Kids love to "play" and teacher reports help guide student learning

Submitted 11 years ago
My Rating
Pedagogy
Supports

My Take

This is one of the best products that I have tried and I consistently used it in class both in a situation with limited technology and in a 1:1 environment. The personal avatar that students create and continue to modify based on the points earned in playing the games is extremely motivating. Also the team play aspect has been a huge hit with the students and contributed to the collaborative learning environment. I appreciate the extensive reports that I use to inform instruction. The teacher can select lessons to be shown in group instruction, but the one wish I have with Sokikom is to be able to assign game play at an individual level to coordinate with the lessons being taught in class at the time. This is small relative to the power of the differentiating for each student.

How I Use It

I have used Sokikom in a variety of settings. Each student takes a placement assessment in each of the four core areas and then "plays" at their own level. This has been a great differnetiated homework tool for students that have technology at home. This was especially powerful with students that were far below grade level math skills. Students absolutely love the team game play and in a 1:1 classroom setting we used Sokikom team games as a reward. Imagine math practice as a student selected "reward"! All students were able to use Sokikom individually in class for independent practice. The data collected and reported for the teacher helped me guide and support students in their learning.