If I create a came for the classroom....
Gaming in the classroom rewards the brain in seven different ways.I use gaming in the classroom for summative assessment, formative assessment,
teach academic concepts, and behavior points. If I were to create a game for the
classroom, it would be a learning menu app.The app will allow students to create
a customizable avatar that allows them to measure their progress as the
complete short term and long terms goals in academic subjects. when students achieve
goals immediate feedback is given through points. When the student accumulates enough
points a badge will be printed to display in the classroom. The uncertainty of the kind of badge
and additional award recognition will motivate the students to engage fully in their completion
of classwork. The rewards and feedback given throughout the task will boost student confidence
in their ability to complete academic goals. The app will boost student memory due to the
dopamine released as they guide their own learning and complete their learning menu.
How I use all 7 rewards in the classroom....
I currently use all seven rewards within my classroom. I use an incentive system called Classdojo which allows students to gain points in exchange
for rewards. Students are assigned a class dojo monster that they can personalize themselves.
The monster allows the students to gain points, track progress, and set behavioral goals. Here is how
I apply the seven rewards into my classroom, The first reward of measuring progress can be used in
all academic content areas. The second reward of setting multiple long and short term goals can
also be used in all academic areas including behavioral and attendance goals that impact the climate
of the school building. The third reward is rewarding student effort towards completing a goal.
Progress monitoring occurs weekly and students receive incentives for progress that is made towards
their goal. The fourth reward of giving feedback lends itself to all academic areas, formative assessments,
student led conferences, parent conferences, and progress monitoring. The fifth reward of uncertainty
stirs up the anticipation and motivation for students to meet goals that are set for standardized assessments.
The sixth and seventh reward of memory and confidence assist students in learning academic content.
Learning targets are established at the beginning of the lesson. I use Kahoot as a review game
to engage student in the content of the lesson. I never consider that dopamine is being released
from their brains causing the to learn academic materials as they problem solve as a team to come
up with answers. All seven rewards are used within my classroom daily. Grade level competition
board have been erected in the hallway and each student has a secret number that marks their progress
during the school year. Grade level and classroom celebrations are conducted for all student progress.
7 Ways to Reward the Brain
The first reward is measuring progress
The second reward is setting multiple long and short term goals.
The third reward is rewarding student effort towards completing a goal.
The fourth reward is to give feedback.
The fifth reward is uncertainty .
The sixth reward is memory.
The seventh reward is confidence.
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