This lesson summarizes the core learning objectives relative to "Planning personalized instruction that leverages technology to increase engagement, motivation and achievement"
In the unit Planning Personalized Instruction that Leverages Technology to Increase Engagement, Motivation, and Achievement, the learning objectives included examining the teacher role as a coach, adviser, and facilitator in the personalized learning model. Gamification theories and personalisation. Creating a competency-based education lesson using adaptive learning technology that is selected based on learning outcomes identified for the lesson. And reflecting on the implementation of simulations and gamification in the classroom.
The first learning objective was examining the teacher role as a coach, adviser, and facilitator. We examined the role of teacher as facilitator in contrast to the more traditional teacher role sometimes described as the "sage on the stage." As we examined the Brown University Teacher as Facilitator model, we discussed the importance of cultural awareness and cultural appreciation, and noted the emphasis on family and community involvement as teachers implement the facilitator role.
With an understanding of the teacher as facilitator role, we moved on to the next learning objective, gamification theories and personalization. Here we studied game theory and gamification, along with the concepts of badges and experience points. You learned about several different methods for grading in the gamified classroom.
And finally, we looked at some of the connections between gamification and personalization. Throughout this process, you were able to reflect on whether gamification techniques might be a good fit for you and your students.
The next learning objective was creating a competency-based education lesson using adaptive learning technology. As we were now familiar with gamification techniques, we were able to examine the connections between competency-based education and gamification. You learned specifically how adaptive technology and gamification can enhance the delivery of a CBE lesson.
You were encouraged to choose a particular concept in your curriculum and design a lesson that included selecting objectives and creating a gamification playlist aligned with the selected curricular concept. After the implementation of this lesson, which included elements of the teacher as facilitator role, gamification techniques, and CBE, you are ready for learning objective four. Reflecting on the implementation of simulations and gamification.
Here, you learned how to use a plus/minus/delta chart with your students to gather feedback. We learned how to use data not only to evaluate the gamification techniques themselves, but also their impact on student motivation, engagement, and achievement.
To recap, in this unit we first examined the teacher role as a coach, adviser, and facilitator. With an understanding of the teacher as facilitator role, we learned about gamification theories and their connections to personalized learning. With an understanding of how to act as a teacher as facilitator in the gamified classroom, we then created a CBE lesson that used adaptive learning technology selected in light of the learning objectives identified in the lesson. And finally, we reflected on the implementation of these simulations and gamified techniques in the classroom, taking special note of their impact on student engagement, motivation, and achievement.
I hope that you have found this unit to be engaging and relevant to your classroom. Thanks for joining me. Have a great day.
(00:00 - 00:32) Introduction
(00:33 - 01:05) Teacher Role as Coach, Advisor, and Facilitator
(01:06 - 01:34) Gamification and Personalization
(01:35 - 02:20) CBE Lesson with Adaptive Technology
(02:21 - 02:41) Reflect on Implementation of Simulations and Gamification
(02:42 - 03:29) Recap