Friday, March 22, 2019

Gamification Delivery Systems

Gamification Delivery Systems

The three applications that I suggest educators use to gamify the classroom are Classcraft, Classdojo, and Reezly. The chart below identifies the application features of each device making it a beneficial tool for classroom management and behavior. Classcraft and Reezly allows students to take control of their own learning. The teacher assigns quest or tasks for the students to complete with instructions. Points are awarded for completion, or assignment is returned with feedback from the teacher regarding areas that need attention for a grade to be awarded. Classdojo assist students in monitoring their behavior in the classroom. Points are awarded and deducted depending on classroom rules and behavioral infractions in the classroom. All three applications communicate with students, parents, and educators in real time encouraging collaboration and engagement between all parties with profiles. Gamifying the classroom assist with classroom managament and allows srudents to determine the order in which they would like to complete tasks that are aligned with the curriculum. Gamifying the classroom is the way to go to produce responsible students that are equip with twenty-first century skills for college and career. 








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