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How to increase students’ active participation in classess

How to increase students’ active participation in classess

Assessment

Presentation

English

Professional Development

Medium

Created by

Juan Pablo Prado Otero

Used 10+ times

FREE Resource

18 Slides • 2 Questions

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How to Increase Students’ Active Participation During Synchronous Online Sessions?

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By

Clara Avella

Juan Prado

Sandra Santana

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Summary:

The transition from a Teacher-Centered Model to a Student-Centered Model

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Multiple Select

GAME TIME: Select all the characteristics related to the Student-Centered Model.

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Teachers are the trainers

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Teachers are active and students are passive

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Focused on grading

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Cooperative or Collaborative

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Collaborative Tools

  • Jamboard

  • Google Docs

  • WhatsApp

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​Synchronous

​Asynchronous

. Interactive activities (or homework)

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Fill in the Blank

Game time: Read the question and type the correct answer (only one word)

How do we call the use of game mechanics and experience design to digitally engage and motivate students to achieve their goals?

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“The illiterate of the 21st century will not be those who cannot read and write, but those who cannot learn, unlearn, and relearn.”

– Alvin Toffler.

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Reference List

  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gratefulness: defining gamification. In 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–15). New York, NY: ACM.

  • Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? – A literature review of empirical studies on gamification. In 47th Hawaii International Conference on System Sciences, Hawaii, USA (pp. 3025–3034). doi:10.1109/HICSS.2014.377

  • Quality Education for all: Case Study FISIP Unpad and SKKU Korea - Scientific Figure on ResearchGate. Available from: Quality Education for all: Case Study FISIP Unpad and SKKU Korea - Scientific Figure on ResearchGate. Available from: https://www.researchgate.net/figure/Teacher-Centered-Versus-Student-Centered-Models-Sergio-Bermejo-2005_tbl1_275542949 [accessed 28 Jul 2021] 

  • Werbach, K. (2014). (Re) Defining gamification: a process approach, persuasive technology. Lecture Notes in Computer Science, 8462, 266–272.

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How to Increase Students’ Active Participation During Synchronous Online Sessions?

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By

Clara Avella

Juan Prado

Sandra Santana

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