Mapping Out Implementation

  • Implementing Gamification in your Classroom

  • Period: to

    Gamification in the Classroom

  • Read Introduction

    Read the following article online:
    https://elearningindustry.com/the-gamification-guide-for-teachers
    By Christopher Pappas
    September 5, 2013
    5 minutes to read
  • Classroom Reflection

    Answer the following reflection question:
    In the last 2 years, how have I used the concept of games in my instruction, assessment, and projects with my students?
    Submit via Googledoc
  • Student Survey

    Assess student exposure of games and use of games in their own lives via student survey. Use this is a baseline to see what they've been exposed to, are familiar with, and whether or not the games use technology (e.g., video games, computers, etc.,).
  • Assess classroom resources

    Assess your classroom resources:
    - How many computers do I have?
    -Do I have headsets?
    -Do I have radio/stereo/speakers?
    -Do I have a SmartBoard?
    -Do I have existing board games/games?
  • Visit 6 kids safe sites

    Visit the 6 kids safe sites listed on the article
    and complete rubric to determine if the site is usable and appropriate for your class/population
  • Visit Paid Sites and Borrow Materials that cost additional money

    Visit Youtopia and determine if this program is wroth a subscription for your class.
    Borrow Nintendo Wii from Department Chair for over a weekend and see if it is worth a purchase for your classroom.
    Purchase orders must be turned in by 4/20/19 in order to receive in time for the beginning of the 19-20 school year.
  • Best Guess Rewards

    At some point this week, implement Best Guess Rewards in your instruction.
  • Morning Trivia

    During morning warm-up, include trivia questions every day for one week. You can use alternate response methods (shout out, turning in piece of paper, writing on individual white board, etc.) to determine which method words best for your grade level.
  • Board Games

    During the last week of school allow students to bring board games from home to be used during recess, lunch, or as a reward.
  • Post-reflection

    Before summer break, reflect and come up with your top 3 recommended classroom gasification methods that worked best for your students.
  • Get ready for the new school year

    After identifying the 3 best Gamification methods, prep them for the next school year (e.g., purchase orders sent, re-structure your lesson plans, and submit requests for tech items, etc.,)