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Level One 
All the World is a Game!
@VandyTune 
eliterateandlevelingup.com 
#FAME14
Satisfaction is the new expectation, 
and delight ought to be the goal. 
--Stephen Anderson
In the 1970’s we told 
everyone that they 
could make choices 
about what they 
receive. 
Apple offered us choices. 
Told us to customize 
everything. 
Our students now view 
themselves as customers 
focused on experience.
Fun – ovation!
Play is the highest form of research--Einstein 
“Game players regularly exhibit persistence, risk taking, attention to detail, and 
problem solving. All behaviors that ideally would be regularly demonstrated in 
school. --The Education Arcade at MIT 
Conceive Develop Test Implement 
Analyze
Games are unnecessary 
obstacles that we volunteer 
to tackle. 
--Jane McGonigal
H 
E 
R 
O 
Feels like HOME 
They choose to be ENGAGED 
Find RESPECT 
Leave feeling OPTIMISTIC
Welcome to 
my land, the 
Land of Media! 
Join me in the throne room!
By Royal Decree, 
We have just received word of your bravery and 
intelligence. We are considering you for 
knighthood, but before you can be knighted, you’ll 
need to hang your Coat of Arms on the 
tournament wall. You’ll also need to complete a 
treacherous journey, but we’ll get to that in a 
minute. 
Your Queen
Key Terms 
Game-based Learning 
Tips, techniques, and tools 
that apply the principles of 
game design to the learning 
process -- a dynamic way to 
engage learners and help 
educators assess learning. 
Gamification 
A system of design that 
incorporates game thinking 
and mechanics to motivate 
and engage learners. Learning 
is not the goal, behavior 
modification is.
The goal of the game is to track Carmen's 
villains around the world, arrest them and 
ultimately arrest Carmen herself. The player 
begins the game by first going to the country 
where the crime took place and then obtaining 
hints from various sources on where the thief 
went next, leading to a chase around the world 
to find the thief before time runs out. 
The original game was designed to teach school 
children about the realities of 19th century 
pioneer life on the Oregon Trail. The player 
assumes the role of a wagon leader guiding his 
or her party of settlers from Independence, 
Missouri, to Oregon's Willamette Valley on the 
Oregon Trail via a covered wagon in 1848. 
Quest to Learn’s unique standards-based integrated 
curriculum mimics the action and design principles of 
games by generating a compelling “need to know” in the 
classroom. Each trimester students encounter a series of 
increasingly complex, narrative challenges, games or 
quests, where learning, knowledge sharing, feedback, 
reflection and next steps emerge as a natural function of 
play. For instance, in the integrated science and math 
learning domain, “The Way Things Work,” over the 
course of one trimester, sixth graders help a shrunken 
mad scientist, lost inside the human body, navigate the 
systems he encounters and report back to his research 
lab.
A dynamic way to engage learners 
and help educators assess learning. 
To see more examples, including examples of 
Game Based Learning in the library, please visit 
www.eliterateandlevelingup.com
BBOOM!! 
Enemies attack the kingdom! The 
goose is dead! Find the golden egg 
and sit on it.
BADGES! 
You are awesome!!!
What just happened? 
Was it fun?
Games are unnecessary 
obstacles that we volunteer 
to tackle. 
--Jane McGonigal
An app that allows users to 
check in to places they visit, 
become the major through 
repeat visits, and earn rewards 
The Ninja Program is a free program for 
students and educators to learn how to 
use Google Apps for Education in a fun 
and social way. Study, take tests, earn 
badges, and become a Ninja Master Recruit a party of adventurers 
from your household or office, 
and whenever one of you 
completes a chore, you can log 
it and claim XP.
My Story
Harsh Reality
Enter the Land of Reading
Finding the path 
Goals: 
1. Increase participation in SSYRA. 
2. Increase circulation. 
3. Decrease damage and lost books.
SSYRA Reading Program 
Year 1 
System: 
• Bought 5 to 7 copies of each book. 
• Created a special display for each book. 
• Introduced the books to the students through video on 
morning announcements and 15 minute (1 minute per 
book) book talk. 
• Charted usage with the program tracking charts. 
• Everyone was invited to join book club and go to Book 
Festival.
SSYRA Reading Program 
Year 2 
Added to the System 
• Read a book and receive a charm. 
• Books completed will be tracked on a chart on 
the wall. 
• Students who read 4 or more books are 
invited to join book club. 
