Avoid the habit of assuming, just because you “covered” something, that that is enough. Whatever else student-centered-ness might mean, at the very least, we should all be able to agree that it means seeking tangible proof of what the kids are getting out of what you are doing.
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.