Changes to the traditional way of learning

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    Kalli RantouКали Ранту
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    Today’s learners are very different from the ones of 20 years ago; not only they are digital actives but have new profiles and preferences. This is strictly linked with one of the main problems in modern education: the lack of motivation and engagement in the learning process. Gamification in education and Game Based Learning can be particularly effective to engage learners and promote active participation and motivation in the classroom and outside.
    Especially at smaller ages, where knowledge tends to be more theoritical and complicated, participating in a course which uses gamification with Pbl, or using a specific app will help students turn learning process as a whole into a game. Both teachers and students, using game-based apps, will adapt the learning process towards student’s needs, preferences and attitudes.
    Some examples of gamification in the classroom will be listed below.
    Firstly, when meeting academic objectives, points are given . Students need to be citing details from texts and evidence for conclusions in class discussions. Teacher sets the worth of every answer. For example, a correct answer with 1 piece of evidence is worth 2 points.
    Another aspect would be the competition within the classroom, teacher versus students. Students must follow a rule that the teacher sets. Anytime a student follows the rule, the Class gets a point. Anytime a student does not follow a rule, the teacher gets a point. This is particularly great for introducing procedures and behavioral expectations.
    Letting students set their own goals and then track their own progress in a fun, social and personal way, would change the traditional way of learning. Through this, students will have the opportunity to evolve and always chase the best version of them.

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