Gamification Learning Guide: Lexia Learning

Gamification Learning Guide: Lexia Learning 

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Describe the Tool – Lexia Learning (lexialearning.com) is a personalized learning model that enables students to learn literacy by creating programs that motivates students in a game like environment to learn reading, language, and critical thinking skills. Teachers are using gamification in education to improve intrinsic motivation as well as engagement (Alabbasi, 2017). Students can learn at their own pace and instructors are able to follow their progress. Not only are students learning, but also they are being motivated because the programs are designed to be fun and interactive.

Effective Instruction – Instructors can register their students for Lexia and thus monitor their progress through their computers or tablets. In addition, Lexia can be used in the classroom or at home. Lexia learning is a prime example of using gamification in the 21st century due to the advancement of technology. Teachers are able to teach basic traditional reading and language skills in the classroom however, with the Lexia learning program, learners can go home and apply these concepts in fun interactive program.

Strategies for Integration – Integrating Lexia learning into the classroom requires teachers to use a blended learning approach. According to Prescott et al. (2016), blended learning incorporates face-to-face, teacher led instruction along with digital technology using actionable data to provide students with a personalized education path. Therefore, instructors can create a program that is unique to each student thus improving learning in the classroom.

How to get Started – in order to use Lexia, schools must first approve them as a provider. For example in Utah, the state is funding the use of Lexia in the classroom for grades K-3. Administrators and teachers are training to use the program and Lexia provides technical support (lexialearning.com). Lastly, students are assigned weekly assignments and scores are downloaded to teachers for monitoring and feedback.


The following websites are a good reference:

https://www.lexialearning.com/blog
http://2ndgradebellblog.blogspot.com/2017/09/lexia-learning-begins.html

References

Alabbasi, D. (2017). Exploring graduate students’ perspectives towards using gamification techniques in online learning. Turkish Journal of Distance Education, Vol. 3, Article 3. Retrieved from:  https://files.eric.ed.gov/fulltext/EJ1147594.pdf

Prescott, J.E., Bundschuch, K., Kasakoff, E.R., & Macaruso, P. (2016). Elementary school-wide implementation of a blended learning program for reading intervention. Journal of Educational Research, Vol. 111, Iss. 4. Retrieved from: https://www.tandfonline.com/doi/full/10.1080/00220671.2017.1302914

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