This lesson introduces the core learning objectives relative to "Planning personalized instruction that leverages technology to increase engagement, motivation and achievement"
Welcome to the unit Planning Personalized Instruction that Leverages Technology to Increase Engagement, Motivation, and Achievement. The learning objectives in this unit include the teacher's role as a coach, adviser, and facilitator in personalized learning. Gamification and its connections to personalized learning.
Creating a competency-based education lesson that uses both gamification techniques and adaptive learning technology that is selected based on the learning outcomes that are identified for the lesson. And finally, reflecting on how the implementation of simulations and gamification in the classroom increases student motivation, engagement, and achievement.
The first learning objective in this unit is examining the teacher's role as a coach, adviser, and facilitator. In this portion of the unit, we'll define the term facilitator and we'll compare the traditional teacher role to the facilitator role in the classroom. We'll use the Brown University Teacher as Facilitator model to guide our study throughout this learning objective.
You'll have opportunities to reflect on whether you can see yourself adapting a facilitator role in your classroom. Perhaps some of the elements of the facilitator role are things that you already do. The next learning objective in this unit is gamification theories and personalisation. We'll introduce the aspects of game theory and the elements of gamification. We'll then take an in-depth look at tracking student progress and calculating grades.
We'll introduce the concepts of experience points and badges which students can earn as they make progress in the gamified classroom. In this learning objective, you'll have the opportunity to implement some gamified activities in your classroom. And later in the unit, you'll reflect on the impact of these activities.
The third learning objective in this unit is creating a competency-based education lesson that uses adaptive learning technology along with elements of gamification. We'll begin with the review of CBE, and we'll discuss how CBE, adaptive learning, and gamification can fit together to create an effective lesson. Finally, we'll outline a specific plan for implementation of the lesson that you've designed. This might be a great opportunity for you to try this new lesson designing process to see whether the adaptive technology and gamification techniques help to increase student engagement, motivation, and achievement.
The final learning objective in this unit is reflecting on implementation of simulations and gamification. We'll discuss how to collect data and gather student feedback. We'll share some guiding questions for reflection during this process. And you'll be given suggestions for evaluation of the effectiveness of your implementation of simulations and gamification. This reflection process will be crucial as you determine whether the gamification strategies had a positive impact on your students.
To recap, the learning objectives in this unit include examining the teacher role as a coach, adviser, and facilitator in a personalized learning environment, gamification theories and their relationship to personalisation, creating a CBE lesson using adaptive learning technology, and finally reflecting on the implementation of simulations and gamification in your classroom. Welcome to the unit. I hope you'll join me in my tutorials on planning personalized instruction that leverages technology to increase engagement, motivation, and achievement. Thanks for watching. Have a great day.
(00:00 - 00:45) Introduction
(00:46 - 01:19) Teacher Role as Coach, Advisor, and Facilitator
(01:20 - 01:51) Gamification and Personalization
(01:52 - 02:27) CBE Lesson with Adaptive Technology
(02:28 - 02:58) Reflect on Implementation of Simulations and Gamification
(02:59 - 03:37) Recap