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SRA FLEX LITERACY
™ IMPLEMENTATION GUIDE
25
Lesson Environments
• Concert Hall
• Amusement Park
• Video Game World
• Mountains
• Ocean
• Museum
• Islands
• Emergency Services
• Extreme Sports World
• Zoo and Aquarium
• City
• Castle
• Cartoon World
• Movie Studio
• Big World
• Jungle
• Desert
• Outer Space
• Caves
• Small World
On-Task Incentives
Reward Points
Students earn points to spend in the Item Shop by completing activities and games and
by collecting gems throughout the lesson walkthrough. The total number of points
available for each activity is based on the level of instructional support and the number
of questions answered by the student. Students earn a minimum of 100 points for
completing each instructional activity. Each gem collected in the lesson walkthrough is
worth 10 points.
Timing
Timing features embedded throughout The Digital Experience help keep students on
task and maximize the time spent on instructional activities. Timing features include the
following:
The Student Room
• Students have five minutes of “play” time the first time they enter the student room.
• One minute is awarded for each lesson completed, and students can accumulate a
maximum of five minutes.
Lesson Walkthrough
• Students have a limited time to move their avatar to the next activity cube.
• After that time expires, an animation automatically moves the avatar to the next cube
in the Lesson Walkthrough and launches the activity.
Idle Time/Timeout
• After 45 seconds of total inactivity (no keystrokes or mouse movement), a timeout
warning message appears to ensure active student participation and account
security.
• The timeout warning message lasts for 15 seconds, after which students are
temporarily locked out of the application, and a timeout message window is
displayed with a password entry field. Students can enter their passwords into the
timeout message window to re-enter the application exactly where they left off.