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Pearson North America. (2020). Effective strategies to engage students in learning. YouTube. Retrieved November 27, 2022, from https://www.youtube.com/watch?v=kVce-eckF-A.

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Kipp, K. (2020, June 15). How can educators tap into research to increase engagement during remote learning? EdSurge. Retrieved November 27, 2022, from https://www.edsurge.com/news/2020-05-06-how-can-educators-tap-into-research-to-increase-engagement-during-remote-learning

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Buelow, J. R., Barry, T., & Rich, L. E. (2018). Supporting Learning Engagement with Online Students. Online Learning, 22(4), 313–340.

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Pearson North America. (2020). Effective strategies to engage students in learning. YouTube. Retrieved November 27, 2022, from https://www.youtube.com/watch?v=kVce-eckF-A.

# data[].attributes.body
Kipp, K. (2020, June 15). How can educators tap into research to increase engagement during remote learning? EdSurge. Retrieved November 27, 2022, from https://www.edsurge.com/news/2020-05-06-how-can-educators-tap-into-research-to-increase-engagement-during-remote-learning

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Buelow, J. R., Barry, T., & Rich, L. E. (2018). Supporting Learning Engagement with Online Students. Online Learning, 22(4), 313–340.

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happens in a classroom

offers immediate and face to face feedback between teacher and student

limited distractions and environmental factors

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Revolves around the students

Requires differentiation and accommodation based on need

Different strategies work for different grade levels or types of student

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requires device to connect to learning

Done via screen

Asynchronous or Synchronous

Students and teacher learn from separate locations

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Flip allows students to post video or photo evidence of projects or content. In return, they can watch and comment on the videos of their classmates. They could share a writing piece they are working on and then receive video or text comment with glows and grows about their project. In addition, Flip allows for many different modes of presentation, which allows for differentiation and accommodations for ELL students.

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We express ourselves in different ways. On Flip, you can use our simple and fun built-in camera to record your thoughts, add effects and share within your Flip group as video, audio only or text in your web browser or mobile app.

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Flip is a video discussion and sharing app, free from Microsoft.

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Flip (formerly Flipgrid) is a video discussion and video sharing app, free from Microsoft, built for classrooms and beyond. Learn more.

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Gimkit allows for the gamification of any content. There are many different modes of play available like the floor is lava where students have to answer questions to avoid falling in lava, capture the flag, where they are divided by teams and have to answer questions to get energy in order to move across the playing field and capture the other teams flag, or fishtopia where students travel around the ponds and answer questions to buy bait and go fishing. Gimkit is fun and exciting, engaging students in content while also encouraging them to participate and fostering community in the online classroom.

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Gimkit is a game show for the classroom that requires knowledge, collaboration, and strategy to win. Get started for free!

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On google meet, the teacher can send students into breakout rooms. Once in different rooms, the teacher can pop back and forth from room to room, checking on everyone or instructing more targeted learning. Once the breakout sessions are over, the teacher just clicks a button and all students are forced back to the main whole group room.

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Youtube offers a myriad of grade appropriate movement break videos. Some examples are would you rather videos, where students are shown two options (two candies, two winter activities, two toy options) and each option has a movement or exercise associated. They choose their favorite and then do the associated movement. It motivates students to share opinions and engage in a movement to help refocus their brains. There are also videos like dance breaks or chase videos.

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Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.

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Toodledo is a free goal organizing and tracking website. Students can sign up and then organize their goals by priority, subject, topic, timing, etc. They can decide how much information is necessary for each goal and how often it occurs. In addition, you can “collaborate” on goals when they are shared so they can share academic goals with their teacher.

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Toodledo is a set of incredibly powerful tools to increase your productivity and organize your life. More than just a to-do list, Toodledo provides you with a place to write long notes, make custom lists, create structured outlines and track your habits. You can collaborate with friends, family or your co-workers, and we'll safely store and sync all your data to your devices.

and that's just the beginning...

Toodledo organizes your...

Life

Create and share with friends and family

See what's most important with the

Record your ideas with the section

Set and track

Use the popular method

Work

your projects

to your team

to your tasks

spent on a project

Schedule

Make the most of your free time with the

Create

Get reminders based on your

View tasks on a

Toodledo connects people and teams

Easily share tasks, outlines and lists with your collaborators. You can share individual folders, reassign tasks and track each other's progress.

Toodledo flexes to fit

You can customize almost anything in your Toodledo settings to control what, when and how data is displayed. Easily import and export existing data from other applications, and use our powerful search tool to filter your data. We let you personalize your workspace any way you want to make you as efficient as possible.

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Toodledo | Online To Do Lists, Task Manager, Note Taking & More

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Toodledo is a set of incredibly powerful tools to increase your productivity and organize your life. More than just a to-do list, Toodledo provides you with a place to write long notes, make custom lists, create structured outlines and track your habits.

