Power+Ups

When an Adventurer accomplishes particular feats in a timely manner, those accomplishments are recognized with extra bonus points, called a "__**Power Up**__."

Power Ups are a way to help an adventurer know what choices may be most helpful to one's overall success in the course as the Game Master (teacher) understands the situation. Here are the Power Ups (with XP values) for this course:

Power Up 1 (5 XPs) - Specified pilgrimages completed for units 1-8 (by May 5) including: units 1-8 listening, learning,reading,watching or doing homework on time. The reason for this Power Up is to be sure you have completed the most important content acquisition from this portion of the course in a timely manner. Doing these jobs everyday is a long way to go. You can insist on doing them,that means you are a person who has the strong perseverance. Power Up 2 (2XPs) - Have skill Mission draft posted by April 14. Write a short essay about the life in the future, then check others' essay, find the good points and the places that need correcting.- To improve your writing skills.

Power Up 3 (3 XPs) - Complete skill Mission on Time (April 21) - A little reward for staying on track.

Power Up 4 (5 XPs)- Make a powerpoint that is about the questions that you don't understand. Let other stuents help him or her sovel them. - To help others know more about this problem.

Power Up 5 (5 XPs) - In every exam, whether it is about one unit or half a term, If you get more than 90 points, you can get extra 5 XPs. - This is to ensure you treat every exam carefully.

Power Up 6 (5 XPs) - In the end-of-term exam, you do the listening and writing correctly. and the total mark is over 95. - This is to encourage the student do the exercise carefully.