One of the strengths of gamification is that it provides visible milestones of the student’s mastery of content in real time (when it is well designed). Too often in an instructional setting, the learner doesn’t know whether or not he or she really understands or can apply the knowledge they are learning. There is often no visible sign of mastery of the content or application of the content.
One of the best practices in teaching and learning is the use of a three-part case study, or a scenario-based story, to help students deepen their understanding of a concept. The three parts of a case study are a scenario-based story that focuses on a specific, hypothetical problem, supporting literature that aligns with the main themes of the story, and guiding questions that help the learner gain the most from understanding the concepts and objectives of the case study by applying critical and higher order thinking skills.
No, the objective isn’t to make assignments optional, but two benefits accrue when students are given some choice about assignments. The first is motivational—when students select the method they will use to master the material, they can pick an option they think they’d like to complete. And if an assignment option looks appealing, that increases the chance that students will spend more time working on it and more learning can then result. Second, the practice confronts students with themselves as learners. With teacher guidance, they can be challenged to consider why they find some assignments preferable. They can be encouraged to consider what skills the assignment involves and whether those are skills they have or need to work on developing. A strategy such as this moves students in the direction of autonomy and maturity as learners.
How Can I Create Meaningful Assignments for My Students? Program includes a CD with the video presentation, plus supplemental materials, PowerPoint slides, and complete transcript • $99 ”Practice is the best of all instructors.” That’s according to Publilius Syrus, a writer and speaker in the 1st century BC. Although there have been many innovations in
Last semester I implemented a different kind of final exam. In the past I have used the standard multiple-choice and short-answer exams. I was thinking about making a change when I discovered Beyond Tests and Quizzes: Creative Assessment in the College Classroom, edited by Richard J. Mezeske and Barbara A. Mezeske. The second chapter, “Concept Mapping: Assessing Pre-Service Teachers’ Understanding and Knowledge,” describes an assessment method that tests higher-level thinking. The author shared his experience using concept maps as a final exam, included an example of the final exam project, offered rubrics for grading, and discussed the advantages and disadvantages of the strategy. I decided this was the change I was going to make.
What do we hope to accomplish when we are teaching? Students will learn the material, become excited about the material, learn to think critically? Ultimately, I think most of us are hoping that our students will connect, or engage, with the material. There is evidence that getting students to engage with the material is an important process in the learning experience (e.g., Umbach & Wawrzynski, 2005). I recently tried something new in an attempt to help my students make that connection. This is my story of an assignment that successfully helped my students connect with the material.
Teaching to students’ strengths and interests can promote creative and critical thinking. But requesting creative responses often engenders the exact opposite of creativity. “Just tell me what you want me to do and I’ll do it.” “How many words does it need to be?” “What should I write about to get a good grade?” “I’m not creative.” Often these comments are accompanied with sighs, groans, or no responses at all (in the case of online students), indicating just how much students resist when asked to be creative. And these responses are even more prevalent in required and prerequisite courses. So how do we overcome the resistance and encourage creative ideas and thinking from our students?
Not everything we do in our courses works as well as we’d like. Sometimes it’s a new assignment that falls flat, other times it’s something that consistently disappoints. For example, let’s take a written assignment that routinely delivers work that is well below our expectations. It might be a paper that reports facts but never ties them together, an essay that repeats arguments but never takes a stand, or journal entries that barely scratch the surface of deep ideas.
Posters can be an extremely effective group assignment in the classroom environment. In this 20 Minute Mentor program you will learn how to prepare, assign, and grade a group poster session in your class.
Online homework has great appeal for instructors, especially those teaching large courses. By using online assignments, instructors don’t have to collect, grade, and promptly return large quantities of homework assignments. Online programs provide instructors with feedback on student performance that can be used to modify the presentation of material in class. Online homework is also beneficial to students. They get feedback promptly, even more promptly than that provided by very conscientious instructors. Online homework can also be designed so that it allows students to work on areas that frequently cause trouble and/or on areas where the individual student is having difficulty.