• Students who read 7 or more books are 
invited to go to Battle of the Books. 
• Students who read all 15 books are entered 
into a drawing for a Kindle. 
Chart from Rebecca Brown’s 
library.
SSYRA Reading Program 
Year Three--Creating the experience. 
Patrons are brought into the experience with a 
story line. 
Added to the System: 
• Quest—You are on a quest to become a knight 
and join the battle of the books. 
• Challenges—Lessons that add to the back story, 
i.e. heraldry lesson, medieval knights lesson, 
dubbing ceremony lesson 
• Celebrations of receiving rewards… i.e. granted 
by the king, knighting ceremony, fanfare, and 
perks.
Summary of Growth 
SSYRA Participation 
Looks like a Game 
40 readers 10 participants in club 6 to book festival 
Feels like a Game 
123 readers 21 participants in club 13 to book festival 
Experience 
300 readers 48 participants in club with 3 teachers 42 to book festival 
Year 1 
Year 2 
Year 3
Lessons Learned 
• Game goal is not a learning goal. 
• Experiences, not stuff make people happy. 
Craft a good experience. 
• Gamification cannot fix a bad product! Must 
have a good product and concept. Theme is 
only a lure. 
• Start small.
BBOOM!! 
It is time to practice your targeting 
skills. Create a matched set with a 
partner: a bow and an arrow.
BADGES! 
You are awesome!!!
Goal 2 Increase Circulation 
Bookmark Rewards 
Simple System (Looks Like a Game) 
• Book talks with classes once a month 
• Each checkout cycle, a choice of two different bookmarks 
that match the theme or the programming of the month if 
the student checks out a book. No checkout, no bookmark.
Bookmark Rewards 
Add to the System (Feels like a Game) 
• Only receive choice bookmark once during class checkout. 
• Special bookmark for checking out a book from a special 
display. 
• Receive bookmarks that are offered during special programs.
Bookmarks—the Experience 
Add to the System 
• Display of bookmarks on a window. 
• Formed the Bookmark Society, a club for collectors. 
• Bookmark creation contest, club are the judges. 
• Club designs bookmarks for special programs. 
• Designers receive special notebook and bookmark collecting 
pages.
Lesson Learned 
• Use spreadsheet to control values in the system! 
• Purchase far in advance.
The next session will start in 
00 03 012345110123456789
The next session will start in 
00 02 012345110123456789
The next session will start in 
00 01 012345110123456789
The next session will start in 
00 00 0012345110123456789
The next session is ready to start 
The next session will start in 
00 00 00
Building a Gamified System 
Step 1 
Know your objective and goal. 
Step 2 
Looks like a Game. Environment, Theme. 
Step 3 
Feels like a Game. Onboarding, How will I know I am playing? 
Step 4 
Focus on the Experience.
• Start with a narrative. 
“Why should we play your 
game?” 
• Give a story that provides 
context for higher 
meaning. 
• Incorporate a world 
mission.
Engagement Loop 
• Customize 
• Share 
•Help 
• Compete 
• Save 
• Task 
• Mission 
•Game 
•Quiz 
• Fun 
• Delight 
• Trust 
• Pride 
• Curiosity 
• Points 
• Stats 
•Awards 
•Messages 
Visible 
Progress/Reward 
Motivating 
Emotion 
Social (Call to 
Action) 
Player 
Engagement
Autonomy 
• Ownership, blissful productivity, serendipity 
Mastery 
• Points, progression, leveling up, set completion 
Purpose 
• Epic meaning, quest, discovery, justice, saving the world
Don’t over do it. 
Sometimes, a full system is not necessary.
Challenges 
Mapped out in such a way to engage the user to 
complete a task independently. 
Limitedless 
Opportunities. 
• Approachable 
• Fun 
• Match Ability
Challenge Examples 
Bibliography challenge 
• Student views a series of 
tutorials. 
• Completes steps to create 
annotated bibliography. 
• Earns badge. 
CNN – iReport 
• Student views example 
ireport. 
• Investigates possible topics. 
• Creates report. 
• Submits electronically. 
• Earns badge.
Introducing Challenges 
1st Challenge 
• (Option 1) Scavenger Hunt 
during a class visit 
• (Option 2) Center Challenge 
Continuing Challenges 
• Centers 
• Announcements 
• Posted on Website 
• Found as Part of Display 
• VCR box challenge
VHS boxes to 
display Challenges 
throughout the 
collection. 
