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Teach Speaking and Listening Skills with StudentPresentations This video is from a series I taught for school districts. It is now available for free to Ask a Tech Teacher subscribers: Summary This video discusses using studentpresentations to enhance speaking and listening skills, aligning with Common Core standards.
Gamification of Education This video is from a series I taught for school districts. It is now available for free, here on Ask a Tech Teacher: –summarize with NoteGPT Summary Jacqui Murray discusses the integration of technology in K-8 education, focusing on gamification to enhance learning.
Interactive presentations aren’t just a nice-to-havethey should be your go-to approach in the classroom. Your students definitely dont. Try the tips belowor check out ViewSonic Education Solutions to bring your presentations to life with powerful, easy-to-use EdTech. Interactive presentations are a great place to start.
As we head into the spring, we may notice a decrease in studentengagement. For some students, there have been midterm exams, extended school breaks, or we find ourselves in the middle of standardized testing season. Students should also be part of the process of deciding on different tools to try.
The Role of Gamification in Modern Education Gamification is used in many fields and industries. Gamification in education aims to provide a more interactive learning experience for students while providing evidence of their progress through rewards. Gamification uses challenges, leaderboards, points, badges, etc.,
Overall, Murray advocates for a process-oriented approach to writing, focusing on studentengagement and skill development rather than the final product. Highlights Dynamic Writing Experience : Quick writes offer an engaging alternative to traditional writing assignments, allowing students to express themselves freely.
Research indicates that active participation leads to higher retention rates, which can be upwards of 60% for studentsengaged in interactive learning. Drawbacks of Remote Education While virtual classrooms provide numerous advantages, they also present significant drawbacks that can impact the learning experience.
It is a high-energy, interactive, and entertaining experience that will leave your staff unbelievably inspired, motivated, and with the practical skills to dramatically increase studentengagement. Participants will leave with a tool-box full of dynamic presentational ideas that they can immediately use to improve their lessons.
Achieving these outcomes will take time and will require teachers to present information in pertinent, digitally engaging ways. Perhaps the best way to engage with digital literacy in the classroom is to embrace the increasing usage of video games and work towards gamification. Gamification is easier than you think.
Here are twelve recommended by the Ask a Tech Teacher team: 12 Innovative Digital Tools to Engage High School Students In the ever-evolving landscape of education, keeping studentsengaged can be a challenge. Embrace the change and watch as your students discover new joys in learning, with engagement levels skyrocketing.
The change already delivers extraordinary results and 96% of teachers claim that EdTech increases studentengagement in learning. Modern educators know this very well, so they’ve come up with many different ways to incorporate gamification elements into the everyday classroom environment. 5 New EdTech tools to watch.
Everywhere you look, the data backs it up: Eighty-one percent of superintendents agree that student behavioral concerns are worse now than before the pandemic, with 35 percent saying the situation has gotten significantly worse. ( EAB, 2023 ) Eighty percent of educators are worried about studentengagement. Students see it.
. — Deepak Cheenath That puts CoCo’s strategies to keep studentsengaged or motivated to learn at complete odds with what many edtech companies have been trying to do to teach literacy or STEM — mimic online games like Robolox or Minecraft that children spend hours immersed in outside of school. Quizizz is embodying this shift.
These types of virtual platforms are part of what is known as the gamification of learning, which is the use of gaming elements to improve studentengagement and overall enjoyment. Not all virtual or metaverse platforms are focused on gamification, though. 2) Relatable to Modern Students (Digital Natives) .
Gamification is a cross-disciplinary concept that has been adopted in several sectors including marketing, healthcare, professional development trainings, politics, among others. By definition, gamification is "the incorporation of game elements into non-game settings" 1.
This year’s conference highlighted so many ways to use Google to engage learners and make grading, assessment, feedback, pbl, gamification, studentengagement, collaboration, student choice, and student voice easy to do! I recommend following the presenters. Top Google Tips and Resources.
A timer can be a wonderful tool when you have slow-working students. Also, it helps keep students connected to the present moment. Students get distracted quickly, so varying between types of tasks, degrees of difficulty and length will keep your studentsengaged and in anticipation of what’s next.
There are a number of ways to make math more collaborative and fun, including shifting the emphasis from procedures to discourse, embracing game-based learning, and using data to continually adapt tools to students’ needs. Engagingstudents in discourse through an inquiry-based approach is a process.
Gamification and Engagement These tools can enhance studentengagement and motivation by incorporating gamification elements like badges, rewards, and leaderboards, elevating the learning process to an enjoyable and interactive experience. You can find her resources at Structured Learning.
We know that covering the content is important, but finding ways to boost studentengagement and foster the development of essential social and emotional learning (SEL) skills are also important right from the start of the year. From the first day, we want to make our students feel welcome and also connect with their families.
It is also important to understand that there are different ideas about how to integrate the metaverse into the sphere of education, with some prioritizing gamification. This can be of value to students who may otherwise feel different from their peers or singled out because of a disability. Digital Identity vs. Digital Twin .
