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Contents contributed and discussions participated by Dave Brahn

Dave Brahn

A science classroom that' s more than a game - 1 views

  • appropriate use of technology in the learning environment can serve to motivate some students, significant problems surrounding student motivation and engagem ent remain.
  • As a result of the gamification, 17% of students com pleted some extension material and two students com pleted significant amounts of extra work to achieve the highest level possible in the gam e.
  • For example, ‘badges' are an intrinsic component of our classrooms. Teachers award points for completing assignments; over the course of the semester these points add up and get converted into ‘badges' (commonly referred to as grades);
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  • By awarding these points, educators are extrinsically motivating students to perform whether they like it or not. In fact, students can be observed ‘gaming the system’ regularly to increase their points scored with questions such as: "Is this going to be on the test?”
  • our education system is already a game, to a degree, then why not try to amplify the motivational aspects of the game by increasing the amount of gamified elements? As the gaming industry and the gamification of other aspects of life (shopping reward cards, personal fitness badges, etc.) continues to grow, perhaps educators will need to gamify their instruction to engage and motivate the next generation of students.
  • Do you think that the ‘gamified’ way we have learnt science this year with the videos, interactive electronic book and stars is a better way to learn than more traditional classes that have more lectures? Yes No Number of student responses 14 3
  • 82%, of students responded that they preferred the gamified classroom to a more traditional classroom.
  • Despife the attempt to motivate with the stars, some students still struggled to be motivated (Student G). Student H struggled to come to terms with the teacher being less prominent out the front of the classroom and directing the passage of learning. They valued the lecture-based component of learning.
  • y engaging students with a fun and authentic experience that challenges the participant to take control and explore their understandings, while providing meaningful feedback to aid the learning process in a social and collaborative way, we have seen students more excited and motivated to learn.
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    Case study concerning the gamification of a science class
Dave Brahn

Climbing Up the Leaderboard: An Empirical Study of Applying Gamification Techniques to ... - 7 views

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    This is one of the resources I am using to write my final paper. It discusses how Gamification can help student engagement and motivation.
Dave Brahn

Teachers on Twitter: why you should join and how to get started | Teacher Network | The... - 5 views

  • The productivity and generosity of teachers on Twitter is inspiring and I have also become more efficient in creating and sharing resources.
  • Embrace new ideas
  • hange the conversation
Dave Brahn

10 Signs of a 21st Century Learning Classroom - 1 views

  • ollaborative Environment Many students prefer to work alone.  However, this is an option not often granted in careers.  In addition, collaboration fosters the development of new ideas and exposes students to opposing viewpoints.
  • H
  • ands-on Learning Long a staple of science courses, labs provide a wonderful opportunity to provide students with another anchor for learning.  But it doesn’t stop there.  Any opportunity to connect to the outside world is a chance to enhance student achievement.
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  • eacher as Facilitator Modern realization of best practice in education no longer supports the idea of the teacher as an authoritarian figure standing in the front of the room scrawling on a chalkboard.  As educators, our role can be reshaped so that we work beside students providing support and encouragement for their personal journey.
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    What 21st Century skills look like in the classroom.
Dave Brahn

Classcraft - All-in-One Education Gamification Platform - 0 views

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    Gamified classroom management tool.
Dave Brahn

Project Based Learning in History and Social Studies - 0 views

  • hey could conduct their research using books or the Internet engine SweetSearch, a search tool that limits results to academically vetted articles and avoids
  • much of the “world wide web” served up by Google or Bing.
  • narrow and academically reliable nature of the results on SweetSearch allowed the students to assign more credibility to their search results, spending more time reading for comprehension rather than deciding whether or not to throw out a source.
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  • requires the teacher to yield some control, and that is going to be a challenge for some of us who are more accustomed to holding the reins of facts and chronology pretty tightly.
  • PBL is most often done in teams, it is always possible for issues of work inequity to arise.
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    PBL in the Social Studies classroom. Civil War and Reconstruction projects discussees
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