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#6

gamification

involves the use of collaboration and technology. Many students find it difficult to sit still now which is why using games may be seen as a great reward for the students. It allows for students to have a set goal which will in turn keep the motivated throughout the lesson. This strategy works for any classroom setting! There are wonderful games such as Kahoot, jeopardy, cross word puzzles etc.

https://ssec.si.edu/stemvisions-blog/5-benefits-gamification

#7 visual aids

Visual aids is a classic strategy that can help all students! this strategy tackles those who have disabilities and also those who are English learners. Not all students are able to learn by a verbal explanation which is why it is important to provide a step by step model of whatever it is that is being taught. This is applicable for all subjects, math, science, geography, English, and even gym time!

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5 Benefits of Gamification

Dmitri Mendeleev was a Russian scientist and educator in the 19th century who is often credited as the scientist that first published the Periodic Table of Elements. However, what people do not know is that he may have been one of the first scientists to use gamification to complete an educational task.

Dmitri Mendeleev

The term gamification can be used in two ways. The first way is by adopting the act of playing a video game into everyday use. The engagement levels and entertainment values of video gaming can motivate users to accomplish tasks that are normally viewed as boring, such as learning. Another definition of gamification is the act of using game elements to make non-games more enjoyable. 1

Mendeleev was known to have been an avid card player, so it was logical for him to use cards as a way to categorize the elements in a way he could understand. Mendeleev turned the classification process into a card game by listing each element and other information on a card and placing them face up on a table. By doing this, he was able to have a better grasp on the relationship of each element. Mendeleev published his findings, which led scientists to discover new elements to fill in the gaps of Mendeleev's work as well as further developing the table.

Growing up, Mendeleev was not the most successful student, but he became a historical scientific figure because of gamification. This proves as an exemplary example of the benefits of gamification and the impact it can have on all students despite their prior academic achievement.
Here are a few of the benefits of gamification: Gamification aids in cognitive development in adolescents.
Using gamification to aid in cognitive development will allow an increase in the activity of the regions of the brain to allow for adequate development. Games that are produced specifically for enhancing cognitive development are often referred to as "brain games." Brain games have become increasingly popular and are based on various questions and problems that the user has to answer or solve. Brain games can improve the rate in which the brain processes and maintains information. 2
In some cases, it aids in physical development.
Exercising with an interactive game is just as effective as normal exercise. This form of exercise will be very beneficial in adolescents that enjoy playing video games but are not currently physically active. There are many long-term benefits to being active.
Gamification increases level of engagement in classrooms.
Scientists performed a study to measure the level of engagement students displayed when utilizing gamification in the classroom.3 The researchers assigned a point system to various daily class activities. Then the students were measured based on their level of engagement. The researchers found that the game-like atmosphere was favorable in the classroom and increased productivity.
Gamification aids in accessibility in the classroom.
Gamification can be used as a teaching tool to educate adolescents of all needs. Scientists studied the effectiveness of using gamification in the form of a video game to teach students diagnosed with autism.4 The results of this study showed that this training package was effective in teaching age-appropriate content through gamification.
Gamification isn't limited to the classroom.
Gamification is not limited to the classroom but can be used in learning outside the classroom. Perhaps you break up your child's math homework into sections. The child will then level up after completing each section to get hints that will solve a riddle. Or maybe you can have your child create their very own Periodic Table with a few elements just like Mendeleev did with cards. Gamification at home is also a good way to get involved in your child's education!
Students participating in gamification in the classroom.
As gamification becomes more of a buzzword, it is important to not write it off. There are many benefits to gamification that help in enhancing the learning process for students at all academic levels. Hopefully, one day the term gamification will no longer be a buzzword and will be a ubiquitous term used in classrooms. After all, gamification has been around for over a century--Mendeleev is proof.
References

1.) Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining "gamification". Proceedings of the MindTrek '11. doi:10.1145/2181037.2181040

2.) Doraiswamy, P. M., Agronin, M. (2009). Brain games: do they really work? http://www.scientificamerican.com/article.cfm?id=brain-games...

3.) Bustard, D. W., Black, M. M., Charles, T., Moore, A. A., McKinney, M. E. T., Moffett, P. (2011). GEL: A generic tool for game-enhanced learning. Unpublished research, University of Ulster, Coleraine, United Kingdom.

4.) Blum-Dimaya, A., Reeve, S. A., Reeve, K. F. (2010). Teaching children with autism to play a video game using activity schedules and game embedded simultaneous video modeling. Education and Treatment of Children, 33 (3). http://muse.jhu.edu/journals/education_and_treatment_of_chil...

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Dmitri Mendeleev was a Russian scientist and educator in the 19th century who is often credited as the scientist that first published the Periodic Table of Elements. However, what people do not know is that he may have been one of the first scientists to use gamification to complete an educational task.

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#3

flipped- classroom

this strategy fosters students that must go at their own pace. Some students may need to go at their own pace due to a disability and this strategy allows for example if a student is deaf they may watch this video at home without the distractions that a classroom may have. If the class has to many distractions then the individual who is deaf will not be able to read all of the subtitles. This strategy also includes engagement for students who need to slow down because they may have ADHD and need to look back on the information. this strategy is good for all age groups who have access to technology.

#4

learning management systems

Many students no longer have the ability of attending school in person which is why there are schools that offer online school. These online schools such as canvas or Moodle allow for students to be engaged from the comfort of their own home. Many teachers use this as a tool to post assignments online or for their students to find additional sources that the student may look at as a study guide.

#5 Virtual breakout rooms-

Another instance of how students may still receive their education is through zoom. Through this technological resource students may use a virtual breakout room in order to connect with their classmates. The students may use these rooms to ask questions they may have about an assignment. This engagement allows for comfort from home as well.

https://www.zoom.com/

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Modernize workflows with Zoom's trusted collaboration tools: including video meetings, team chat, VoIP phone, webinars, whiteboard, contact center, and events.

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strategy #1

individual-

self-regulation

self regulation as a strategy is a wonderful technique because when you ask the classroom to take a break from an assignment then they may reflect on what they are struggling with the most. Once the student realizes what they are missing they have the opportunity to slow down and look back at old notes or to go back to the teacher to ask for clarification. This strategy is the most appropriate for students around 1st- 8th grade.

Utah State University. (n.d.). Self-Regulation | Teach. USU. https://www.usu.edu/teach/help-topics/teaching-tips/self-regulation

strategy #2

collaborative learning

collaborative learning helps students develop new social skills or their continuous developing social skills. This skill is important for many students who may not have the opportunity to socialize due to their cultural background or etc. Not only do we get to see the social aspect of collaboration but we also get to witness students develop a sense of responsibility. The students will each have their own role in the group assignment and if someone is falling short then the other students may help the student that is falling short. collaborative learning may be used in class but also may be used on the internet. Many students are aware that google offers a slide show and the students may forward each other a link in order to work on their project even after school hours.

Collaborative Learning | Center for Teaching Innovation. (n.d.). https://teaching.cornell.edu/teaching-resources/active-collaborative-learning/collaborative-learning

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intrinsic motivation is the internal drive to engage in an activity for its own sake. Extrinsic motivation is the drive to engage in an activity to obtain an external reward. Both of these motivation strategies have their place in the world. The extrinsic motivation is what all classrooms are based on sense in order to receive a grade you must complete an assignment. This reward at the end of an assignment will be the students performance.

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engagement and motivation strategies can be used to support the diverse learning of students by allowing a teacher to have a understanding of the different learning disabilities and also helps the teacher to look out for signs that the student may not be as responsive as they were hoping for. It is a great strategy to have different centers for students in order for all students to be able to get the help they need depending on their own needs.

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Two examples of how a teacher fostering positive relationships with students and how that can increase engagement. If we have a basic understanding of friendships for instance we know that we will only pay attention to those who value us, because we see them as supportive we will know there is trust to be yourself. This is the same thing with a classroom sitting, if students see that the teacher is there to help them and not judge then the student will not be afraid to feel dumb for asking questions during a lecture. Another example of how fostering student relationships helps increase engagement is that a student will be able to reach out to the teacher through email. If the teacher has a good response time the student now has the comfort knowing that may reach out digitally and not only during class hours.

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engagement strategies are important to have in your classroom because at the beginning of each school year you will get a new set of students that may not be as responsive as the students you had in your previous teaching year. The ability to know a variety of strategies will interest different social groups, cultures etc. two examples of engagement strategies are having the classroom team up as a group for a scavenger hunt or if it is online you may find yourself using Kahoot as a way to keep your students engaged.