Tip 3: Using Gamification to Create Interesting Tasks The panorama of student interaction in physical education classes has changed with the inclusion of ChatGPT. Educators utilize this technology to create engaging tasks and interactive games that bring life and enthusiasm to every classroom.
By making this positive and creative learning environment, students can gain a renewed enthusiasm for learning as they develop skills for their future careers. Classroom gamification has genuine educational value for the participation and critical thinking it encourages in students.
Solutions like UNIVERSE by ViewSonic are helping to bring metaverse education to life, and there is real potential in providing students and educators with a greater degree of ownership over the ways they learn and teach. Another idea is to use metaverse technology to boost gamification in education and to make learning more fun.
The survey of more than 1,100 educators from across North America highlights back-to-school excitement, challenges, studentengagement, and technology usage. As educators welcome students back to their classrooms for the 2023-2024 school year, they are continuing to embrace education technology.
The idea behind a virtual classroom is to create an online space that serves many of the functions of a traditional classroom, without requiring students and teachers to be physically present in the same place. Keep reading to learn some of the ways to keep studentsengaged in a virtual classroom. Gamification.
The traditional learning experience is based on lectures and presentations given by the teacher and students taking notes on the taught subject. It allows educators to clarify the concepts they are teaching and students to explore the things they’re interested in through extended classroom discussions and extra resources.
I have long believed that spring presents an excellent time for educators to explore new ideas and try some new digital tools in the classroom. As we have used these tools a bit more, I’ve noticed that studentsengage more with the content, and feel connected to one another, even if not in the same physical or virtual classroom space.
The combination of automated assessment tools and flexible content delivery methods allows teachers to spot learning gaps quickly while giving students the freedom to master concepts through their preferred learning modes. Students showcase understanding via written explanations, visual diagrams, or recorded presentations.
EdTech offers personalized learning, real-time feedback, and vast resources for students while empowering teachers to create engaging lessons and tailor instruction. To overcome this, we present the essential factors teachers and administrators should consider.
Course: Designing Blended Learning for StudentEngagement and Achievement “By the end of the course, you will be able to design and implement meaningful blended learning experiences with objective-aligned assessments and activities that foster core 21st-century skills.” There are even game badges you can add to Google Classroom.
This can be done through newsletters, emails, presentations, meetings and so on. It also helps if you choose an LMS with a built-in reporting system so it will be easier to back up your presentations with data once the LMS is up and running. An LMS can boost studentengagement and add an element of fun to lessons.
Games can be particularly effective for engaging learners, promoting active participation and motivating students, both in and outside of the classroom. But for SplashLearn CEO Arpit Jain, it is important to make a distinction between gamification and game-based learning (GBL).
Wijers, Jonker and Drijvers (2010) highlight that the potential for engagement increases when gamification features such as rules, goals, points and activities are added. Gamification ties into LBMLGs potential to generate on-location social learning, which is an important dimension of any learning experience.
Using edtech to personalize education for students is already something that many educators do by incorporating technology in teaching activities , such as: Learning management systems (LMSs). Video content and digital presentations . This multitude of materials ensures that students access more information and more content formats.
Some HCOS Learning Commons resources related to studentengagement include Engaging Resources for Remote Teaching and Tools for Teaching Classes Remotely. For example, language arts teachers can create literature circles and book clubs or use a STEAM approach to empower students to teach the class with a given role.
Now that online games have become so popular among K-12 students, school and district administrators can use gamification techniques to create a positive school climate and encourage positive behavior by individual students who have differing needs. Systematic Gamification. About the Presenter. Join the Community.
I think today’s generation of students would definitely consider these phones rather boring. Fast forward to the present day. Now every student has at least a smart-ish phone and they seem really attached to it. Phones can help studentsengage more in classroom activities. And now, story time!
Students see it. The gamification of incivility The concept of gamification has existed on the fringes of educational innovations for many years. Let’s be up front about the fact that studentengagement requires more than edtech tools. Teachers are ultimately the key to resurrecting studentengagement levels.
However, studies suggest that a significant percentage of students feel disengaged in their learning, posing a challenge for educators. As teachers strive to adapt their instructional methods to nurture student curiosity and drive deeper studentengagement, the principles outlined in Teach Like A Pirate offer valuable insights.
The quest for better studentengagement has been aided dramatically through the introduction of digital whiteboarding. In this article, we will explore how digital whiteboarding software and interactive whiteboards can help to improve the learning experience for students. Want to get the most out of your students?
By controlling an interactive flat panel by way of a smaller screen present on your teaching podium, teachers will never again have to turn their backs on their classes. As a result, if all else goes well, your students’ attention will not be lost. This, inherently, can lead to a decline in classroom productivity.
Key points: Harnessing the power of video games can foster a deeper, more meaningful educational experience 3 ways educators leverage gamification strategies The future of gamification For more news on gaming principles, visit eCN’s Teaching & Learning page Studentengagement is vital for any educator throughout the length of a course.
For example, when using gamification, you can set objectives for the type of mathematical concepts you want the students from specific games, and at the end of the class, you can ask questions to see if the tech tool you incorporated worked. These digital tools will help you keep studentsengaged outside the classroom.
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