
Elementary students
Beginner level (A1)

4

Game Name

Vocabulary Quest

Students become explorers who must complete vocabulary challenges to earn points and unlock rewards.

5

Game Elements

Points
Students earn 10 points for each correct answer.

Badges
Students receive badges after completing a challenge.

Levels
Level 1: Easy
Level 2: Intermediate
Level 3: Expert

Rewards
Students who reach 50 points receive the title:

🎖 Vocabulary Champion

6

Rules

Read each question carefully.

Choose the correct answer.

Earn points for every correct response.

Move to the next level after completing the challenge.

The player with the highest score wins.

7

Mini Game Activity

Level 1: Match the Word
Match the word with the picture.

✏ Pencil

📚 Book

🎒 Backpack

📏 Ruler

Level 2: Multiple Choice
What is this?

A. Eraser
B. Pencil
C. Notebook
Correct answer: B. Pencil

What is this?

A. Backpack
B. Chair
C. Desk
Correct answer: A. Backpack

Level 3: Guess the Object
I am used to write in class.
Answer: Pencil
I carry books and notebooks.
Answer: Backpack

8

Rewards System

Points   Reward

10   Beginner Badge

30   Explorer Badge

50   Vocabulary Champion

9

Learning Outcomes

Students will:

✅ Recognize school vocabulary.

✅ Improve English vocabulary retention.

✅ Participate actively in class.

✅ Learn through play and interaction.

10

Conclusion

Gamification transforms traditional learning into an engaging experience. Through challenges, points, and rewards, students become more motivated and actively involved in the learning process.

Texto corto para colocar al final de la infografía

🎮 Learning English can be fun! Gamification helps students stay motivated, participate actively, and achieve learning goals through meaningful game experiences.

Diseño recomendado en Canva

Bloque 1: Título y definición.

Bloque 2: Objective + Target Audience.

Bloque 3: Game Elements (Points, Badges, Levels, Rewards).

Bloque 4: Rules.

Bloque 5: Mini Game Activity.

Bloque 6: Rewards Table.

Bloque 7: Learning Outcomes + Conclusion. UNAS IMAGENES BIEN LLAMATIVAS , EN INGLES TODO , BIEN ENTENDIBLE, BUENOS COLORES

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