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      <title>EDU 743 Technology Curation: Gamification in an Upper Elementary/Middle School ELA Class by Kaylee Disher</title>
      <link>https://padlet.com/disher2/EDU743TechnologyCuration</link>
      <description>Made with panache</description>
      <language>en-us</language>
      <pubDate>2020-05-13 01:20:01 UTC</pubDate>
      <lastBuildDate>2020-05-16 02:55:30 UTC</lastBuildDate>
      <webMaster>hello@padlet.com</webMaster>
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         <title>eReading Games - Grades 2-8</title>
         <author>disher2</author>
         <link>https://padlet.com/disher2/EDU743TechnologyCuration/wish/568959802</link>
         <description><![CDATA[<div>Students practice identifying genes, figurative language and point of view while beating levels on eReading Games. Students practice the use of academic vocabulary by playing games like "Poetry Cat",  and "View Point Pilot".  These games can also be used to reinforce and practice reading comprehension strategies with games like "Context Clues Climber". It is important to pre-teach the concepts on this site, however, because gamification can have the undesirable effect of frustration for students is the skills being practiced are too hard. </div>]]></description>
         <enclosure url="https://ereadinggames.com/" />
         <pubDate>2020-05-13 01:22:37 UTC</pubDate>
         <guid>https://padlet.com/disher2/EDU743TechnologyCuration/wish/568959802</guid>
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         <title>GimKit ($) Any Grade</title>
         <author>disher2</author>
         <link>https://padlet.com/disher2/EDU743TechnologyCuration/wish/568961663</link>
         <description><![CDATA[<div>Gimkit can be used as a tool for review of academic language, grammar rules, vocabulary, etc. The options are limitless. Teachers can create their own game or choose from thousands of templates to have students practice any number of topics, all while competing against each other to earn the most money and gain access to tools. <br>This game motivates students to review incorrect answers so they can answer correctly the next time and earn "money". The money can be used to "freeze" their classmates, change the background music, be used as a category for winning the game. The teacher can decide if the winner is the student with the most money or the highest percentage of correct answers. These are not always the same as there is some strategy involved in the game, <br>These games can be played as a whole class, small group or assigned to individuals. In this way, it is a useful differentiation tool. Games can be created to cover any topic and assigned to any combination of students. </div>]]></description>
         <enclosure url="https://www.gimkit.com/" />
         <pubDate>2020-05-13 01:24:28 UTC</pubDate>
         <guid>https://padlet.com/disher2/EDU743TechnologyCuration/wish/568961663</guid>
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      <item>
         <title>Whooo&#39;s Reading Grades 2-8</title>
         <author>disher2</author>
         <link>https://padlet.com/disher2/EDU743TechnologyCuration/wish/568972295</link>
         <description><![CDATA[<div>aWhooo's Reading is a wonderful companion to independent reading. Students earn coins ,which can be used to purchase items for their avatar, by completing tasks associated with their reading. <br><br>Whooo's reading supports literacy development and instruction with the use of comprehension supports such as graphic organizers, open ended and higher order questions, as well as gives teachers automatic feed back, allowing for timely differentiation. In a classroom like mine that has students reading books and their own level, the responses on Whooo's Reading can be completely personalized. </div>]]></description>
         <enclosure url="https://www.whooosreading.org/" />
         <pubDate>2020-05-13 01:34:40 UTC</pubDate>
         <guid>https://padlet.com/disher2/EDU743TechnologyCuration/wish/568972295</guid>
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         <title>StoriumEDU ($)- Grade 3 - 12</title>
         <author>disher2</author>
         <link>https://padlet.com/disher2/EDU743TechnologyCuration/wish/568995626</link>
         <description><![CDATA[<div>StoriumEDU is an online card game where students engage in a collaborative writing exercise to create a piece of fiction. Students "win" the game when they produce a story with a setting, characters, and opening, conflict, and a resolution. <br><br>This resource can be used to optimize writing instruction as it encourages student engagement and collaboration. Students must apply their understanding of the elements of fictions, including characterization, dialouge, mood and tone, in order to successfuly complete the game. Additionally, different genres can be selected and assigned by the teacher. Therefore it can be used as part of a larger unit to connect other readings to writing. For example, after reading a dystopian novel such as <em>The Giver</em>, students can use StoriumEDU to write their own dystopian fiction by applying the characteristics of the genre they observed in <em>The Giver</em>. </div>]]></description>
