In order to track students' progress, along with goal sheets, I make one sweep of the classroom at the beginning of class to check to make sure students know what they are working during the class period. Sometimes I write it on an online spreadsheet. Other times, I track it using a paper spreadsheet and clipboard to make sure they have started working on what they need to be working on. This gives me a chance to talk to all of my students and help motivate those students who are slowly getting to work. I particularly like rounds because it helps me gauge students' emotions for the day. This gives me an idea of how far I can push them academically during the period.
I use a variety of tools to help my students authenticate their learning. From blogging to social media and connecting with other classes across the country via Google Hangouts, my students use digital technology to reach learners just like them. To enhance our Genius Hour projects this year, we connnected with classrooms in Toronto. My students shared every aspect of their projects via Edublogs, as well as learned about and critiqued their virtual partners' projects. We also have a class Twitter page where we share our Instagram and Vine posts, as well as Tweets about what is happening in our classroom. To give the world a first-person view of our classroom, we also have a Google Glass blog that students document learning on via video and pictures from Glass.
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.
Gamification is the process of adding game elements to an environment that is not traditionally a game. I use Gamification as a strategy in my blended learning classroom to motivate my ninth grade students to engage in the curriculum and to buy in to my social and behavioral expectations--all while keeping learning fun! We have two games going on in our classroom---our academic game and our behavioral game. Our academic game is based around the storyline of the Isle of Nosredna and features an island-based theme with a leaderboard ranking based on students' engagement in our self-paced learning environment. Our behavioral game, using the Classcraft online tool, is based on health points, experience points, battles, and powers. Students work as teams to keep each other "alive" and progressing in both games.