Battling the Boss
Battling the Boss is a formative assessment strategy I use at the end of almost every level in our academic game. It's a process that allows students to prove that they understand the material covered in each level. Battling the Boss usually consists of me asking the student who has indicated that s/he is ready to "battle" one or two questions that require the student to demonstrate the skills I'm looking for them to develop in the level. If students prove that they understand the material, I let them move onto the next level. The students then put their names on the next level's poster, which is a public demonstration of each student's progress in the course. If students are not successful, they have the opportunity to do additional preparation and Battle the Boss when they have mastered the content.
Communicating and collaborating with both colleagues and students' families, is crucial in a blended environment. This is especially true if a teacher is doing something that looks very different from other teachers at her school. Check out how Jessi communicates and collaborates with both her colleagues at school and her students' families and how her methods of communication and collaboration have evolved over time.
Classcraft is team-based, role-play gamification tool that I use for classroom management. It focuses students to self-manage their learning, stay on task, and positively collaborate with their peers. When students are seen positively collaborating, working hard, or helping another student, they earn "experience points" (XP), which allow them to "level-up" and gain "powers" (ability to buy privileges in class). However, if they are distracting other students, not following classroom rules, or negatively impacting the learning of themselves or peers they are deducted health points (HP). If they lose all of their HP, they "fail in battle," which means that a random student-generated consequence is then assigned to the student. The fall in battle causes each student on that individual's team to lose HP and face greater risk of also falling in battle. The sequence continues until either all teammates fall to battle or someone on the team has enough HP to survive. Besides HP, students earn 4 action points (AP) every day. Action points allow students to purchase privileges if they have "learned" a power. The AP allow students to ask the Game Master if a question is correct on a quiz, to automatically advance within a level, or to "teleport" to their locker or the bathroom. AP, HP, and XP can all be impacted by the "Daily Event." The Daily Event is a random event that impacts the game in a positive or negative manner. For instance, the event may give the person with the least experience points 200 XP in the game or it may deduct 15 HP from a random player. We never know what will happen, which is what makes the game so interesting to most students. After using the game for nearly two school years, I have seen my students interacting more positively with one another and accomplishing more in class. It has been an awesome addition to our classroom culture and very easy to implement!
There are an infinite number of digital content providers and tech tools and education programs a blended teacher can choose to use in her classroom. Check out how and why Jessi uses specific digital content and ed tech tools!