(I shelf them like a 
book and students 
must find them.)
BBOOM!! 
Challenge: Brainstorm VHS box 
challenges with your partner!
BADGES! 
You are awesome!!!
Rewards 
The Reason We Play.
H 
E 
R 
O 
Reward EARLY 
Reward OFTEN 
Celebrate Rewards 
Don’t be Negative
Not all users want to progress. 
Interest, Enthusiasm, Time Commitment, 
Social Sharing, Suggestions
Types of Rewards 
What do I reward?
“Earned Lunch” 
Users know exactly what to do 
to get the reward. 
Exa. Receive a bookmark at 
checkout of a book.
“Mystery Box” 
I don’t know the prize, but I 
know what I am expected to 
do to get it. 
Everyone who uses ID to 
checkout receives a reward 
while supplies last.
“Easter Egg” 
Unadvertised reward 
Voucher for blank hidden in 
books that I would like to see 
circulate.
“Rolling Reward” 
Lottery chances 
Complete an activity for a 
chance to enter. Slim chance 
of winning but reward is 
substantial. 
One ticket per point for passed AR 
quiz on nonfiction reading.
“Social Treasure” 
User is rewarded for gifting. 
Reward student for 
recommending books to others 
in Destiny.
“Rights of 
Citizenship” 
Privileges received after 
leveling up. 
Exa. Judge a bookmark 
contest.
“Sergeant” 
Rights of a leader. 
Exa. Computer safety patrol. 
Student who has earned the 
right to say no to 
unacceptable computer usage.
“Collection Set” 
Collect all the pieces to earn 
reward. 
Exa. Badges given for different 
activities in Destiny. When all are 
earned, then the patron levels up.
“Vanity Item” 
Received to demonstrate 
status. 
Exa. Bracelet or pin to wear 
to indicate completion.
“Currency” 
Any reward received that can 
be traded for goods and 
services. 
Exa. AR points, paw bucks
“Badges” 
Any static emblem or icon 
given when a skill is attained.
“Unlock” 
Reward of special access after 
completing specific challenges 
or leveling up. 
An hour of free game play.
“Crowning” 
Status gain for completing an 
activity or program with extra 
effort. 
Exa. Knighting ceremony 
after completing SSYRA reads.
“Karma Points” 
Received through contributions 
to community. Volunteering 
to teach others, nurturing, 
helping.
“Thank you” 
Received by Good Samaritans. 
Acted without expecting 
reward.
BBOOM!! 
Challenge: Provide a situation 
where you would offer a thank you 
reward.
“XP or Experience 
Points” 
Given for interest and time in 
game. Only goes up. 
Exa. Participation over time.
Categories of Rewards
Status 
Access 
Power 
Stuff 
Stick 
y 
Fluid
Status 
XP, Leaderboards, Karma Points, 
Vanity Items, Crowning, Thank you 
Access 
Special privileges, members only, 
early entrance 
Power 
Citizenship, Editor, Leader, Sergeant, 
Patrol, Field Expert 
Stuff 
Candy, prizes, currency 
SAPS
Reward Modalities 
The manner in which the reward provides 
a legacy or lasting effect on the system.
TRIBE SELF RELIABILITY 
Rewards that build 
community. 
Virality 
Collaboration 
Power 
Acceptance 
Rewards that make better 
citizens. 
Purpose 
Competency 
Autonomy 
Consistency 
Mastery 
Rewards that build the 
system. 
Curiosity 
Discovery 
Information 
Economy
Examples!!!!!
Lottery Entry for 
Book Review in 
Destiny 
Increas 
e usage 
of 
Destiny 
Make a 
recommendation 
to another sudent 
and they checkout 
the book. 
Social treasure 
Master Book 
Buddies 
Member of the 
Reader’s Service 
after 5 
recommendations. 
Two friends 
checkout same 
book. Read and 
review. 
Level Up 
5 Successful Book 
Reviews 
Level up 
Title or charm
Clean Slate 
Ice cream cup 
for all books 
turned in 
Reduce 
Overdues 
Random 
Easter Egg, 
no overdues 
at time of a 
checkout 
Donate item 
for fine 
forgiveness. 
Karma Points. 
