Gamification: GamificationScreencast.mp4

 
 
 
Classcraftevent.mp4
Strategy Explanation
 
 
This screencast demonstrates how I use Classcraft events to add an element of chance to our behavioral game. The random events can be positive or negative, giving students XP or HP as a result. The event can be anything you choose. One event that I particularly enjoy is when my entire class must use non-verbal communication the entire class period.
Strategy Explanation
 
 
This screencast demonstrates how I use Classcraft events to add an element of chance to our behavioral game. The random events can be positive or negative, giving students XP or HP as a result. The event can be anything you choose. One event that I particularly enjoy is when my entire class must use non-verbal communication the entire class period.
 
Academic Culture

Gamification

Motivating students to improve behavior and engage in self-directed learning

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.  

Strategy Resources (3)
Teacher In Action
 
 
Strategy Explanation
 
 
This screencast demonstrates how I use Classcraft events to add an element of chance to our behavioral game. The random events can be positive or negative, giving students XP or HP as a result. The event can be anything you choose. One event that I particularly enjoy is when my entire class must use non-verbal communication the entire class period.
Article
 
 
The first blog post discusses the early excitement within the classroom as game elements were introduced to my students. The second blog post reflects on the elements of gamification I have implemented in my classroom, the three things I've noticed after implementation, and the differences between my behavioral and academic games.
Teacher In Action
 
 
Strategy Explanation
 
 
This screencast demonstrates how I use Classcraft events to add an element of chance to our behavioral game. The random events can be positive or negative, giving students XP or HP as a result. The event can be anything you choose. One event that I particularly enjoy is when my entire class must use non-verbal communication the entire class period.
Article
 
 
The first blog post discusses the early excitement within the classroom as game elements were introduced to my students. The second blog post reflects on the elements of gamification I have implemented in my classroom, the three things I've noticed after implementation, and the differences between my behavioral and academic games.
Jessica Anderson
Powell County High School
Deer Lodge, MT


 

About this strategy

Prep Time:
Long
Subject:
Science
Grade:
Ninth grade
Similar Strategies
Learning Apps
Learning Authentication
Motivating students to improve behavior and engage in self-directed learning

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.  

 
Assessment & Data
Genius Hour
Motivating students to improve behavior and engage in self-directed learning

Genius Hour is an ongoing project in which my students identify and explore their scientific interests and passions. Developed every Friday for an entire semester during class, the project provides an opportunity for students to cultivate their research and critical thinking skills while engaging in a topic that is of interest to them. As part of the Genius Hour project, my students connect with "virtual partners" from outside our state in a collaborative effort to authenticate their projects even more. Genius Hour culminates in a demonstration of students' research findings in a format of the students' choosing. This year, I have included the use of Flipboard, an application that allows students to search for a variety of web-based resources and to curate these resources in a visually compelling and user-friendly way.

 
Time and Space
Classroom Zones
Motivating students to improve behavior and engage in self-directed learning

My classroom space is broken into five distinct areas based on students’ needs. The areas are named in accordance with the storyline in our academic game: (1) presentation area (also known as the shelter), (2) lounge area (the beach), (3) counter area (the lookout), (4) teacher area (crash site), and the (5) table area (the jungle). Each area was set up with a distinct vision in mind. The shelter was set-up with two futons and a coffee table all located around the SmartBoard at the front of the classroom. I envisioned this area as a place where student groups could share their learning and present content using their iPads and our Apple TV. The beach area was created to help those students who do better lounging on a couch or in a non-traditional chair while working. I wanted my room to represent the traditional as well as the “non-traditional” student. The lookout area was specifically set-up for students who enjoy to look outside and see nature as they work. It also works well for those who use scenery as a reset in an environment that is often controlled chaos. The crash site was created as a result of the storyline where all students became Plane Crash Survivors (PCSs). The name makes it okay to have a messy desk! It’s also used as a space to separate distracting students from the attention of others in the classroom. Finally, the table area was made for the more traditional student who likes to work at a table or desk or likes to have a hard surface to work on. Throughout class, students can be seen moving throughout the room in accordance with their needs as a learner at that particular moment. I feel the incorporation of the different areas of the classroom helps to build a culture of learning acceptance and risk. It opens up the classroom to being more than just a sit and get environment. It helps to personalize and shape students’ learning. See also Jessi's Overview Model.

 
 
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