Aina Ferrero, Arnau Mollon, Ainhoa Iglesias
Baamboozle is an online game-based learning platform that turns quizzes into fun, interactive challenges. The main purpose is to learn while gamifying interactions, making lessons more engaging and enjoyable. It can be used both in the classroom and as a remote learning assistant, helping teachers review topics, boost participation, and make education more dynamic.
Target Age: 7–8 years old
Target Language Level (based on CEFR): A1
Location: Indoors, ideally in the classroom or computer room.
Reception: p. 56
Listening Comprehension → Listening to announcements and instructions:
Can understand instructions addressed carefully and slowly to him/her and follow short, simple directions
Reading Comprehension → Reading for information and argument
Can understand short texts on subjects of personal interest (e.g. news flashes about sports, music, travel, or stories etc.) written with simple words and supported by illustrations and pictures.
Interaction: p. 83
Spoken Interaction → Understanding an Interlocutor
Can understand questions and instructions addressed carefully and slowly to him/her and follow short, simple directions.
Spoken Interaction → Information Exchange
Can ask and answer simple questions, initiate and respond to simple statements in areas of immediate need or on very familiar topics
To review wildlife vocabulary using Bamboozle.
To assess the peer’s performance by completing an Exit Card.
To identify the appropriate answer to the quiz.
Create an account and sign up (5 minutes, in class). This step is optional - you can access and play without creating it-, but if they do so, it will be done by the children using their institutional mail address following the teacher’s instructions.
Work on wildlife: animals and its habitat (2-3 sessions depending on students’ needs, before the main activity).
Link to the app used: https://www.baamboozle.com/ (Game Code and Link: 3781663 https://www.baamboozle.com/game/3781663)
Handouts: Peer-assessment ticket
Equipment: Tablets, one for each pair, projector/digital screen
Additional materials needed: pencils to write the answers to the Peer-assessment ticket, Wild animals and habitat glossary (wild animals flashcards and habitat flashcards), sentence samples scaffolding, instructions scaffolding
Pre-task:
Students will have previously worked on the vocabulary related to wild animals and their habitat. At the beginning of the session, the teacher will introduce the app Baamboozle, projecting it on the digital display. She will briefly explain how it works and, together with the whole group, complete an example of the main activity (5-7 minutes). Afterwards, the game will begin, and the teacher will call on students to come to the front of the class to answer questions (30 minutes). Finally, there will be a short round of questions to clarify any doubts about how to use the app (10 minutes).
Main task:
First, the teacher will ask students to recall what they learned in the previous session (5 minutes). Then, she will explain the instructions for today’s activity. With the help of the projector, she will remind students of how to access the website Bamboozle and how to use its main features (5–10 minutes).
After the demonstration, the teacher will pair students according to their level to facilitate communication and learning. Each pair will have two roles: leader and recorder. The leader will be responsible for setting up the online activity and following the steps the teacher has explained. The recorder will write down the answers and note any mistakes on a sheet of paper.
The activity will consist of a Bamboozle game designed to practise the vocabulary learned in the unit on “Wild Animals.” Both students will participate in the game and will compete to see who gets the highest number of correct answers. The activity will last approximately 30 minutes.
Post task:
As the post-task activity, students will be asked to fill the “Peer-assessment ticket” based on their peer’s performance and provide them with feedback orally. Moreover, students will ask their peers what word was the most difficult one and their favourite, so they can write it down in the sheet (thus, interaction is encouraged). The teacher will have a look at the tickets afterwards so she/he knows how the students are going with the lesson.
Furthermore, there will be a whole-group discussion regarding the most common mistakes and misunderstandings, where the teacher can write them in the board and clarify their meaning using contextualised sentences and real-life examples. The teacher will guide the conversation, so the students are the ones answering their classmates’ doubts and keep engaged throughout the conversation.
Here you will find the teacher instructions!
This scaffolding sheet can be printed out and posted on the wall of the class or given to each pair of students during the activity. It serves as a helpful tool to avoid students getting lost while working with the website.
This scaffolding sheet can be printed out and posted on the wall of the class or given to each pair of students during the activity. It serves as a tool to provide ideas of answers and sentences to keep the dialogue between the pair and help them in case they do not come up with the structures or words they need to use.