Remove Assessment Remove Exercises Remove Gamification
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How to use Digital Quick Writes–the video

Ask a Tech Teacher

Quick writes are short, spontaneous writing exercises that allow students to express their thoughts and ideas without the pressure of formal writing tasks. Assessment for Learning : Instead of grading the final product, teachers assess students based on their effort and engagement during quick writes.

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Using ChatGPT to Revolutionize PE Teaching: 5 Expert Strategies!

Ask a Tech Teacher

For example: to explain concepts, demonstrate ideas, answer specific questions, and assess knowledge. Tip 1: Create Customized Exercise Programs Using ChatGPT’s flexibility, PE teachers may create complex, individualized training regimens that meet each student’s needs.

Strategy 395
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Q&A: Matthew Mugo Fields on the Current State of Data Analytics in K–12

EdTech Magazine

Some schools administer a diagnostic benchmark assessment that students take at the beginning of the school year to give a broader view of their learning profile. . Others will use formative assessments in the classroom on a daily basis, although I think both should be applied. One example is observational assessments.

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Promoting student attention in your K-12 school or district

Hapara

Tools such as AI, interactive simulations and gamification can help educators provide engaging and personalized learning. Encourage educators to incorporate goal-setting exercises, assignment reflections and digital tools to help learners monitor their focus.

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NY Times article discusses engagement and gamification

Ascend Math

The article is well worth reading for its smart discussion of “engagement” and “gamification.”. Readers who attended school in the pre-laptop era may have played classroom games like multiplication bingo, an offline exercise in which students win acclaim or prizes for being the quickest to remember their times tables.

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Support High-Quality Science Instruction with Gamification and Automation

edWeb.net

Watch the Recording Listen to the Podcast Gamification is the integration of game-based mechanics and design elements into a non-gaming environment to motivate and engage people. ” The Science of Gamification and Learning At its core, gamification is about using game design principles to motivate people to take action.

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5 Flipped Classroom Activities for High School Students

ViewSonic Education

The use of quizzes is also a great way to bring gamification into the classroom, especially if the quiz includes the awarding of points for correct answers and the tracking of a leader board. Aside from helping to make lessons more exciting, quizzes can help to bring out the competitive side of many high school students.