Donate books 
to complete 
series in MC 
Social 
Treasure 
XP offered for 
no overdues 
over time 
Book Rescue 
Reward for 
book found 
on campus
1st in the door 
reward Select 
music or use 
special chair 
Increase 
Morning 
and 
afternoon 
traffic 
Limited Entry 
into special area, 
i.e. only 25 in 
computer area 
for Minecraft 
Caught being 
good ticket 
Invite to special 
program 
Book the Food 
Food trial that 
matches a 
special book. 
(permission slip)
Window cling 
on class door 
for each 
collaborative 
lesson 
Increase 
Collaboratio 
n with 
Teachers 
Staff email 
shout or 
mention in 
weekly 
newsletter 
Gift for 
participation 
in program. 
End of year 
award for 
successful 
collaboration. 
Offer material 
creation or 
bulletin board 
help.
You must CELEBRATE!
BADGES! 
You are awesome!!!
Thank you! 
@vandytune 
www.eliterateandlevelingup.com 
#FAME14

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Level Up: Gamifying Your Library Media Program

  • 1. Level One All the World is a Game!
  • 3. Satisfaction is the new expectation, and delight ought to be the goal. --Stephen Anderson
  • 4. In the 1970’s we told everyone that they could make choices about what they receive. Apple offered us choices. Told us to customize everything. Our students now view themselves as customers focused on experience.
  • 5.
  • 6.
  • 8. Play is the highest form of research--Einstein “Game players regularly exhibit persistence, risk taking, attention to detail, and problem solving. All behaviors that ideally would be regularly demonstrated in school. --The Education Arcade at MIT Conceive Develop Test Implement Analyze
  • 9. Games are unnecessary obstacles that we volunteer to tackle. --Jane McGonigal
  • 10.
  • 11. H E R O Feels like HOME They choose to be ENGAGED Find RESPECT Leave feeling OPTIMISTIC
  • 12. Welcome to my land, the Land of Media! Join me in the throne room!
  • 13. By Royal Decree, We have just received word of your bravery and intelligence. We are considering you for knighthood, but before you can be knighted, you’ll need to hang your Coat of Arms on the tournament wall. You’ll also need to complete a treacherous journey, but we’ll get to that in a minute. Your Queen
  • 14. Key Terms Game-based Learning Tips, techniques, and tools that apply the principles of game design to the learning process -- a dynamic way to engage learners and help educators assess learning. Gamification A system of design that incorporates game thinking and mechanics to motivate and engage learners. Learning is not the goal, behavior modification is.
  • 15. The goal of the game is to track Carmen's villains around the world, arrest them and ultimately arrest Carmen herself. The player begins the game by first going to the country where the crime took place and then obtaining hints from various sources on where the thief went next, leading to a chase around the world to find the thief before time runs out. The original game was designed to teach school children about the realities of 19th century pioneer life on the Oregon Trail. The player assumes the role of a wagon leader guiding his or her party of settlers from Independence, Missouri, to Oregon's Willamette Valley on the Oregon Trail via a covered wagon in 1848. Quest to Learn’s unique standards-based integrated curriculum mimics the action and design principles of games by generating a compelling “need to know” in the classroom. Each trimester students encounter a series of increasingly complex, narrative challenges, games or quests, where learning, knowledge sharing, feedback, reflection and next steps emerge as a natural function of play. For instance, in the integrated science and math learning domain, “The Way Things Work,” over the course of one trimester, sixth graders help a shrunken mad scientist, lost inside the human body, navigate the systems he encounters and report back to his research lab.
  • 16. A dynamic way to engage learners and help educators assess learning. To see more examples, including examples of Game Based Learning in the library, please visit www.eliterateandlevelingup.com
  • 17. BBOOM!! Enemies attack the kingdom! The goose is dead! Find the golden egg and sit on it.
  • 18. BADGES! You are awesome!!!
  • 19. What just happened? Was it fun?
  • 20. Games are unnecessary obstacles that we volunteer to tackle. --Jane McGonigal
  • 21. An app that allows users to check in to places they visit, become the major through repeat visits, and earn rewards The Ninja Program is a free program for students and educators to learn how to use Google Apps for Education in a fun and social way. Study, take tests, earn badges, and become a Ninja Master Recruit a party of adventurers from your household or office, and whenever one of you completes a chore, you can log it and claim XP.
  • 24. Enter the Land of Reading
  • 25. Finding the path Goals: 1. Increase participation in SSYRA. 2. Increase circulation. 3. Decrease damage and lost books.
