Friday, January 29, 2016

Jeopardy: Engaging Students in the Classroom

From 2003 to 2011, the percentage of school aged children diagnosed with attention disorders rose from 7.8% to 11% according to the CDC. There are plenty more children that suffer without a diagnosis. Teachers can face the unenviable task of trying to keep students engaged in learning even without the added pressures of attentive disabilities. In classrooms that range from 20-30 students, each child will have a different learning style. Using multiple formats is one idea that helps keep students engaged. One truly effective way to help students learn and keep them highly engaged is incorporating games into the curriculum. Robert Marzano conducted sixty studies of classrooms that incorporated games into the lesson plans, and concluded there was a 20 percentile increase in student achievement. Another viable option for including games into classroom work is for test preparation. Decreasing the tedious nature involved in studying for a test helps students engage in the learning and retain more information.
One easy format for including a game scenario is Jeopardy. Children are naturally competitive; so grouping them together, and challenging them in a fun activity will benefit them greatly. Here is an example of an online Jeopardy game set up to prepare students for a test on mobile technology. Students can be grouped into teams and the game can be projected onto a large screen. Engaging students in a quiz show format in preparation for a test helps keep stress level down and high points relevant content students will need to know. Part of Marzano's conclusions to utilizing games in class were to include inconsequential competition and target essential academic content. By keeping the immediate outcome of the competition inconsequential reduces any burden the students feel to answer correctly. Sometimes, the best way to learn is by failing or making a mistake. When a student answers incorrectly, the teacher has an opportunity to reiterate the content and help the student comprehend the correct answer. While the intent of the game is to create a fun and relaxed atmosphere, the grander outcome should be students learning the material. The content of the game should highlight topics that are most important for the students to retain and comprehend.
One of the positive attributes of technology and the internet is the opportunity to find free websites that can be used to create game settings. The Jeopardy game that is highlighted earlier in the post was used by going to this link. Sites like Softonic have games that elementary students can play at home as a fun way to reiterate what is being taught in class. There are also apps like Geometry Dash that kids can get on their iPods or tablets. There are also sites like Zondle that allow teachers to create games but also track engagement and other metrics. Thankfully for teachers, technology isn't only for businesses.
Incorporating technology into the curriculum and lesson plan is vital for the growth and education of today's students. The CDC projects that the percentage of students diagnosed with attentive disabilities will rise, and more of those students are seeking medical and behavioral treatment. However, creating a learning environment that is dynamic and engaging is crucial for all students success, and teachers have more tools to help them do just that.

No comments:

Post a Comment