Modified Flex Model with Gamification: Jessi's Approach to Instruction

Jessi's Approach to Instruction
Teacher Reflection
Teacher Reflection
Blended Learning Model Overviews

Modified Flex Model with Gamification

Jessi Anderson fosters collaboration and self-paced learning in science

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

Jessica Anderson
Powell County High School
Deer Lodge, MT


About this strategy

Prep Time:
Ninth grade
Similar Strategies
Stakeholder Collaboration
Jessi Anderson fosters collaboration and self-paced learning in science

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. 

Instructional Openings
Experience Based Lab Introductions
Jessi Anderson fosters collaboration and self-paced learning in science

Experience Based Lab Introductions is a strategy I use to get students to start thinking about their prior knowledge and how it can be applied to a problem or challenge. For example, I use the story about Who Polluted the Clark Fork to set the stage for our water filter lab. The story allows students to use their knowledge-base to answer simple questions throughout the story. As the activity continues, I see students' perspectives change as more elements and variables are added to the story. The stories peak students' interest and bring a call to action into a classroom activity. This strategy is embedded in the Conceptual Change Model, where I'm trying to expose students' beliefs, confront and accommodate those beliefs, and then extend the concept to help students move beyond their misconceptions.

Academic Culture
Jessi's Classroom Culture
Jessi Anderson fosters collaboration and self-paced learning in science

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!

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