  • 26. SSYRA Reading Program Year 1 System: • Bought 5 to 7 copies of each book. • Created a special display for each book. • Introduced the books to the students through video on morning announcements and 15 minute (1 minute per book) book talk. • Charted usage with the program tracking charts. • Everyone was invited to join book club and go to Book Festival.
  • 27. SSYRA Reading Program Year 2 Added to the System • Read a book and receive a charm. • Books completed will be tracked on a chart on the wall. • Students who read 4 or more books are invited to join book club. • Students who read 7 or more books are invited to go to Battle of the Books. • Students who read all 15 books are entered into a drawing for a Kindle. Chart from Rebecca Brown’s library.
  • 28. SSYRA Reading Program Year Three--Creating the experience. Patrons are brought into the experience with a story line. Added to the System: • Quest—You are on a quest to become a knight and join the battle of the books. • Challenges—Lessons that add to the back story, i.e. heraldry lesson, medieval knights lesson, dubbing ceremony lesson • Celebrations of receiving rewards… i.e. granted by the king, knighting ceremony, fanfare, and perks.
  • 29. Summary of Growth SSYRA Participation Looks like a Game 40 readers 10 participants in club 6 to book festival Feels like a Game 123 readers 21 participants in club 13 to book festival Experience 300 readers 48 participants in club with 3 teachers 42 to book festival Year 1 Year 2 Year 3
  • 30. Lessons Learned • Game goal is not a learning goal. • Experiences, not stuff make people happy. Craft a good experience. • Gamification cannot fix a bad product! Must have a good product and concept. Theme is only a lure. • Start small.
  • 31. BBOOM!! It is time to practice your targeting skills. Create a matched set with a partner: a bow and an arrow.
  • 32. BADGES! You are awesome!!!
  • 33. Goal 2 Increase Circulation Bookmark Rewards Simple System (Looks Like a Game) • Book talks with classes once a month • Each checkout cycle, a choice of two different bookmarks that match the theme or the programming of the month if the student checks out a book. No checkout, no bookmark.
  • 34. Bookmark Rewards Add to the System (Feels like a Game) • Only receive choice bookmark once during class checkout. • Special bookmark for checking out a book from a special display. • Receive bookmarks that are offered during special programs.
  • 35. Bookmarks—the Experience Add to the System • Display of bookmarks on a window. • Formed the Bookmark Society, a club for collectors. • Bookmark creation contest, club are the judges. • Club designs bookmarks for special programs. • Designers receive special notebook and bookmark collecting pages.
  • 36. Lesson Learned • Use spreadsheet to control values in the system! • Purchase far in advance.
  • 37. The next session will start in 00 03 012345110123456789
  • 38. The next session will start in 00 02 012345110123456789
  • 39. The next session will start in 00 01 012345110123456789
  • 40. The next session will start in 00 00 0012345110123456789
  • 41. The next session is ready to start The next session will start in 00 00 00
  • 42. Building a Gamified System Step 1 Know your objective and goal. Step 2 Looks like a Game. Environment, Theme. Step 3 Feels like a Game. Onboarding, How will I know I am playing? Step 4 Focus on the Experience.
  • 43. • Start with a narrative. “Why should we play your game?” • Give a story that provides context for higher meaning. • Incorporate a world mission.
  • 44. Engagement Loop • Customize • Share •Help • Compete • Save • Task • Mission •Game •Quiz • Fun • Delight • Trust • Pride • Curiosity • Points • Stats •Awards •Messages Visible Progress/Reward Motivating Emotion Social (Call to Action) Player Engagement
  • 45. Autonomy • Ownership, blissful productivity, serendipity Mastery • Points, progression, leveling up, set completion Purpose • Epic meaning, quest, discovery, justice, saving the world
  • 46. Don’t over do it. Sometimes, a full system is not necessary.
  • 47. Challenges Mapped out in such a way to engage the user to complete a task independently. Limitedless Opportunities. • Approachable • Fun • Match Ability
  • 48. Challenge Examples Bibliography challenge • Student views a series of tutorials. • Completes steps to create annotated bibliography. • Earns badge. CNN – iReport • Student views example ireport. • Investigates possible topics. • Creates report. • Submits electronically. • Earns badge.
  • 49. Introducing Challenges 1st Challenge • (Option 1) Scavenger Hunt during a class visit • (Option 2) Center Challenge Continuing Challenges • Centers • Announcements • Posted on Website • Found as Part of Display • VCR box challenge
  • 50. VHS boxes to display Challenges throughout the collection. (I shelf them like a book and students must find them.)
