Games and Incentives
Motivational, Culturally Relevant Activities
Students create their own customized Avatars that reflect individual lifestyle, interests and culture.
Altis Reach was designed to engage your students while delivering the right instruction at just the right time, pace and intensity. Information is presented through multiple media including animation, video, print and audio to provide many avenues and options for learning and retaining information.
The graphics, subject matter, text, music and games all are geared toward older students’ interests and tastes, and were designed to connect with and be relevant to the students’ own identity and experiences even while expanding and broadening their information and exposure.
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Example of Avatars:
Before students start any activities, they create their own customized avatars that are their companions throughout the program. As students move through the program, they receive frequent and immediate feedback through play points, gems, animated progress charts, and positive feedback from their avatars.
As they progress, students can shop at numerous stores and use their gems to personalize their avatar and the avatar’s home and neighborhood.
Reach also rewards students for their persistence, which helps increase students’ confidence, self-esteem and commitment.