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Pros:

Teacher controlled feedback can be positive and helpful

based on specific need

Cons:

it can be challenging to provide feedback in an asynchronous environment

Students don’t always refer back to work to see the feedback they were provided

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Pros:

Exciting and engaging

Can increase classroom community and relationships

Cons:

Can be discouraging for students who struggle

Can be more about the game than the content and learning

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Pros:

More engagement and conversation

more personalized learning

more time with the teacher

Cons:

requires more planning for the teacher to decide on breakout groups

less supervision to ensure students are on task

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Pros:

movement breaks help to refocus and can be fun and engaging

task or content oriented movement offers immediate feedback for the teacher

Cons:

not all students have a physical environment they want to show or that offers space to move

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Pros:

Goals can be personalized and relevant to each single learner

Setting goals in academic setting often transfers to outside of learning

Ownership and goal setting can be motivating

Cons:

It can be overwhelming to assist in goal tracking for every single student

Some students may not set appropriate goals to challenge themselves.

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Feedback is personalized for each student, allowing each student to reach for their own full potential without being restricted by what they think they should be doing. The teacher can provide feedback about what a specific student is doing based on what they are capable of.

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Many gamification sites offer different game modes. Modes like “fishtopia” are more relaxing and slower pace, best fit for students with more needs. In contrast, modes like capture the flag can be offered to enrich students who finish early and need challenge.

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Break out rooms allow for lots of differentiation. One group may be working using sentence strips for ELL support. Meanwhile, another group is working through challenge problems for enrichment. Breakout rooms can also provide support for struggling learners who work best with peer modeling. By pairing a high and a struggling student together, the high student can be tasked with helping the struggling learning, encouraging and engaging both students.

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Different types of movement can be associated with different student needs. Instead of having students write or type answers, they can do a jumping jack or a push up. This allows ELL students to give feedback without the pressure of reading or writing. Early finishers can be challenged to do a certain number of movements in order to lock in answers. Different brain breaks are available for students with varying physical abilities.

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This strategy is open ended, therefore easily adapted to students of varying needs. Goal setting graphic organizers can be shared with students who need more help with language. Goal trackers can be utilized for visual learners. Extra goals can be encouraged for early finishers and students who need enrichment.

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Why?  The tool listed is best suited for students in K-3 and 4th to 8th grade. Feedback is encouraging and exciting for students this age. Many times, students in these stages of life require extra nurture and love to feel confident and providing asynchronous feedback is a good way to provide this.

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Why? Often times, the competitive and fast paced aspect of games can be challenging to students in K-3. This means it is more fit for older students who are more independent. In order to use the data collected from the games, the teacher should be sure the students are showing off their skills when it comes to content, rather than rules and navigation of the game.

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Why? Breakout rooms would work  best with students from 4th to 12th grade. Because it may include more independent work, students should be able to navigate resources without the guidance of the teacher. Therefore, it works best with students that have more experience with these resources.

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Why? Movement excites most students from K-3. Because they have such short attention spans, students in this grade range benefit from quick paced hands on learning. K-3 students also love to share their own ideas and stories. By having them search for content related things in their own home, they connect to the learning more easily and get excited to share with their classmates what they have found.

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Why? When students are able to think more cognitively about their learning they are more able to create goals for themselves. Students in grades 4-12 are more capable of creating and tracking independent goals for themselves.

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Part of the reason students may not feel engaged or excited about asynchronous work is because of the lack of face to face guidance, encouragement, and feedback. By providing that feedback, we provide a reason for them to participate. Feedback and encouragement can come from the teacher and also from peers.

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Gamification is the act of turning learning into a game. Everything is more engaging and exciting when it is a game. Turning content or review into a game can encourage participation in the activity while providing feedback to the teacher.

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During a synchronous learning experience, students are more likely to be engaged in a smaller group than the whole class. By including breakout rooms, where students are only on video with three or four other classmates, they are more likely to participate and be engaged in learning. In addition, breaking students into smaller groups allows for more personalized instruction. Each group may have a certain job to do for a certain amount of time. One job may include the teacher, where they get personalized targted instruction.

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Adding movement aspects to a synchronous learning environment can help keep students engaged and active. By connecting movement with content, you are going to get automatic participation and feedback for what students know and think. Ways to include movement are asking questions and relating each answer to an exercise, having students search for things related to content and bring them back to their cameras, and including brain breaks with movement between activities.

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One way to engage students in learning is to create an environment where the learning is their own. When students set their own goals and see their own growth, they are more likely to work hard to strive to meet them. By encouraging students to take ownership of their learning, you are creating automatic engagement and reasons for students to want to learn.