Interactive games can encourage active participation and create an immersive language learning environment. This activity focuses on designing a classroom task with clear gamification elements.
Learning objective:
To create a gamified learning task using game mechanics, in order to promote engagement and meaningful practice in the English classroom.
Instructions: Read the following articles:
Gamification in English as Second Language (ESL) Learning: A Systematic Review.
Interactive games can encourage active participation and create an immersive language learning environment. This activity focuses on designing a classroom task with clear gamification elements.
Learning objective:
To create a gamified learning task using game mechanics, in order to promote engagement and meaningful practice in the English classroom.
Instructions: Read the following articles:
Gamification in English as Second Language (ESL) Learning: A Systematic Review.
ENLGISH BINGO
I WANT TO IMPLEMENT BING STYKE WIH ENGLISH AND MAYBE INCLUDE THE DICTIONARY IF YOU SEE IF
3.3 Interactive Game – ENGLISH BINGO (Corrected & Expanded) Game Title: English Bingo – Vocabulary & Speaking Challenge 1. Game Description
English Bingo is an interactive vocabulary-based game designed to promote active participation, listening comprehension, and spoken production. Students receive a Bingo card filled with English words. Instead of calling out numbers, the teacher uses definitions, synonyms, example sentences, short clues, or dictionary-style explanations. Students must identify the correct word on their card, mark it, and complete the challenge linked to that word (speaking, reading, or using it in a sentence).
This game increases motivation through challenge, chance, and small rewards, while reinforcing vocabulary comprehension and meaningful language use.
To create a gamified learning task using game mechanics (points, challenges, rewards, progression, and feedback) that promotes engagement and meaningful vocabulary practice in the English classroom.
Printable Bingo cards (4×4 or 5×5 grid)
Vocabulary lists aligned to the current unit
A mini-dictionary or online dictionary (Cambridge, Oxford, Merriam-Webster)
Tokens or markers
Prize system (stickers, stars, class points)
The teacher selects 16–25 vocabulary words from the lesson. Each student receives a different Bingo card.
Step 2 — Dictionary-Style Clues
Instead of numbers, the teacher calls out clues such as:
“Definition: A place where you borrow books.”
“Synonym: Purchase.”
“Antonym: Small.”
“Example sentence: I usually _____ breakfast at 7:00 a.m.”
“Dictionary entry clue: (verb) to move quickly on foot.”
Students must find the matching word on their card.
Step 3 — Marking the Word
Students place a marker on the word. If they disagree or are unsure, they may consult the dictionary (encouraging autonomy).
Step 4 — Gamified Speaking Challenge
When a student marks a word, they must complete one of these mini-tasks:
Use the word in a complete sentence
Give a synonym or antonym
Spell the word aloud
Act it out
Read the dictionary definition
Step 5 — Winning Conditions
Students must complete one of the following:
One full row
One full column
Four corners
Full Bingo card (hard mode)
If multiple students win at the same time, a bonus challenge decides the final winner (students define a mystery word without saying it → Taboo-style).
You can add this line in your materials or instructions: