2015 Follett Challenge Grand Prize Winner Case Study

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| Case Study Conquest of the Realm: O'Neill Middle School Gamification grabs students' interest and results in collaboration, creating and sharing work, critical thinking and fun for this middle school. Tasha Squires knows what makes middle school students tick. Watching them play games on their electronic devices, she saw engagement, joy, the drive to compete and do well, and the desire to learn more. She also recognizes the importance of helping them gain the skills they'll need to succeed for the rest of their lives, and knew there must be a way to combine the two. When Squires learned about gamification at an EdCamp event, her imagination went to work. As the librarian/media specialist at O'Neill Middle School, she pondered how she could apply this to her library, and decided to gamify the reading program to make it more interesting. "I was instantly drawn to gamification," said Squires. "You can take anything and make it into a learning lesson." With a little creativity and some late nights spent planning, she knew she could use gamification to create drive and joy in her students, get them reading, working together, and building 21st-century skills while they were having fun. DOWNERS GROVE SCHOOL DISTRICT #58 DOWNERS GROVE | ILLINOIS

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