Stakeholder Collaboration

Parent Communication

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. 

Strategy Resources (5)
Teacher In Action
 
 
Jessi virtually welcomes the parents of her students to the school year and blended learning model she implements in her classroom.
Teacher In Action
 
 
This is a screencast explaining for parents what gamification is and how it is used in the classroom. I explain that gamification is used in the classroom to reinforce expectations and motivate students to move through curriculum at their own pace.
Teacher In Action
 
 
This is a screencast explaining how to find and navigate our class on Haiku Learning Management System. It explores the resources parents and students have access to. It gives them access to my class syllabus, their child's work, and all the resources from our course.
Student Handout
 
 
This is the bookmark I created to hand out at freshman orientation. The bookmarks contain the Remind link to sign-up, our YouTube channel, class websites, and class Twitter page. The bookmarks give parents easy access to classroom information.
Teacher Reflection
 
 
This is a screencast explaining the grade contract to parents. I explain the methodology behind the contract, how to read the contract, and how to determine their child's progress in the course.
Teacher In Action
 
 
Jessi virtually welcomes the parents of her students to the school year and blended learning model she implements in her classroom.
Teacher In Action
 
 
This is a screencast explaining how to find and navigate our class on Haiku Learning Management System. It explores the resources parents and students have access to. It gives them access to my class syllabus, their child's work, and all the resources from our course.
Teacher Reflection
 
 
This is a screencast explaining the grade contract to parents. I explain the methodology behind the contract, how to read the contract, and how to determine their child's progress in the course.
Teacher In Action
 
 
This is a screencast explaining for parents what gamification is and how it is used in the classroom. I explain that gamification is used in the classroom to reinforce expectations and motivate students to move through curriculum at their own pace.
Student Handout
 
 
This is the bookmark I created to hand out at freshman orientation. The bookmarks contain the Remind link to sign-up, our YouTube channel, class websites, and class Twitter page. The bookmarks give parents easy access to classroom information.
Jessica Anderson
Powell County High School
Deer Lodge, MT


 

About this strategy

Prep Time:
Long
Subject:
Science
Grade:
Ninth grade
Similar Strategies
Blended Learning Model Overviews
Modified Flex Model with Gamification

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

 
Academic Culture
Leaderboard

The leaderboard is a display of both academic and behavioral progress for my students. The results are tabulated separately in the academic and behavioral games. In the academic game, the focus is on the experience points earned by students in academic activities. Experience points in the academic game are only awarded to students once they have mastered an activity. Once they have mastered the activity, points are added to the leaderboard. We review the academic leaderboard and recognize individuals who have made it to the top or who have made significant progress in the class. For the leaderboard in the behavior game, I use Classcraft to display students' points. This display can be sorted by experience points, health points, or action points depending on what is the required view. From my experience, the two leaderboards help steer a cooperative sense of competition among a lot of my students. It also motivates them to continue learning and sharing. Although much of this is external motivation at the beginning of the year, I see a shift towards internal motivation in regards to behavior and academic progress as the year continues. Students are much more willing to learn for learning's sake instead of a prize or written/verbal recognition as they become more accustomed to these behavior and academic qualities. The academic leaderboard displays the rankings of students in all three of my earth science classes. The behavior game on Classcraft is solely based on the students in that particular period.

 
Assessment & Data
Genius Hour

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.

 
 
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