Gamify Literacy by Michele Haiken

Gamify Literacy by Michele Haiken

Author:Michele Haiken
Language: eng
Format: epub
Publisher: International Society for Tech in Ed.
Published: 2017-12-19T05:00:00+00:00


Example

Classcraft is beneficial for me as an eigth grade teacher organizing and maintaining a classroom with tasks like gathering paperwork for the office, collecting permission slips, handing out any office forms, writing down homework assignments on the homework board, and cleaning up at the end of the day. Students earn XP for completing these or lose HP for neglecting their duties.

Getting middle schoolers excited about grammar can be daunting, to say the least. I thus implemented a system to turn grammar into a game. I would present a grammar exercise to the class, and then give students a set amount of time to complete it individually (usually one to two minutes), followed by time to work collaboratively (also usually one to two minutes). I would then take advantage of Classcraft’s “Wheel of Destiny,” which randomly selects a student to perform the grammar exercise at the board. If the student get the answer correct, the student and their small group gains XP, and if not, the entire group will lose HP.



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