Classcraft: English and role play in the primary school classroom
DOI:
https://doi.org/10.32870/Ap.v11n1.1433Keywords:
Video game, language, education, english, grammar, gamificationAbstract
Classcraft, an online educational tool that allows the classroom to be gamified by giving a role-playing dimension to the learning experience, is the central axis of the educational proposal presented throughout this document. This, acting as a backdrop during the educational intervention, allows the students to immerse themselves in a reality of alternative learning, embodying different characters throughout an adventure while continuing their usual classroom rhythm. This proposal, although it could be applied to the set of areas, was focused on the foreign language subject English, with the aim of alleviating the disinterest andgeneral apathy before the challenge of learning the grammar of the Anglo-Saxon language. In addition, promotes teamwork and the use of information and communication technologies in situations that require the translation and interpretation of texts.
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