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How Incorporating Modern Technology Enhances Student Engagement in the Classroom: A Deep Dive into Modern Teaching Strategies

  • Writer: Candice Rogers
    Candice Rogers
  • Feb 4, 2024
  • 4 min read

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Education today is rapidly evolving from the way it was when I was kid. Students are evolving as well. Let's be honest, this generation of students do not know what life is like without technology. It is ingrained into their DNA and because of this, we should be using technology frequently in our classrooms. Join me on a journey as we delve into the future of education, where traditional classrooms make way for interactive learning platforms and gamified experiences.

Interactive Learning Platforms:

An easy place to start is to begin using an interactive learning platform. There are several different platforms that teachers could use including:

  • Canvas

  • Schoology

  • Google Classroom

  • Moodle

  • Blackboard

There are many more but these are the platforms that are most familiar to me. The purpose of these platforms is to foster engagement, personalize learning, facilitate collaboration, offer real-time feedback, make materials accessible, track progress of students, incorporate multimedia, and support blended learning. Teachers can easily post their resources for each lesson and make it easier for students to access the material. Powerpoints, videos, worksheets, labs, etc. can all be integrated into the same place. Students can access these materials, work on them and turn them into the teacher without having to print anything. When students are collaborating together on a project, its easy for them to work on any kind of document, at the same time, on different computers. There are so many possibilities, but the best part of using one of these platforms is that teachers can blend them with more traditional strategies, which would enhance the overall educational experience.


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Gamification in Education:

There is nothing that kids enjoy more than playing a game. Whether it's a game of Monopoly, tag, hide-n-seek, or Fortnite, kids love them all! So of course, using gamification to get kids to learn is going to be deeply engaging.

The purpose of gamification is to incorporate competition, achievement, rewards, and progress tracking into something that the students will actively engage in and enjoy. Let's dive into some popular gamification strategies.

  • Educational Games- These are games that align with lesson objectives and apply knowledge in a fun and interactive way. These could be board games, card games, bingo games, etc.

  • Point Systems- Teachers can use point or reward systems for several different purposes. Students can earn points for active participation, completing tasks, correct answers, etc.

  • Storytelling and Quests- Create a lesson where students must progress through challenges, solving-problems, and unlocking new content as they advance through the narrative. They can play historical figures, characters, or professionals that are relevant to their subject.

  • Escape Room Challenges- These are classroom activities designed as virtual or physical escape challenges and students must solve problems or puzzles that demonstrate understanding of the topic in order to escape.

  • Interactive Quizzes- Assessments can be made into interactive quizzes with time limits, bonuses for correct answers, and immediate feedback, which makes the learning process more engaging.


Flipped Classroom Model:

This is a fairly new kind of strategy where teachers need to integrate an interactive learning platform for it to work properly. Basically, the purpose of a flipped classroom is for students to learn the instructional content at home, watch videos, read through powerpoints, etc. Then, in the classroom the teacher has more time to facilitate interactive and collaborative activities regarding the content learned at home.

  • Pros of a Flipped Classroom:

    • Individualized Learning: Students learn at their own pace.

    • Active Learning: Class time is interactive and collaborative.

    • Flexibility: Students can access materials at their convenience.

    • Teacher-Student Interaction: More personalized feedback and stronger relationships.

    • Preparation for Class: Students come prepared, enhancing in-class discussions.

    • Accessibility: Accommodates diverse learning styles.

  • Cons of a Flipped Classroom:

    • Access to Technology: Disparities may arise due to unequal access.

    • Student Accountability: Some may struggle with self-discipline.

    • Content Creation Time: Developing materials can be time-consuming.

    • Resistance to Change: Both students and teachers may resist the new model.

    • Limited Real-Time Feedback: Immediate feedback may be compromised.

    • Dependence on Technology: Technical issues can disrupt learning.


Project Based Learning:

This particular strategy involves using real-world application of knowledge, critical thinking skills, and collaborative strategies. Students will use research skills using technology to plan and design a project based on the content they are learning. This approach is hand-on and student centered. The possibilities are endless but an example would be to create a podcast about the Battle of Saratoga or create a plan to plant a community garden. It sounds easy, but implementation of project based learning has very specific steps.

  • Select a topic

  • Define the learning objectives

  • Introduce the project

  • Formulate essential questions

  • Organize groups

  • Allow time for research and planning

  • Presentations and reflection of projects

  • Assessment

  • Reflect on improvements


Modern teaching strategies, enriched with technology is redefining education as dynamic, collaborative, and engaging to the students that get to experience them. From gamified lessons to project based learning, technology amplifies educators' impact, preparing students for a more tech-driven world. When we fuse tradition with innovation, students are getting the most out of their education and can actively participate in their own learning journey.

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