In spite of what the term might suggest, gamification is not fundamentally about fun. Gamifying a classroom activity can, as a side effect, make the activity fun, the point is to create a sense of purpose and urgency around activities which would otherwise be open-ended. For this blog post, I am going to present an Activity Module that I think is an excellent example of gamification.
This lesson, incorporating the popular Japanese animated series' "Sazae San", is a great way to teach family & relationships vocabulary as well as a variety of related structures.
This lesson is a short, simple speaking task for junior-high students. Students listen to a sample speech about a trip taken by their teacher, then make a similar speech in front of their classmates.