Study Island combines rigorous content that is highly customized to specific state standards in math, reading, writing, science, and social studies with interactive features and games that engage students and reinforce and
reward learning achievement.
Not exact matches
He values HH's supportive, mentoring culture and observes, «It's incredibly
rewarding to work alongside talented and passionate professionals who provide an environment that encourages
learning and
achievement.»
They may need a gentle reminder that their success is not an unambiguous
reward for virtue; rather, each new
achievement stands as a challenge to
learn to do good on that level of accomplishment or proficiency.1
Instead, the
reward system,
achievement indicators, or other game - like elements are placed as «scaffolding», or support, around the already built
learning content.
Teachers should be
rewarded for producing useful student outcomes, most notably, student
learning gains, measured by value - added standards (i.e., improvement) rather than by levels of
achievement at the end of a course.
When
learning at work mirrors
learning in the game world, employees are
rewarded for
achievements and
learning occurs in the service of more or better achieving.
Because 3D
learning is closely related to gaming, it is easy to integrate the mechanics of gamification into the solution so
learning can be facilitated in a competitive virtual environment or driven by
achievement through
reward earning.
Gamification of
learning can create lots of positive associations with
learning and even training as learners are
rewarded with each
achievement.
Customization to the «just above» level — with the occasional stretch challenge to keep things interesting and help students feel a true sense of
achievement and progress (
rewarded with a healthy dose of dopamine upon solving the problem)-- for each student is naturally achieved in a competency - based education system powered by digital
learning.
We need wide - ranging policies that attract the best and brightest into the classroom, encourage educators to be data - driven and responsive to students» diverse
learning needs, offer personalized professional development and support, and
reward teachers for making a meaningful impact on student
achievement.
High - quality implementation of standards - based reform requires the following: specificity in stating the content goals of teaching and
learning; consistency / alignment among the policies and practices put in place to pursue those goals (e.g. content standards, student
achievement tests, performance standards, curriculum materials, professional development, accountability); authority / legitimacy to those charged with implementation; power through
rewards and sanctions; and stability — when policies, practices, and leadership are in a state of flux, it is difficult to take each new thing that comes along seriously.
Young teachers today say that they are less motivated than previous generations by a career in which their work responsibilities do not change over the course of their employment.16 Moreover, young teachers want to receive frequent feedback on their teaching, and they want to be
rewarded for proving their ability to help students
learn.17 Career pathways can provide young teachers with the feedback and mentorship that they report are lacking.18 Additional pathways can provide opportunities for these teachers to grow and excel, which is critical in order to increase student
achievement and retain great teachers.
This experiment, focused on Jigsaw II, supports Slavin's contention that if small group, cooperative
learning is to be consistently effective: (1) students must work toward a group goal and a
reward they can achieve; and (2) students must be held accountable to their peers for their individual contributions to the
achievement of the group's goal.
Teachers promote a performance orientation when they make most decisions for students,
reward achievement relative to others, use
rewards to control behavior, provide boring or repetitive tasks, and divert attention from tasks and
learning to
achievement (Ames, 1992; Epstein, 1988).
Rather than employing in - game
achievements, skills, or
rewards, the design has managed to ensure that you
learn skills in early puzzles that will become a necessity later in the game.
Achievements fanatics will also be happy to
learn that the game has a specific Feats system which
rewards them for completing specific tasks.