Remove Activities Remove Failure Remove Motivation
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How to Create a Classroom That’s a Safe Space for Failure

Edsurge

Over the last five years, I have worked hard to teach my students that failure is a gift. This isn’t a new idea, but we still struggle with the idea that failure is a necessary component of success. Embracing failure can seem counterintuitive to students. They are loud, chaotic, and full of failure and growth.

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Engaging the reluctant reader: Benefits of gamified learning in literacy education

eSchool News

In a TEDx talk titled The Super Mario Effect–Tricking Your Brain into Learning More , Mark Rober highlighted how video games like Super Mario can motivate people to achieve their goals by viewing failures as learning opportunities. When done effectively, gamified learning can motivate even the most reluctant readers.

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Design thinking in the 21st century is an imperative

eSchool News

The use of design thinking can foster a healthy relationship with failure within students. Research by Dorland (2023) shows that design thinking training may enable students to embrace, rather than struggle with failure in their work. Design thinking also has a positive impact on the overall motivation and engagement of students.

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Why educational robotics is a critical STEM learning tool

eSchool News

Sustaining that interest is important, too, particularly because girls and underrepresented minority groups quickly lose interest in STEM learning–and never regain motivation to pursue it. This motivates students to tackle more difficult challenges.

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Shift to Self-assessment

Catlin Tucker

It promotes ownership of learning, motivating students to be more engaged, active participants in their education. It creates an environment where mistakes are seen not as failures but as opportunities for growth and exploration. The beauty of self-assessment lies in the empowerment it provides learners.

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I gamified my classroom and students are soaring

eSchool News

If playing games is part of our culture, even part of our identities, then it stands to reason that students can be highly motivated by game-based learning opportunities. In the classroom, it can be as straightforward as transforming learning activities into games or a more subtle application of game-design principles to learning tasks.

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Five Keys to Motivating Students

Faculty Focus

Recently I had reason to revisit Paul Pintrich’s meta-analysis on motivating students. It’s still the piece I most often see referenced when it comes to what’s known about student motivation. Adaptive self-efficacy and competence perceptions motivate students. Adaptive attributions and control beliefs motivate students.