Two ways to boost student engagement in your classroom

Churry
CLASSUM Global
Published in
3 min readApr 16, 2020

Teaching in a classroom filled with vibrancy and active engagement is probably a dream for most educators. But in reality, learning is not something that students are most thrilled about. Learning is disciplinary and unexciting in nature, so it takes some external stimulus to bring out engagement from students. Here are two main ways you can boost engagement in your classroom.

1. Utilize medium that students like to spend time on

According to a report by VISIONCRITICAL, Generation Z is known as ‘Digital Native.’ They spend the majority of their time on smartphones, averaging 15 hours per day, and 10 hours on laptop.

Source : Visioncritical

This kind of predilection towards the usage of electronics calls for a type of learning that takes place on an electronic device. Students may participate more and be more active about voicing their opinions on the “digital realm” instead of “offline classroom.”

A snapshot of CLASSUM capability

CLASSUM is a great tool to foster online discussion. It provides a highly intuitive user interface that supports both web and app. It provides quiz, anonymous questions, interactions that help students feel more at ease and be more proactive in asking questions and responding.

To know more about CLASSUM, click here 👉 www.classum.com

2. Incorporate gamification elements in your classroom

https://cdn-images-1.medium.com/max/1000/1*Z0wSpzdVuPX-NuMHgRTVKA.png

An ed-tech company TOPHAT introduced an interesting case of a professor completely gami-fying his class in the University of Indiana. Professor Sheldon Lee, who used to be a game engineer before teaching at UOI, turned his classroom into an RPG environment. He encouraged students to form ‘Guild’ amongst themselves and called homework, ‘Quest.’ Projects would be called ‘Raids.’

He even gamified the evaluation system. All students would start out with 0 experience, and as they clear quests and raids, they would receive XP points just like they would do in a game. At the end of the academic term, the cumulation of their XP would be the level that they would achieve, hence the grade in their transcript.

This approach successfully engendered engagement from students. Professor Sheldon attributes success to the fact that “the elements of the class are couched in terms they understand.” As remarked in the TOPHAT article, ‘students are progressing towards levels of mastery, as one does in games. Each assignment and each test feels rewarding, rather than disheartening. Using experience points allows educators to align levels with skills and highlight the inherent value of education.’

https://tophat.com/blog/gamification-education-class/

There are some ways as mentioned above that educators can boost students engagement in their class. Hope tools like CLASSUM, and the case of Sheldon Lee help you create a more interactive and vibrant classroom.

CLASSUM is a communication tool for education used by institutions around the world, including Samsung, Hyundai, LG CNS, Shiseido, and KAIST.

Learn more about CLASSUM 👉 www.classum.com

Any questions? 👉 Ask us!

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