For more than two years that I have infused gamification elements into my English Language Arts classroom to improve engagement, community, and learning. This upcoming Wednesday, April 19th I will be presenting a Webinar for Classcraft Games on using gamification in English. As a Classcraft user, I will address how I use Classcraft Games in my classroom, plus share additional add on games I have created over the past few years to teach concepts related to reading, writing, and critical thinking.
Classcraft fits seamlessly into any content area classroom and I use the gaming platform as a way for students to track game points earned throughout the school year. Within the Classcraft platform additional gaming elements such as a random student generator, boss battles, and daily events inspire more gaming variety. Classcraft encourages teamwork and motivates many of my students to go beyond simple classwork. For example, each month I moderate Twitter Book Chats and students can earn 1,000 XP (Experience Points) for reading the book and participating in the chat. This is a win win for the students because they are reading new books, talking with others about their reading, and earning games points that can unlock additional powers and privileges. Privileges include preferential seating, previewing quiz questions, and even a free homework pass.
In addition to utilizing Classcraft, I am always building new games and add ons with each unit of study. This year I used bottle flipping on a target board for specific writing prompts. After learning about the “old school” Nickelodeon show Legends of the Hidden Temple, I created my own version of the game for a reading unit on courage. I am always transforming traditional board games like Bingo, Connect Four, and Snakes and Ladders into theme based games for classroom learning.
Join me for a discussion of gamification to promote reading, writing, and critical thinking. Register for the Webinar here.
Preview the slide deck below.