  • 51. BBOOM!! Challenge: Brainstorm VHS box challenges with your partner!
  • 52. BADGES! You are awesome!!!
  • 53. Rewards The Reason We Play.
  • 54. H E R O Reward EARLY Reward OFTEN Celebrate Rewards Don’t be Negative
  • 55. Not all users want to progress. Interest, Enthusiasm, Time Commitment, Social Sharing, Suggestions
  • 56. Types of Rewards What do I reward?
  • 57. “Earned Lunch” Users know exactly what to do to get the reward. Exa. Receive a bookmark at checkout of a book.
  • 58. “Mystery Box” I don’t know the prize, but I know what I am expected to do to get it. Everyone who uses ID to checkout receives a reward while supplies last.
  • 59. “Easter Egg” Unadvertised reward Voucher for blank hidden in books that I would like to see circulate.
  • 60. “Rolling Reward” Lottery chances Complete an activity for a chance to enter. Slim chance of winning but reward is substantial. One ticket per point for passed AR quiz on nonfiction reading.
  • 61. “Social Treasure” User is rewarded for gifting. Reward student for recommending books to others in Destiny.
  • 62. “Rights of Citizenship” Privileges received after leveling up. Exa. Judge a bookmark contest.
  • 63. “Sergeant” Rights of a leader. Exa. Computer safety patrol. Student who has earned the right to say no to unacceptable computer usage.
  • 64. “Collection Set” Collect all the pieces to earn reward. Exa. Badges given for different activities in Destiny. When all are earned, then the patron levels up.
  • 65. “Vanity Item” Received to demonstrate status. Exa. Bracelet or pin to wear to indicate completion.
  • 66. “Currency” Any reward received that can be traded for goods and services. Exa. AR points, paw bucks
  • 67. “Badges” Any static emblem or icon given when a skill is attained.
  • 68. “Unlock” Reward of special access after completing specific challenges or leveling up. An hour of free game play.
  • 69. “Crowning” Status gain for completing an activity or program with extra effort. Exa. Knighting ceremony after completing SSYRA reads.
  • 70. “Karma Points” Received through contributions to community. Volunteering to teach others, nurturing, helping.
  • 71. “Thank you” Received by Good Samaritans. Acted without expecting reward.
  • 72. BBOOM!! Challenge: Provide a situation where you would offer a thank you reward.
  • 73. “XP or Experience Points” Given for interest and time in game. Only goes up. Exa. Participation over time.
  • 75. Status Access Power Stuff Stick y Fluid
  • 76. Status XP, Leaderboards, Karma Points, Vanity Items, Crowning, Thank you Access Special privileges, members only, early entrance Power Citizenship, Editor, Leader, Sergeant, Patrol, Field Expert Stuff Candy, prizes, currency SAPS
  • 77. Reward Modalities The manner in which the reward provides a legacy or lasting effect on the system.
  • 78. TRIBE SELF RELIABILITY Rewards that build community. Virality Collaboration Power Acceptance Rewards that make better citizens. Purpose Competency Autonomy Consistency Mastery Rewards that build the system. Curiosity Discovery Information Economy
  • 80. Lottery Entry for Book Review in Destiny Increas e usage of Destiny Make a recommendation to another sudent and they checkout the book. Social treasure Master Book Buddies Member of the Reader’s Service after 5 recommendations. Two friends checkout same book. Read and review. Level Up 5 Successful Book Reviews Level up Title or charm
  • 81. Clean Slate Ice cream cup for all books turned in Reduce Overdues Random Easter Egg, no overdues at time of a checkout Donate item for fine forgiveness. Karma Points. Donate books to complete series in MC Social Treasure XP offered for no overdues over time Book Rescue Reward for book found on campus
  • 82. 1st in the door reward Select music or use special chair Increase Morning and afternoon traffic Limited Entry into special area, i.e. only 25 in computer area for Minecraft Caught being good ticket Invite to special program Book the Food Food trial that matches a special book. (permission slip)
  • 83. Window cling on class door for each collaborative lesson Increase Collaboratio n with Teachers Staff email shout or mention in weekly newsletter Gift for participation in program. End of year award for successful collaboration. Offer material creation or bulletin board help.
  • 85. BADGES! You are awesome!!!
  • 86. Thank you! @vandytune www.eliterateandlevelingup.com #FAME14