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Mrs. Hansen’s Classroom Edit display name

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Research shows that students in gamified classrooms are substantially more engaged, more motivated, and show increased academic performance. Additionally, students learn vital life skills such as critical thinking, cooperation, empathy, and persistence. Gamification promotes positive mental health, higher attendance rates, and pro-social behaviors. I believe English class can be as engaging and motivating as any video game. In order to make this happen in my classroom, I need real-life rewards that they can "buy" with their in-game points. I need games to play and supplies for the "store." I want to prove that games can change education for the better.

About my class

Research shows that students in gamified classrooms are substantially more engaged, more motivated, and show increased academic performance. Additionally, students learn vital life skills such as critical thinking, cooperation, empathy, and persistence. Gamification promotes positive mental health, higher attendance rates, and pro-social behaviors. I believe English class can be as engaging and motivating as any video game. In order to make this happen in my classroom, I need real-life rewards that they can "buy" with their in-game points. I need games to play and supplies for the "store." I want to prove that games can change education for the better.

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About my class

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