Arcademics Plus for Classrooms
Kickstart student engagement and utilize data with Arcademics Plus! Level up with student achievements and powerups, custom game content, and mind-blowing data analytics.Try Plus For Free
Here's Why You Should Try Arcademics Plus:
Multiplayer Classroom Gaming. Engage students with HTML5 multiplayer online gaming. Motivate them with friendly competition and achievements.
Useful Data. Use progress reports to hone in on student problem areas, and customize game content to fit individual student needs.
Proven Excellence. Award winning software that is guaranteed to meet your expectations or you will recieve a full refund.
What Are Teachers Saying?
When I've done flash cards, they aren't in to it. This is more fun and colorful for them. I can tell they are wanting to learn their facts faster as a challenge.
Aligning the joy of gaming with practicing math transforms the experience and invites students to learn in an environment they are comfortable with.
Many of the students play video games all the time at home. This was a way to let them enjoy their playing time but to practice a skill at the same time.
The math games have improved the student's grades in timed tests and have boosted the student's confidence in their math abilities.
Performance data in Arcademics Plus gives essential insights to inform your teaching.
Ways Teachers Are Using Arcademics
Assign a multiplayer race game to your student group. Give them a set time period, and check the Leaderboard report when the time is up. Award small prizes for the student with the fastest time, the student with the most achievement points, and the student with the most improvement.
Beat the Teacher
Play with the students for extra motivation. After you assign a game, click the Play button in the assignment list and join the students' games. They'll love the opportunity to take on the teacher!
Set up a bracket of each class within a grade level, and have them start playing. Allow the top 2 winners from each game to move to the next round, until there is a 'final four' from each class. Pool the four from each class together and continue the play until there is a 4-player championship game for the grade. Award the first, second, third, and fourth place finishers a small prize.
Have a class championship, then give students the opportunity to challenge the winner once a week for the chance to hold the championship trophy until the next week's cup challenge.
Class vs Class
Challenge a peer classroom, the class earning the most points in a time period wins. Total up the achievement points from your class during the time period, and compare them to the challenger class. Whichever class earns the most points wins.
King of the Board
Have a game played on a whiteboard, and the winner stays on it. In your lab time, have one of the games shown on the whiteboard, with the winner staying on it to play new challengers.