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Read the following article online:
https://elearningindustry.com/the-gamification-guide-for-teachers
By Christopher Pappas
September 5, 2013
5 minutes to read -
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 -
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.,).
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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 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 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. -
At some point this week, implement Best Guess Rewards in your instruction.
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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.
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During the last week of school allow students to bring board games from home to be used during recess, lunch, or as a reward.
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Before summer break, reflect and come up with your top 3 recommended classroom gasification methods that worked best for your students.
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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.,)