GoVenture Typing :: Instructor Guide Print | Close
This instructor guide provides directions and suggestions for using GoVenture in a course or training program.
1. Getting Started
2. Learning How to Play
3. Learner Managed versus Instructor Managed
4. Saving and Resuming Progress
5. Restarting a Simulation
6. Removing and Reassigning Student Accounts
7. Curriculum Details and Time Required
8. Performance Evaluation and Grading
9. Competition and Awards
1. Getting Started Top
  • Review the User Guide to see how the game is structured for students.
  • If using the ONLINE version: Create a new Group number using the GROUPS tile. Groups allow you to keep student performance results separated by class, school, region, or any other grouping that you prefer. Students cannot play GoVenture until an instructor provides them with a Group number. You must give students a Group number. Note that students can log in and watch the Video Tutorial even before they receive a Group number.
  • Instructors should direct students to either start a NEW game or RESUME a previously-started game. And, provide students with a Words-Per-Minute (WPM) GOAL to use in the SKILL TEST. This WPM GOAL will be used to pace and assess students in the drills and challenges. Each student can set a unique WPM Goal and instructors can monitor the set WPM GOAL in the student Performance Reports. The WPM GOAL can be changed by repeating the SKILL TEST.
  • Instructors should review the resources available in the yellow Tutorials and Guides tile. Instructors can also play GoVenture as a student by clicking the PLAY button. It is highly recommended that instructors play GoVenture for a few minutes to experience the options available in the program.
  • To find out more about GoVenture Typing and other GoVenture educational games and simulations, visit www.GoVenture.net
2. Learning How to Play Top
  • Direct students to watch the Video Tutorial, which is available to students in the yellow Tutorials and Guides tile.
  • Direct students to review the User Guide, which is available to students in the yellow Tutorials and Guides tile.
  • Students can receive additional directions by clicking the HELP button while playing GoVenture. Note that there is no printed User Guide.
3. Learner Managed versus Instructor Managed Top

See the blue tile with your profile information to determine what type of ONLINE subscription you have. This section 3 does not apply if you have the LOCALLY-installed version of GoVenture.

Learner Managed

  • Learner Managed subscriptions are normally assigned to Colleges, Nonprofits, and Businesses.
  • Students must create and use their own personal accounts to log in and play GoVenture.

Instructor Managed

  • View guide on how to use Instructor-Managed accounts with students
  • Instructor Managed subscriptions are normally assigned to K-12 schools, where student anonymity is important and student accounts need to be managed by an instructor.
  • This type of subscription does not require students to create full accounts on GoVenture. This means they do not have to disclose their personal information. Students only need to use their names (or student IDs) and passwords to play GoVenture.
  • Students will be prompted to enter your GROUP number and their name (or student ID) and password.
  • Each student will then be given a unique GROUP number assigned to them. This student GROUP number will be your GROUP number but with a few digits added to the end (such as 001, 002, etc.). The student will be directed to write down this number. When the student wants to log in to Goventure again later, the student will need to enter their personal GROUP number (with the extra digits) and password.
  • If a student forgets their personal GROUP number, you can retrieve it using the VIEW STUDENTS option in the ACTIONS tile.
  • If a student forgets their password, you can reset it using the RESET STUDENT PASSWORD option in the ACTIONS tile.
4. Saving and Resuming Progress Top

ONLINE Version

  • Student progress is automatically saved online. Students can quit and resume GoVenture at any time. Students will automatically continue from where they stopped playing.
  • If Internet problems arise and saving cannot be done automatically, students will be alerted with a warning message and an option to try saving again.

LOCAL Version

  • To allow a student to stop and resume the game later, progress is saved to a local SAVE FILE. When a NEW game is first started, a window appears for the student to enter the NAME and select the LOCATION for the SAVE FILE.
  • Student progress is automatically saved to the SAVE FILE after each DRILL and CHALLENGE. If a student quits GoVenture and wants to resume the game at a later time, the student must play GoVenture and choose RESUME GAME from the menu and then choose the SAVE FILE.
5. Restarting a Simulation Top

ONLINE Version

  • A student can only play one game at a time.
  • To allow a student to start over again, use the RESET STUDENT option in the ACTIONS tile. Resetting a student will delete all progress and performance data for that student, allowing the student to start over.
  • If you want to allow a student to play another game without deleting the results of their current game, consider creating a new GROUP. Groups allow you to keep student performance results separated by class, school, region, or any other grouping that you prefer.

LOCAL Version

  • A student can start a new game at any time by starting GoVenture and choosing NEW Game from the first menu that appears. If the student chooses a SAVE FILE that is not the same as one used for a previous game, the student will be able to maintain multiple games. Each unique SAVE FILE allows the student to play a different game.
6. Removing and Reassigning Student Accounts Top

ONLINE Version

  • Use the REMOVE STUDENT option in the ACTIONS tile to completely remove a student from a GROUP and delete all progress and data for that student.
  • If you have an INSTRUCTOR MANAGED account (as shown in the blue tile with your profile information), using REMOVE STUDENT will release the student account in use (from your maximum Student Accounts allowed), allowing you to reassign the account to another student.

LOCAL Version

  • This section does not apply.
7. Curriculum Details and Time Required Top
  • 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.
  • Review Curriculum Details Spreadsheet
8. Performance Evaluation and Grading Top
  • Student performance is based on the following three factors:
    • 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.
    • LEVELS completed. Students cannot jump to higher levels unless they have completed lower levels successfully. Students can repeat levels to improve their performance results.
    • STARS earned for each DRILL, CHALLENGE, and LEVEL. Passing a level by meeting the minimum speed or accuracy requirements earns 1 STAR. 3 STARS are earned for maximum performance. 2 STARS for in-between performance.
  • All of the performance data above is available to the instructor to monitor in real time.
  • Students can set their own Words-Per-Minute GOAL in the game, but instructors should provide guidance on what is expected. Instructors can monitor student settings to confirm that expected goals are set and achieved.
  • ACCURACY - GoVenture Typing is focused on achieving a Words-Per-Minute GOAL, but in order to do so, accuracy is equally important. Each time a mistake a made, the student must use BACKSPACE to delete the mistake and retype. Each DRILL and CHALLENGE has a time requirement where losing time to correct mistakes reduces the likelihood of success.
9. Competition and Awards Top
  • GoVenture Typing does not have head-to-head multiplayer competition, but you can hold competitions by comparing student performance results.
  • Awarding prizes to the winners is always a great motivator. Prizes should be announced at the beginning of the competition and could be simple inexpensive gifts or even extra marks.