A cognitive gaming approach to improving student motivation, engagement and assessment
There are many variations to how motivation and engagement can come together in the student and staff experience of learning. Students interact with the curriculum in the following ways:
Content: This is how most students interact with the curriculum. The content should be ‘up to date’ with the discipline’s research.
Student learning outcomes (rather than teacher content input). Students reach the desired levels and attain the required standards described in the curriculum design.
Teaching and learning processes. Technology enriched learning and teaching means that students are learning in new blended ways. They are engaged as critical thinkers using the inquiry processes of their discipline to construct knowledge.
Broader experience of learning beyond courses. In this aspect of an engaged and motivated curriculum we might think about creating a research enriched learning community for students and staff, characterised by opportunities for meaningful and motivating engagement and participation.
These different elements of a students’ experience of enriched learning are all important, and each can be achieved in various ways which might be suited to particular disciplines and to different stages of a student’s experience.
- Barbara Treacy: Director, EdTech Leaders Online (edreformer.com)