Gamification is a great way to address classroom management! It takes the management part complete out, especially if students are interested and invested in the game! In this Pokemon Gamification Bundle, you decide what positive
behaviors, actions and scores student will earn a Pokemon for, you also decide which negative behaviors, actions or scores students should lose Pokemon. Students may then convert their Pokemon into privilege cards. I took this one step further and
also kept a class count on the board of how many Pokemon each period earned collectively. Then, students could not only by privileges such as the bathroom, ability to eat, music in class, hold class in another location, etc., but also would earn a party day
if they had more Pokemon collectively than other classes.
**I incorporated classroom roles into the game to help manage my content and group students - the process still works the same way even if you do not use the role cards.
**You can implement this along side ClassDojo and convert Dojo Points into Pokemon - the process still works the same if you choose not to incorporate Dojo
**This is completely customizable to your classroom based on changing slides 4-6.