GoVenture TYPING | Instructor Guide MediaSpark

  • Move 1. Start Here
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    πŸ‘‰1. Start Here


    Watch the 2-minute video above.

    1. Create your Instructor Account.

    2. See Section 4 to learn about Student Accounts and automatic rostering.

    3. Create a GROUP with your desired settings.

    4. Provide instructions to your students.

    The steps above are detailed in the sections that follow.


    1. Start Here 80 words
  • Move ⛑️ Help With Setup?
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    Questions?

    Reply to our latest email or submit our help form


    ⛑️ Help With Setup? 41 words
  • Move 2. Your Instructor Account
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    2. Your Instructor Account


    2.1 Instructor Account

    • To unlock a GoVenture product, you need a Subscription Key. Then follow one of these directions β€”

    • Log in with your username and password to review the Instructor Dashboard (website). The Subscription Key is now expired and no longer needed.

    • The Instructor Dashboard allows you to create Groups, monitor student progress and performance, and play GoVenture as a student.

    Screenshot of the Instructor Dashboard (website)

    <img src = "https://books.playgoventure.com/u/d4ed79f3b1019114d5bb

    2. Your Instructor Account 160 words
  • Move 3. Learning Resources
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    3. Learning Resources


    3.1 Typing Game

    Product details are at GoVentureTyping.com

    Students can play once an instructor gives them a Group number to join. Instructors can use the Play As Student feature to play as a student β€” but you must first create a Group to play.


    3.2 Instructor Guide and Website 

    This document you are reading now and an Instructor Dashboard (website) for monitoring student progress and performance.


    3.3 User Guide

    A guide for students that can be accessed from the Dashboard β€” User Guide


    3.4 Demo & Tutorial Video

    Video to watch before playing β€” available in the User Guide


    3.5 Basic Training & Keyboard Fundamentals

    Video to watch be

    3. Learning Resources 151 words
  • Move 4. Student Accounts & Onboarding
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    4. Student Accounts & Onboarding


    4.1 Student Accounts

    Identify the type of account that applies to you and review the details below. Your type is displayed on your Instructor Dashboard as shown below.

    • Learner Managed β€” College, Nonprofit, Business
      -or-
    • Instructor Managed β€” Primarily for K-12 Schools


    4.1.1 Learner Managed β€” primarily for colleges, universities, nonprofits, and businesses

    • Students create and manage their own personal login accounts.
    • Students create accounts with a Subscription Key β€” a 32 digit number that looks like this: 12345678-12345678-12345678-12345678.

    • Students can p

    4. Student Accounts & Onboarding 904 words
  • Move 5. Groups
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    5. Groups


    5.1 Creating Groups

    • For students to begin playing, the instructor must create a new Group. Groups allow you to keep student performance results separated by class, school, region, or any other grouping that you prefer. Students can join multiple Groups.

    • Use the Instructor Dashboard to create a Group. 

      • Follow the on-screen directions to choose your Group settings.

      • Copy and share the 7-digit Group number with your students. Students will join your Group and be able to play. Instructors can also use the Group Number to play as a student.

      • When students join your Group number, they will automatically appear on your Instructor Dashboard. Rostering is automated so you do not have to input student names or other information.

      • To allow students to play more than one instance of the game, you must create a new Group for each.

    • Students cannot play until an instructor provides the

    5. Groups 309 words
  • Move 6. Duration of Play & Curriculum Implementation
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    6. Duration of Play & Curriculum Planning


    6.1 Duration of Play

    • GoVenture can be played for any amount of time over multiple days, weeks, or months. Progress can be saved and resumed at any time. It’s flexible to fit your curriculum needs.

    • The entire game consists of 32 main LEVELS and 16 bonus LEVELS. Each LEVEL consists of 9 DRILLS and 1 CHALLENGE. The bonus levels train on numbers and special characters.

    • Based on the numbers above, there are 320 activities for the main LEVELS. Each activity takes an average of 1 minute, for a total of 7 hours of time, if the student does not have to repeat levels to improve speed.

    • The 16 bonus LEVELS consist of 160 activities for an additional 3 hours of time, or more.

    • Time can be extended by many hours by requiring students to achieve 2 or 3 stars on every DRILL and CHALLENGE and by increasing the Words-Per-Minute GOAL.


    6.2 Curriculum Details

    6. Duration of Play & Curriculum Implementation 218 words
  • Move 7. Saving and Resuming Progress
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    7. Saving and Resuming Progress


    • Student progress is automatically saved online.

    • Students can quit and resume their progress at any time.

    • Students will automatically continue from where they stopped playing.

    • Groups settings provide instructors the option of allowing students to reset their games. Resetting restarts a game from the beginning β€” all progress for that game in the specific Group is deleted (but has no effect on other Groups the student may be playing). Instructors can use the Dashboard to reset a student at any time, even if the student is not give the option to reset their own Simulation.


    7. Saving and Resuming Progress 111 words
  • Move 8. Assessment
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    8. Assessment


    8.1 Monitoring Student Progress & Performance

    • Student progress and performance are tracked automatically and detailed reports are instantly available on the Instructor Dashboard under Groups & Reports.

    • Instructors can view and compare summary results for all students in a Group. Clicking a student name displays a detailed Performance Report for the student.

    • Assessment is fully automated as described below.


    8.2 Student Performance

    Student performance is based on the following three factors:

    1. Achieving the Words-Per-Minute GOAL. Students cannot progress through the game unless they demonstrate the minimum required speed level needed. The minimum required speed level gradually increases as the student progresses to higher levels, with the highest levels requiring the preset Words-Per-Minute GOAL.

    2. LEVELS completed. Students cannot jump to higher levels unless they have completed

    8. Assessment 527 words
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    πŸ§‘β€πŸ¦± Educator Community 34 words