UGC NET Paper 1 Mathematical Reasoning & Aptitude.pdf
Gamifying Your Positive Behaviour Intervention Support (PBIS)
1. Presented by Kurt Lemke, 7th Grade ELA Teacher
Using Classcraft to Gamify Your PBIS
Kurt Lemke
klemke@yuma.org
2. Using Classcraft to Support PBIS
Classcraft can be an ideal tool to help you modify student
behavior as well as track behavioral issues.
3. What Is PBIS?
PBIS is a schoolwide initiative to promote Positive
Behavior, Interventions, and Supports.
Studies have shown that there should be about 4 positive
reinforcements to every negative reinforcement to
entice the student to make the correct choices in class.
Basically, it is a behavior management in which we focus
on the behavior of the student, rather than on the people
conducting the behavior.
Consistency in both positive and negative feedback
is key in this activity.
4. Core Values in PBIS
● Teaching appropriate behavior to all children
— common practices across all classes
● Use early intervention
● 3 tier pyramid of interventions:
○ Level 1 - all students
○ Level 2 - 10% of students who are heading down
the wrong path and need encouragement
○ Level 3 - 5% of students who need rehabilitation
● Behavior modification should be data-based
● Track student behaviors
5. Behaviors
The key tenement in PBIS is focusing on and rewarding
positive behaviors but still having the students
acknowledge that poor choices have consequences.
We can effectively do this within Classcraft using the
Experience Points (XP) and the Health Points (HP)
system.
This promotes a proactive approach to student
behaviors, causing them to make proper choices to
earn XP, rather than a reactive approach, or just
removing HP whenever someone is being disruptive.
6. How Can Classcraft Help?
Classcraft was created to help build
community behavior within the classroom.
As students work together to gain rewards
and feel the effect of bad choices upon the
whole group, they mold themselves into
better citizens in the classroom.
In my school, we make use of the import
feature in the Settings section so that we
have common behavior rewards and HP.
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8. Tier 2 Tier 2 is for students who are not responding to the positive
reinforcement of good choices. Tier 2 students are not “bad”
kids but ones who visit the office 2-5 times a year and just need
a little nudge to remind them of appropriate behavior.
We can use the Health Points (HP) to remind the students that
inappropriate behavior has consequences.
This also allows the student community to help in
reinforcement of standards as sometimes the behavior
(talking too loudly when the Volume Meter is up, for example)
causes all students to receive a negative consequence. Through
powers like Heal and Protect, students learn that they have
friends who are willing to help, providing additional positive
support.
10. Powers
The powers are a great way to build classroom
community behavior.
At the beginning of the year, when someone loses HP, I
take a teaching moment to highlight the opportunity for
the team to help out. The Warrior can Protect, the
Healer can Heal the damaged player, the Mage can
transfer AP — everyone works together to help.
There are a couple of damages that cannot be
protected against; this is all situationally dependent.
12. Student Analytics
Classcraft has an excellent way of tracking student behavior and trends based on
the XP and HP that they earn by making either good or disruptive choices.
Learn more in the PBIS Handbook
15. You Can Also See Analytics
in “List Mode”
This can be useful for parent-teacher conferences or disciplinary procedures as it
shows what the child did right as well as the disruptive choices.
17. Kurt Lemke
7th Grade English Language
klemke@yuma.org
https://goo.gl/Uzmmuh
@lemkeka
classcraft.com
facebook.com/classcraftgame
@classcraftgame
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