The storyline of our academic game gives meaning to the students' presence in the game. It enhances the importance of the curriculum and gives students a goal to work toward. The theme our storyline is based around is a deserted island. In the game, students are elite plane crash survivors (PCSs) who must learn to live on the island after not being rescued. Throughout the levels, students are asked to build fire, build shelter, find food, filter water, and survive unexpected storms. By mastering each level, students complete the tasks and move onto the next scenario in the game.
It is my goal to help parents and students feel like they are a connected entity in our classroom. To help parents feel connected, I have created a series of videos on our classroom YouTube channel to help parents understand our classroom. The videos describe the procedures in our classroom, what blended learning is, and how we gamify our classroom. Parents also have their own parent portal in Haiku where they can access this information, as well as their students' online course material.
A positive classroom culture promotes student engagement, efficiency, and academic growth. Culture influences how and why students learn and ties the students to the teacher on a personal level. Check out the the video below to see how Jessi’s culture impacts student achievement!
After five years of traditional teaching, I broke away from direct instruction and moved into a self-paced, blended-gamified classroom. My students flexibly move through the curriculum while self-directing and managing their learning. This is done through the use of Classcraft, an online education gaming software, and our classroom game “Isle of Nosredna.” The addition of game elements into my classroom has helped my students stay on track and motivated as they progress through the science curriculum.
Number of Students: ~20 students/period
Number of Adults: one teacher
Length of Class Period/Learning Time: 51 minutes
Digital Content/Ed Tech Tools Used on a Regular Basis: Haiku Learning (LMS); Classcraft; Google Classroom; Doctopus (Add-on in Google Sheets connected to Google Classroom); Educreations; Flipboard; Symbaloo; Kidblog; ThingLink; Socrative; Kahoot!
Hardware Used on a Regular Basis: iPads (1:1); SMARTboard; Apple TV
Key Features: competency-based; student agency; project-based; gamification; innovative use of space