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Mr. Kannengieszer's Classroom Edit display name

  • Central High School
  • Philadelphia, PA
  • Nearly all students from low‑income households Data about students' economic need comes from the National Center for Education Statistics, via our partners at MDR Education. Learn more

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How awesome would it be to enter a classroom and become a part of a video game? What if this video game improves student achievement, collaboration skills, and digital literacy? Using a BYOD (Bring Your Own Device) approach to learning, I will provide students an opportunity to perform learning quests to unlock achievements and powers. Instead of earning the traditional grade, students will gain experience points and level up throughout the year. As with video games, there is always a chance for improvement. No video game ends with a failed mission. The player always has a chance to improve and try the level again. Similarily, in a gamified classroom, students will have multiple attempts improve upon their skills until they've reached mastery. One roadblock to implementing my gamified classroom is a lack of devices. In every class, there are several students who do not have a smart phone or tablet to bring to class. Since our learning activities are posted online through Schoology, these students are at a disadvantage. By having access to the tablets that we will get through this DonorsChoose project, students will have an equitable learning experience. Besides addressing the needs of these students, this project also would bring Bluetooth keyboards to the class. The keyboard would serve as a resource to students who may not want to type longer assignments on their phone's keyboard.

About my class

How awesome would it be to enter a classroom and become a part of a video game? What if this video game improves student achievement, collaboration skills, and digital literacy? Using a BYOD (Bring Your Own Device) approach to learning, I will provide students an opportunity to perform learning quests to unlock achievements and powers. Instead of earning the traditional grade, students will gain experience points and level up throughout the year. As with video games, there is always a chance for improvement. No video game ends with a failed mission. The player always has a chance to improve and try the level again. Similarily, in a gamified classroom, students will have multiple attempts improve upon their skills until they've reached mastery. One roadblock to implementing my gamified classroom is a lack of devices. In every class, there are several students who do not have a smart phone or tablet to bring to class. Since our learning activities are posted online through Schoology, these students are at a disadvantage. By having access to the tablets that we will get through this DonorsChoose project, students will have an equitable learning experience. Besides addressing the needs of these students, this project also would bring Bluetooth keyboards to the class. The keyboard would serve as a resource to students who may not want to type longer assignments on their phone's keyboard.

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About my class

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