         <enclosure url="https://storiumedu.com/" />
         <pubDate>2020-05-13 01:58:18 UTC</pubDate>
         <guid>https://padlet.com/disher2/EDU743TechnologyCuration/wish/568995626</guid>
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      <item>
         <title>Community in Crisis- Grades 5-9</title>
         <author>disher2</author>
         <link>https://padlet.com/disher2/EDU743TechnologyCuration/wish/569009704</link>
         <description><![CDATA[<div>Community in crisis is a game that encourages students to use their critical thinking tools and close reading skills in order to solve the problems they are faced in their virtual community. All too often students cannot see the transfer of what they are learning in the classroom to the real world. This game puts students in the shoes of an important community leader, medical director or an chief. According to Classroom, Inc., t e game "help students struggling with reading through embedded assessments aligned to Common Core State Standards in ELA". Reading on this site is leveled by lexile and is suitable for differentiation for students at the middle school level who are reading above or below grade expectations.  </div>]]></description>
         <enclosure url="https://www.classroominc.org/play/" />
         <pubDate>2020-05-13 02:12:43 UTC</pubDate>
         <guid>https://padlet.com/disher2/EDU743TechnologyCuration/wish/569009704</guid>
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      <item>
         <title>Gamification and Learning </title>
         <author>disher2</author>
         <link>https://padlet.com/disher2/EDU743TechnologyCuration/wish/576251173</link>
         <description><![CDATA[<div>Gamification in education is a somewhat new phenomena. While parents and teachers have surely used games to teach or reinforce concepts over the years, the advent of technology on the classroom has create a brand new subgenre of education that blends digital  gaming with content instruction. Raed S. Alsawaier sites Karl Kapp's definition of gamification as  “game-based mechanics, aesthetics, and game thinking to engage people, motivate action,<br>promote learning, and solve problems (Kapp, 2012, p. 125)" (2018, p. 2). Under this definition gamification is a three pronged classroom tool. Once students are engaged in the activity, they become motivated to work through it and, hopefully, this results in absorption of material. <br><br>Different games in a "gamified" classroom can serve different purposes. Some reinforce previously taught material while others scaffold students to structure their thinking., while simultaneously making the tasks new and exciting, "Gamification provides the component of fun that helps in transforming the students’<br>attitudes toward learning (Alsawaier, p. 64). While none of the games posted in this curation site can or should take the place of quality instruction, they are viable options to reinforce content, review lessons and help to foster a fun and engaging learning environment. </div>]]></description>
         <enclosure url="" />
         <pubDate>2020-05-16 02:02:34 UTC</pubDate>
         <guid>https://padlet.com/disher2/EDU743TechnologyCuration/wish/576251173</guid>
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         <title></title>
         <author>disher2</author>
         <link>https://padlet.com/disher2/EDU743TechnologyCuration/wish/576266447</link>
         <description><![CDATA[<div>Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement.<em> The International Journal of Information and Learning Technology, 35</em>(1), 56-79. Retrieved from https://une.idm.oclc.org/login?url=https://search-proquest-com.une.idm.oclc.org/docview/1977184867?accountid=12756<br><br>ClassroomInc.org. (n.d.). Teach literacy &amp; leadership through our free digital games! Classroom Inc. Retrieved from https://www.classroominc.org/play<br><br>Kapp, K. M. (2012). <em>The Gamification of Learning and Instruction</em>. Hoboken, NJ, United States: Wiley.<br><br>Ling, L. T. Y. (2018). Meaningful gamification and students' motivation: A strategy for scaffolding reading material.<em> Online Learning, 22</em>(2), 141-155. Retrieved from https://une.idm.oclc.org/login?url=https://search-proquest-com.une.idm.oclc.org/docview/2101391569?accountid=12756</div>]]></description>
         <enclosure url="" />
         <pubDate>2020-05-16 02:33:13 UTC</pubDate>
         <guid>https://padlet.com/disher2/EDU743TechnologyCuration/wish/576266447</guid>
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