Overview Adaptive Keyboarding – Student
Adaptive Keyboarding uses diagnostic exercises to give students individualized touch-typing practice addressing their areas of weakness.
Unlike the EasyTech lessons and guided practices which have a clear beginning and end, Adaptive Keyboarding continuously modifies practices to help students improve their accuracy and speed at any skill level. After students have completed the keyboarding direct instruction lessons and guided practices to learn proper finger placement, Adaptive Keyboarding can be assigned to students for 10-15 minutes at least 2-3 times per week.
There are two age-appropriate versions of Adaptive Keyboarding with an interconnected theme: by developing keyboarding skills, students can discover their world.
Students in Grades 3-5 are on The Great Keyboarding Adventure. They are exploring the keyboard and the world around them through a series of different habitats and adventures within the world (forests, deserts, oceans, etc.). Students earn Adventure Badges as they complete a series of keyboarding exercises.
Students in Grades 6-8 are Urban Keyboarding Explorers finding their way across the keyboard and finding themselves in cities around the world. They earn City Badges, like stamps in their passport, as they complete keyboarding levels.
Adaptive Keyboarding has built in proper ergonomic reinforcement aids. Every 7 minutes and at the beginning of each level, students are reminded to check their posture and put their fingers on home row before getting started.
Other aids include animated fingers, highlighted keys, and a colored keyboard. These provide visual cues on appropriate finger placement and what finger should be used for which key.
Formative Assessment and prescribed practice
Each level begins with a Formative Assessment that measures accuracy and WPM for evaluating performance growth. The assessment is repeated when the student is ready to move to the next level by completing 60 minutes of active typing.
The assessment contains all letters, numbers, and common punctuation to properly assess the full keyboard and determine what keys and zones need the most work. Both The Great Keyboarding Adventure assessment and Urban Keyboarding Explorer assessment contains 76 words.
Keystroke analysis is used to generate personalized instruction for each student. Students can choose between a series of three exercise types that focus on the highest problem keys and problem zone.
- Muscle Memory exercises are generated for each student based on his or her most prevalent problem keys.
- Word Challenge exercises use the three most prevalent problem keys to prescribe words that have a high density or frequency of those letters.
- Zone Challenge exercises generate a prescription of words based on the student’s finger that was most problematic. This allows student learning to focus on letters within that finger region on the keyboard.
Our word banks are grade specific collections of words including frequently used words, core content vocabulary words, most common words seen on online assessments, and other word lists that reinforce what the student is learning in other subject areas.
A student will move into skill area challenges and story challenges after they spend 15 minutes on problem keys or if they achieve a 90% accuracy level within their problem keys.
Throughout their practice, students will see Accuracy and WPM statistics averaged over the last five completed exercises. The problem keys will change based on performance within the skill/story challenges and the assessment.
Levels and Badges
After students complete 60 minutes of active typing time, they will move up a level. Students will see this progression on the level indicator. The background will change, they will earn a badge, and the student will begin the next level by completing the formative assessment again.
Students will complete approximately 18 levels per academic year when they practice our recommended 10-15 minutes at least 2-3 times per week; however the program does not have a maximum number of levels and students can continue to progress for as long as they choose.
Earned badges will appear on the badge page and show what badge is next to earn.
The student dashboard provides students a snapshot of their own performance statistics which allows them to track growth.
The game area allows students to use earned game time to play a keyboarding specific game. Games are pedagogical and require the typing of words as they appear on the screen to successfully navigate the game. Game play time is earned based on how long the student spends practicing on the keyboard.
- For every 30 minutes of practice, students will unlock 6 minutes of game play.
- The games are designed to reinforce keyboarding skills, particularly accuracy, in a fun and engaging competition.
- Earned game play time is customizable by the teacher in Settings in the Adaptive Keyboarding Teacher Dashboard.
Students can take an active role in their learning by customizing a variety of settings. Within the Settings tab at the top of the Adaptive Keyboarding dashboard, students can change their settings to best suit their needs.
The above settings have been preset within student accounts but can be adjusted by students at any point once they log in to their Adaptive Keyboarding program. More detail on these settings can be found on our Accessibility page.
Additional resources are available to students to help them get the most out of the Adaptive Keyboarding instruction. Tools include printable keyboards and ergonomic reinforcement guides which can be found by clicking on the Resources icon on the Student Dashboard.
Using Adaptive Keyboarding on tablets
Please note that if students are accessing Adaptive Keyboarding on a tablet device, an external keyboard is required.
Adaptive Keyboarding Walk-Through