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Can students make choices about their level of challenge?

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Can students make choices about their level of challenge?

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It would seem important to provide older kids in younger content options to take risks in higher level content--as long as we have reteaching lessons to catch them.

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Leveling system for your character with some form of attribute points to assign (example: 4 attribute points in "reading" required to unlock ______

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Unlocking something when there is achievement but how will unlocking work when a student isn't doing well--or understanding the content.

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Unlocking something when there is achievement but how will unlocking work when a student isn't doing well--or understanding the content.

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			Can we provide different levels of choice and control for different age groups? 

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			Can we provide different levels of choice and control for different age groups? 

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So a G4 kid in a Level 1 lesson might have more options for how to go through the lesson

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visual treatment across the screen that implies leveling up

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Unlocking physical spaces either in game (per se) or on Dashboard

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Unlocking physical spaces either in game (per se) or on Dashboard

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A visual map of the content so the students can see what they've achieved and what is ahead.

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A visual map of the content so the students can see what they've achieved and what is ahead.

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Given catch-up queue, students may spend time in the same domain for several lessons, so moving to a new domain could be an unlocking opportunity to celebrate

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unlock a game you can play with other students who have also unlocked that game.

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collect things to throw at other people in your class

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collect things to throw at other people in your class

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(e.g. Big splat on screen, message "Jane snowballed you")

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Unlock functionality (moves, avatar pieces, dashboard pieces).

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Unlock functionality (moves, avatar pieces, dashboard pieces).

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Allow them to unlock pieces of a creativity tool that they can then use to express themselves

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Allow them to unlock pieces of a creativity tool that they can then use to express themselves

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Make a bigger deal about "unlocking" the next lesson or "unlocking the practice activities".

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Let them see more of what the teacher can see

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resulting in some visual reward

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Whatever you unlock is cooler and cooler

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Provide a problem upfront that students must solve (or help a character solve). Tie the solving of the problem to skills that students need to learn and use in order to solve the problem. Could provide a series of problems throughout the lesson, which when solved culminate in the solving of the major problem.

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Provide a problem upfront that students must solve (or help a character solve). Tie the solving of the problem to skills that students need to learn and use in order to solve the problem. Could provide a series of problems throughout the lesson, which when solved culminate in the solving of the major problem.

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Make the overall learning trajectory visible and looking at progress as "unlocking" content, skills, etc.

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Make the overall learning trajectory visible and looking at progress as "unlocking" content, skills, etc.

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Similar to how Xbox or PS does for certain tasks.  Both general and rare tasks

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a gameworld/hub - unlock stuff for your character/world as you do lessons.  Tie in lessons to earning stuff, giving kids some motivation / choice

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a gameworld/hub - unlock stuff for your character/world as you do lessons.  Tie in lessons to earning stuff, giving kids some motivation / choice

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Make sure the degree of complexity doesn't stagnate...the challenge should keep getting harder and harder.

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Make sure the degree of complexity doesn't stagnate...the challenge should keep getting harder and harder.

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create a "mystery" each time they finish an activity they unlock a clue.

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create a "mystery" each time they finish an activity they unlock a clue.

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completing skill clusters to give more of a sense of completion

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Unlocking something that's a part of an overall misson

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Unlocking something that's a part of an overall misson

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Unlocking one lesson to get to the next.

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"Scooby Doo" mystery-light / Blue's Clues types of stories (??)

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Solving an overarching riddle in every lesson

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Solving an overarching riddle in every lesson

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Spiral content and/or skills so students have a feeling of constantly building on what they know and feeling good about applying their own knowledge to move into the mysterious next part

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Spiral content and/or skills so students have a feeling of constantly building on what they know and feeling good about applying their own knowledge to move into the mysterious next part

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mysteries and unlocking clues to mysteries

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mysteries and unlocking clues to mysteries

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Implement challenges or goals/larger objectives the student can work towards.

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Implement challenges or goals/larger objectives the student can work towards.

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after they successfully complete a lesson, open a new gamelike activity they can choose to play, related to the content (applied learning)

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designing levels within the content that are "unlocked"

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designing levels within the content that are "unlocked"

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esp in context of ELA / Math

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Visually including unlocking symbols after each activity or component

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Visually including unlocking symbols after each activity or component

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Better progress tracking through the lessons and overall grade level.

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Better progress tracking through the lessons and overall grade level.