Music Time Indicator: Beginning Music- 65daysofstatic - Burial Scene.mp3

 
 
 
Beginning Music- 65daysofstatic - Burial Scene.mp3
Teacher Planning Resource
 
 
This audio is a free, open source music clip that I use for my beginning transition music. This clip indicates that students have four minutes to get logged into Haiku and ready to start class. The clip is programmed (using scheduler on my PC) to sound at a certain time. If students are not ready to go by the time the music ends, they are docked health points in Classcraft. See Classcraft.
Teacher Planning Resource
 
 
This audio is a free, open source music clip that I use for my beginning transition music. This clip indicates that students have four minutes to get logged into Haiku and ready to start class. The clip is programmed (using scheduler on my PC) to sound at a certain time. If students are not ready to go by the time the music ends, they are docked health points in Classcraft. See Classcraft.
 
Time and Space

Music Time Indicator

Music is used to transition students at the beginning and end of the class period. Students spend the first four minutes of class logging into their learning management system Haiku and Classcraft account (gamification platform). We have established as a class that all iPads (we are 1:1) should be charged and open during this period of time. This length of time is indicated by a 4:34 minute clip of music. During this time, I take attendance, fill out advanced make-ups, and talk to students who have been absent or have questions.The last three minutes in our class are indicated by transition music. This music lasts 2 minutes. It indicates that students can log out of Haiku, close their apps and their iPads. If students are in the middle of an activity, they wrap-up what they are working on either by saving it as a draft or submitting their assignment. If students close their iPads before the music sounds and have stopped working, they are deducted health points (HP) on Classcraft. I do this because I want students to use every minute for learning as I would if I was using direct instruction in my class.

Strategy Resources (3)
Students In Action
 
 
Teacher Planning Resource
 
 
This audio is a free, open source music clip that I use for my beginning transition music. This clip indicates that students have four minutes to get logged into Haiku and ready to start class. The clip is programmed (using scheduler on my PC) to sound at a certain time. If students are not ready to go by the time the music ends, they are docked health points in Classcraft. See Classcraft.
Teacher Planning Resource
 
 
This audio is a free, open source music clip that I use for my end transition music. This clip is an indicator that there are three minutes left of class. The clip is programmed (using scheduler on my PC) to sound three minutes before the bell rings. When the music sounds, students are allowed to stop working and get ready to leave class. The last minute of class is used for announcements.
Students In Action
 
 
Teacher Planning Resource
 
 
This audio is a free, open source music clip that I use for my beginning transition music. This clip indicates that students have four minutes to get logged into Haiku and ready to start class. The clip is programmed (using scheduler on my PC) to sound at a certain time. If students are not ready to go by the time the music ends, they are docked health points in Classcraft. See Classcraft.
Teacher Planning Resource
 
 
This audio is a free, open source music clip that I use for my end transition music. This clip is an indicator that there are three minutes left of class. The clip is programmed (using scheduler on my PC) to sound three minutes before the bell rings. When the music sounds, students are allowed to stop working and get ready to leave class. The last minute of class is used for announcements.
Jessica Anderson
Powell County High School
Deer Lodge, MT


 

About this strategy

Prep Time:
Moderate
Subject:
Science
Grade:
Ninth grade
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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.  

 
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