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ClassCraft 作者: Mind Map: ClassCraft

1. Relevance

1.1. Interactive Learning

1.2. Displays Curriculum Application

2. Engagement Management Tool

2.1. Real World Intervention

2.2. Classroom Engagement

3. Teachers

3.1. Reduction in Bullying

3.2. Increase Academic Performance

3.2.1. Caters to Learner Variability

3.3. Creates Social Connections

3.3.1. Relies on Teamwork

3.3.2. Development of Social Emotional Skills

3.3.3. Collaboration over Competition

3.4. Simple Structure

3.5. Cautions

3.5.1. Extrinsic Motivation

3.5.1.1. Reward Systems

3.5.1.2. Reduction in Intrinsic Motivation

3.5.2. Game Logistics

3.5.2.1. Time Management

3.5.2.2. Scaffolding is Necessary

3.5.2.3. Extensive Planning

3.6. Questions for Teachers

3.6.1. Can students access this outside of the classroom?

3.6.2. Are there enough computers for students within the classroom?

3.6.3. What objectives are students learning?

4. ClassCraft is an educational platform that transforms curriculum into an engaging classroom game.

5. Classroom Engagement

5.1. Connections to Gaming

6. Gamification

6.1. Authonomy

6.1.1. Students take charge of their own learning.

6.2. Competence

6.3. Relationships

6.4. User Engagement

6.5. Reward

6.6. Achievement

6.7. Motivation

6.8. Learning

6.9. Challenge

7. Students

7.1. Digital Natives

7.2. Different Learning Styles

7.3. New Attitudes Regarding the Learning Process

7.4. Reliant on Technology