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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.