SAEROMI PARK (HONGCHEON HIGHSHCOOL)

UNLOCKING DYNAMIC POTENTIAL: GAMIFICATION FOR DEEPER LEARNING AND GLOBAL CITIZENSHIP : DIGITAL LITERACIES/LANGUAGE LEARNING AND TECHNOLOGY

Ⅰ. Introduction This study explores implementing gamification in EFL classrooms to foster a deeper learning experience and global citizenship using educational technologies. I adapted games, enhancing student engagement. This presentation shares my experiences and outcomes. Ⅱ. Theoretical Background My gamified curriculum emphasizes deeper learning and project-based learning, aligning well with gamification principles. The ADDIE method guides structured instructional design. Ⅲ. Method Analysis: tailored curriculum for Generation Z, leveraging their digital fluency and preference for interactive learning. Design: Set clear objectives, integrate gamified elements, and plan collaborative activities. Development: created interactive games, tested with students, and integrated feedback for refinement. Implementation: clear objectives, interactive activities, technology integration, and motivation strategies. Evaluation: positive student responses, willingness to adopt carbon-neutral practices, and impactful project outcomes. Ⅳ. Results A pre-activity survey revealed enthusiasm for gamification and an interest in collaborative learning. Students' receptiveness to the approach indicates potential for enriching English language education.

Name: Saeromi Park Contact: (82)010-3423-4722 Objective: Dedicated English teacher fostering language learning and global citizenship via educational technology and gamified curriculum. Experience: Secondary school English teacher in Korea (since 2008), KOSETA(Korean Organization of Secondary English Teachers Association) Speaker. Skills: Curriculum design, adaptable teaching, cultural competence, M-UN Activity.