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Goals: For our school, digital citizenship has been a focal point for our students in all grade
levels this year. We are a 1:1 school, and it is vital that our students understand how to behave
in an online world. By using gamification to teach our students about research skills and
appropriate citations, I am able to bring a topic that is not always the most fun and change their
way of interacting with it. Additionally, the classroom teachers involved will learn the process
necessary for creating their own Classcraft activity.
Players / Students
For this activity, I will work with 6th grade Language Arts
teachers as they begin their research project. There are
approximately 624 students in the 6th grade class at our
middle school. Most of our students are very familiar
with technology use and the idea of gaming. However,
there are students that have never used a computer
until they are given their first computer at our school.
There will be differentiation necessary in order to reach
our special needs population and ELL students as well.
Gamification Strategies
Strategies Rationales
Core Drive 1: Epic
Meaning & Calling
Core Drive 2: Students will work together in As students learn more
Development & groups to practice their about the need to
Accomplishment summarizing skills and citation summarize effectively they
skills. will have little need to worry
about possible plagiarism.
Classcraft will be used with a variety of Language Arts classes, as we work through the
research process. Since this will be the first introduction to Classcraft for most of our 6 th
grade Language Arts teachers, as well as for our students, we will begin by using the
behaviors to encourage and discourage. These behaviors can be based on their actions in
class or on their academic abilities through their research skills. Additionally, the team
aspect will be used for this classroom activity. Students will be divided up into 2 or 3-
person teams in each class to work collaboratively. Finally, of the twenty Language Arts
classes, the class with the highest points will earn a party/reward in the media center.
Students will earn points through both classroom behavior and the work they do to prove
good digital citizenship skills during the research process.
Students will be able to create their own avatar within their team in order to use their
creativity and create a sense of ownership of their game.
Boss Battles will be available for students to engage in to work with their citation and
research skills. These will be informal assessments for the students to demonstrate
understanding.
Process
Day 1: Students will be introduced to the Classcraft game and how they will be using it
as they work through the research process. During this time, they will learn how
log in and begin creating their avatar.
Day 2: Students will be divided into teams and we will go over how they will be able to
earn points throughout the game and how points can be deducted if necessary.
Day 4 and on: Students will work on their research projects. Throughout the process,
the classroom teacher will spot check for correct citation procedures and
reference lists. Plagiarism checking will also continue throughout the
process.
End of project: After research projects are completed, graded and all scores tabulated,
the Language Arts class with the highest score will receive a reward
party.
Reflection