what’s your favorite strategy for engaging students? a. group work b. positive learning...
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What’s your favorite strategy for engaging students?
A. Group WorkB. Positive Learning
EnvironmentC. Prompt FeedbackD. High ExpectationsE. Other? Gro
up Work
Positive Le
arning E
nvir...
Prompt F
eedback
High Expecta
tions
Other?
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Knowing Today’s Students
From Margaret Garroway’s Motivating and Engaging Developmental Students Sitehttps://howardcc.instructure.com/courses/773372/modules/items/4660036
Which country will soon have the most English speakers in the world?
1. 2. 3. 4.
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1. Brazil2. India3. China4. United States
Click in to join your team
A. Team 1B. Team 2C. Team 3D. Team 4E. Team 5
Team 1
Team 2
Team 3
Team 4
Team 5
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The US. Dept. of Labor estimates that today’s learners will have ______ jobs by the age of 38.
1. 2. 3. 4.
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1. 2-32. 3-53. 7 - 94. 10 - 14
Team Scores
Points Team Points Team
______% of workers have been with their employers for less than a year.
1. 2. 3. 4.
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1. 5%2. 10%3. 25%4. 35%
The first commercial text message was sent in _______.
1. 2. 3. 4.
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1. 19852. 19923. 19984. 2001
Team Scores
Points Team Points Team
How does Team-Based Learning help our students stay engaged?
The Brain Gets High on Participation
The team challenge “works because it’s fun. And when we experience pleasure our brains release a neurotransmitter called dopamine. ‘The brain is a dopamine junkie,’ says Dr. Judy Willis. ‘It wants to remember things that release it.’ Active participation is by far the best way to encourage this.”
Miller, Jennifer. “Flipped Out.” Spirit Aug 2013: 76. Print
The Brain Gets High on Participation
When students aren’t actively engaged they are more likely to tune out.
That’s the problem with lecture-based teaching.
Watching a lecture in person or on video are both passive activities to the brain.
Need to compel students to make decisions through out the lesson
Miller, Jennifer. “Flipped Out.” Spirit Aug 2013: 76. Print
Brains are not patient – need immediate feedback
For the dopamine reward system to work, feedback needs to be immediate.
In video games, players know right away if they succeeded in beating a level.
It takes a few days for students to receive feedback on homework.
Achievable challenge is important. Video games encourage you to play until you succeed.
Miller, Jennifer. “Flipped Out.” Spirit Aug 2013: 76. Print
1. Students are required to do a reading, watch video, or an activity before coming to class. (Works well for Flipped Classroom)
2. Students are given an individual quiz at beginning of class.
3. Students move into assigned groups to answer same questions (get immediate feedback) and more difficult applications of the material.
Team-based Learning – Group Work that works (video) http://www.utexas.edu/academic/ctl/largeclasses/#tbl
More about Team-Based Learning
HCC Clickers 101https://howardcc.instructure.com/courses/755361
Contact Karen Evans at imfacultylab@howardcc.edu for additional Clicker training
More info on Clickers
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