Picture Credit: Reading Rewards
Screens are an important part of our life. they play a significant role in a child's life also.
The children are used to screens and they use it to their advantage.
Whenever you speak about a screen, they are curious, interested and hence they are good learners with the screens.
Before the pandemic the lesson plans were designed to deliver in a classroom.
During the pandemic they have to be redesigned to achieve objectives of a virtual classroom.
Time and again I have pointed out that there is a major difference between digital content and a digital classroom.
Digital content is extremely attractive both in audio and visual manner.
Digital classroom can be managed by stimulating the students in different ways. The software companies are entering Edtech because they have seen the potential of learning by gamifying the concepts.
True gamified content lures the student into learning a concept by sugar coating the educational content in the form of a game.
The student is focused towards the game which is very interesting an in return learns a concept which might seem boring otherwise.
Hence if teachers gamify the Lesson plan it would really interest the students.
So teachers how do you gamify your Lesson plan?
Attractive conten: Just like a video game the content of your class should be attractive. It should have an interesting activity, lively examples or small portions of humor.
Award points: The students should be given points to score as they move through the lesson. Remember in a video game the player keeps scoring points at every step.
Make a point scoring system in your class based on attentiveness, promptness in answering the question, Raising hands to acknowledge what the teacher is saying, etc.
GI FS and Emojis: For every high point during your lesson give out a GIF or an emoj. It livens the mood and draws the attention of the students. It’s the content being given out.
Feedback through points: If you openly give feedback through points based on their performance, the learners compare their performance and try to fill up the gap in the points.
Hence they try to improve their learning skills. At the end of the lesson every student can display the reward points collected during the lesson.
Gamifying a lesson plan will help a teacher in getting an interested lot if students for the class
No comments:
Post a Comment