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5 ways to integrate gamification into your classroom

eSchool News

“Several empirical studies have confirmed that students in gamified learning environments achieve higher levels of motivation and cognitive engagement compared to those in traditional classroom settings” (Dehghanzadeh et al., Other question types include fill-in-the-blank, true or false, drag-and-drop, and matching.

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How Faculty Can ‘Click’ Their Way to a More Inclusive Classroom

Edsurge

D) Stress that students answer questions independent of their peers. Studies have suggested that these tools, which allow students to respond in real time to questions provided by an instructor, can improve student learning. If used thoughtfully, we’ve seen that CRSs can help facilitate active learning in a classroom.

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?What Makes a Smart Course ‘Smart’?

Edsurge

After all, one can use the phrase “adaptive” to describe the California DMV computer-based exam because an algorithm dynamically selects the next multiple choice question based on the user’s performance thus far. Like great teachers, thoughtful instructional design teams see patterns in how people learn. Is that adaptive?

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QR Codes for Quick Student Engagement

Faculty Focus

QR codes can be used to share materials with students and to engage students in active learning activities. They provide a quick way to access a webpage that could be the syllabus, a poll, a list of resources, or a shared online space for a brainstorming activity. The exercise could involve recall practice.

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Let’s Take a Poll: Working Towards a More Equitable Classroom

Faculty Focus

Immediate feedback is a successful engagement strategy that promotes active learning and fosters a supportive, inclusive classroom, especially when used with low stakes assignments or to gauge transfer of knowledge (Epstein & Brosvic, 2002, Goldstein & Wallis, 2015). Kahoot Many of you are probably familiar with Kahoot.,

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Let’s Take a Poll: Working Towards a More Equitable Classroom

Faculty Focus

Immediate feedback is a successful engagement strategy that promotes active learning and fosters a supportive, inclusive classroom, especially when used with low stakes assignments or to gauge transfer of knowledge (Epstein & Brosvic, 2002, Goldstein & Wallis, 2015). Kahoot Many of you are probably familiar with Kahoot.,