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Showing posts with the label classroom management

Managing the digital classroom - Using a backchannel

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In my first post in this series - Getting students' attention - I mentioned the use of backchannels. This post should give you more information about the use of backchannels within the classroom. If you are working in a classroom where your students have internet connected devices, either through wifi or their mobile phone, using a backchannel can have a transformative impact on the way you can use technology with your students. “Backchannel is the practice of using networked computers to maintain a real-time online conversation alongside the primary group activity or live spoken remarks.” https://en.wikipedia.org/wiki/Backchannel Most backchannels are text based and many-to-many, meaning that anyone can type in a message and it is seen by everyone who has access to the chatroom. Back channels are particularly useful if you are working in a face to face environment where all or pairs/groups of students are working at a computer or if you are delivering live online classes using so...

Managing the digital classroom - Getting students' attention

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Competing with a computer or mobile screen for students' attention can be a challenge at best and at worst extremely frustrating. In this posting I will share some techniques and approaches for dealing with these problems. Ban devices Obviously this is the simplest way to deal with the problem, however, banning devices in class can be hard to enforce especially with teen students and older. It will also become harder as more technology becomes wearable, and particularly with adult classes, this approach could border on the insulting.  Banning devices in the classroom also deprives us and our students of the opportunity to develop responsible approaches to using these devices and robs students of the opportunity to develop their digital literacy skills and exploit the genuine benefits that technology in the classroom can bring. Turn off the device This is much less extreme than banning devices from the class and can be part of a strategy for more responsible use of devices. Have pa...

Managing behaviour in the digital age

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If you ask most teachers, especially newly trained ones, what one of the biggest challenges of teaching is, they would probably say managing student behaviour. Especially as class sizes grow and more students are bringing along potentially distracting digital devices, making sure you are keeping students on task is becoming ever more important. If this is something that concerns you, then read on. ClassCharts could be the solution to your problem. ClassCharts is a digital management tool which can help you, your students and their parents to track and improve student behaviour across the whole school. Using ClassCharts you can set up seating charts for every room in your school and create a profile for each student. Teachers can then use ClassCharts to monitor and reward positive behaviour as well as track negative behaviour. As the teacher builds up data across classes they can start to understand how different seating arrangements and student pairing and grouping can impact on be...

Gamification to encourage learner autonomy

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This post tries to pull together a couple of things I have been thinking about recently. The first was a post I saw on the 21st Century Fluency Project blog a few weeks back. The title of the article ' How I Turned My Classroom into a ‘Living Video Game ’ caught my eye and before I even had time to read it I started thinking about how the factors that create motivation in computer games could be applied to the classroom. The article is well worth reading, although this is only one element it touches on. The other thing I have been thinking about recently is time management and distraction as it is one of the more significant objections which teachers often raise to having students using computers and mobile devices in the classroom, so when I saw ' HabitRPG ' I thought it could be a useful tool to help deal with the problems and implement more of a gamified approach to the  classroom. HabitRPG is a time and task management tool which overlays motivational elements of comp...