Gamification Learning Guide: Lexia Learning
Gamification Learning Guide: Lexia Learning
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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