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Mr. Kannengieszer's Classroom

  • 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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We'll charge your card today and send Mr. Kannengieszer a DonorsChoose gift card he can use on his classroom projects. Starting next month, we'll charge your card and send him a DonorsChoose gift card on the 17th of every month.

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Make a donation Mr. Kannengieszer can use on his next classroom project.

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Past projects 2

  • Capturing the Magic of Reading and Learning

    Funded Aug 13, 2019

    Thank you for your generosity and support of my Children's Literature class at Central High School. The copies of the first four Harry Potter books have sparked a passion for reading and critical thinking in the class. We have just finished the second book in the series (Harry Potter and the Chamber of Secrets). The course has focused on fantasy and detective story elements in the first two books. So far, students have compared the Harry Potter series to canonical works, wrote their own fairy stories, created pieces of fan fiction, published editions of the Daily Prophet, and designed escape rooms. I have included some pictures of their work for you all to check out. As we move into the second semester, we will look at the Romantic elements of the third book and compare the fourth book to excerpts from WWII war dramas.

    The enjoyment that the students have had this year has been palpable and rewarding. Class discussions are always lively. Students regularly email me scholarly videos and articles that they found related to the topics of the class. Each day as students pour out of the classroom, class conversation continues between peers. The class has afforded students the opportunity to approach the Harry Potter series in a new and engaging way.”

    With gratitude,

    Mr. Kannengieszer

    This classroom project was brought to life by The Bill & Melinda Gates Foundation and 8 other donors.
  • Gamifying English

    Funded Feb 16, 2017

    Thank you so much for your contributions. Students have enjoyed being able to use the technology to engage with the learning. We have been using technology to access Schoology, our learning management system. Students have been collaborating with each other through discussion boards, Google Docs, and Padlet (an online collaborative bulletin board). The technology has allowed students to develop their 21-century skills which will help them for college and beyond.

    Believe it or not, most students were very excited about the keyboards. Whenever we are using technology, there are always a group of students who shoot their hands up in the air when I ask who wants a keyboard. These have allowed students to type longer assignments more efficiently using their phones.

    All of my students have shown an interest in technology throughout the year. What this project has done is give students access to it. Students, who did not have phones in the past, can now use technology to learn. They enjoy the autonomy that it provides them while their in the classroom.”

    With gratitude,

    Mr. Kannengieszer

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.

About my class

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