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
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.
There are an infinite number of digital content providers and tech tools and education programs a blended teacher can choose to use in her classroom. Check out how and why Jessi uses specific digital content and ed tech tools!
Voxer is an application I use in my classroom to incorporate verbal collaboration. Voxer is a walkie-talkie type app where teachers can assign students to groups, pose questions, and have students verbally discuss the questions with a virtual audience. When Voxer is being used by students, they are switching between verbal and written communication. Most groups will verbally respond to questions and other students' will type their answers. Voxer is a great application for connecting students virtually with students their own age with limited bandwidth use.