Any class project can be made more fun by turning it into a game. The attached Project Description document shows how to create a video-game-like scoring system using "experience points," a video game concept. This is the actual document that I gave my students, although I had to supplement the document with a number of reminders and explanations in class.

Take the metaphor of a video game and have fun with it as you build on the following basic concepts:
  • Everyone loves games and prizes. Find ways to offer surprises. For example, suddenly offer a way to earn experience points. Reward students who look in the right place by giving them an opportunity to earn "bonus" experience points. Although surprises can be random, it's best if they encourage behavior. Give surprises when students first start out (for example the Hyperleap, described below) or when they go above and beyond expectations for their abilities. It's good if you can customize surprises to the individual's abilities and interests.
  • Big numbers can excite students. The goal is to excite students into "racking up points." Note that you should have a simple formula to share with your students and parents: Take total experience points, divide by 100, and that's your grade on the progress report.
  • Big numbers can also frighten students. For those who are frightened at the thought of earning 10,000 points, make it clear that the Hyperleap lets them earn big points: 5000 experience points. This automatically gives them 50%. Many schools use some variation of a grading floor of 50%. I don't recommend this as a general practice, but for daunting projects, this is a good way to get everyone excited about the project. Also, if you are experimenting with teaching 21st century skills, and you are concerned about students and parents saying you are being "unreasonable" in your expectations, this demonstrates that you are more than reasonable.
  • The instructions include techniques for working with other teachers on similar games. Picture a 5th grade project that spans across math, language arts, science, social studies, the arts, and technology. If you teach your students all subjects, you can easily design a cross-disciplinary set of games. If you teach middle school or high school, explore ways to coordinate with your team or school-wide peers. This is a powerful tool for integrating subject matter.
  • With the inclusion of "meetings" with the teacher, this project structure may appear overly time-consuming. It is actually a very good vehicle to ensure that all students follow up with you when they have questions. Many students don't know when to ask for help, but they get to the point where it says "meeting with Mr. Breaux" and they contact me and ask: How do I meet with you? I find that students come to you at their own pace, so you don't get the entire class asking for meetings at once.
  • This was designed for an online learning environment, but it works equally well in brick-and-mortar schools. You may, however, want to create an online environment (perhaps using a public domain Learning Management System like Moodle) so that everything is stored in one place and students can turn items in over the weekend and at all hours of the day.
  • This system has plenty of room for growth and customization. Together, let's come up with a system that's the ultimate in "cool."

The attached Excel file is all set to go. You just need to:
  1. Relabel the tabs for the quarters that you are using.
  2. Customize the scoring columns if you modify the scoring categories
  3. Use Insert Rows to add students.
I will later provide a safe procedure for carrying over points from one "game" to the next. In my case, I am doing 5 games this year, as indicated in the spreadsheet.
For help with implementing this project, or just brainstorming some details, contact me, Ed Breaux.

Originally posted by: Ed Breaux
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