Students sitting listlessly and inattentively whenever a teacher starts teaching are all too familiar and are an inherent challenge for many educators. Similarly, when students are told to prepare for the lesson beforehand, many come to class unprepared. As such, it is back to the use of didactic teaching which may not inspire nor engage students.
Pedagogical Approaches
With CLLIPS and ACoLADE as a basis for instructional planning and classroom teaching, the project team adopt a combination of flipped learning and structural gamification using an online quiz.
Flipped learning is a pedagogical model that supports Guiding Discovery where the usual lecture and homework elements of a lesson are reversed. Instead of listening to the teacher in class and then doing homework, students would view learning materials such as videos or online articles independently by themselves before lesson. The teacher would then use Kahoot, an online gamification platform as an Assessment for Learning tool (AFL) to check for understanding and provide explicit explanation and instructions to clarify doubts and check for understanding of concepts.
Technology and Its Rationale for Use
Using Kahoot! to complement Flipped Learning works well because learners are now more motivated to prepare for the lesson in order to win the ‘game’. This element of fun and competition is appealing to them.
Kahoot! also allows teachers to create quizzes as an AFL tool, which could reflect students’ understanding for a topic. Teachers could also address misconceptions immediately. This could be done as it gives control to the teacher to pause the quiz after each question. Such flexibility provides real-time feedback to both students and teacher since the results of each question could be captured and shared with students.
Impact on Teaching and Learning
This approach provides the opportunity for active learning and student engagement; it also encourages Self-directed Learning and possible collaboration among the learners.
In addition, it frees up classroom time where students could use the time more constructively in clarifying doubts.
This workshop would take participants through the pedagogy of flipped learning and design of quizzes on Kahoot!. Participants would also have a hands-on game session and see for themselves the dynamism and the level of engagement that their learners would experience.