English Reviewer
English Reviewer
This provides the learners the opportunity to maximize their learning, whether as
individuals or in small groups also describes the efforts of the teachers to address the
variance among learners, giving them the best learning experience possible. In order to
implement differentiated instruction, teachers need to focus on the essential learning and
key concepts of the lessons. They would also need to attend to the student differences to
be reflected in the teachers' assessment and instructional activities. Being that the
teacher would have to modify content, product, and process in order to adapt to the
learners. Teachers could differentiate their lessons via content, process, product, and/or
environment according to their learners' readiness, interests, and or learning profiles. This is
where the teachers role to encourage learners to participate in respectful work comes in.
Respectful work refers to classwork and activities that are relevant and meaningful to
them.
At the core of differentiated instruction is the development and promotion of
respectful tasks. As mentioned earlier, respectful tasks are activities that "respect" the
learners by taking them into account in the development of learning experiences for
them. This means that the teacher prepares the activities ensuring leaners readiness to the
cognitive complexity required by the task. This makes sure that all learners are expected
to grow upon taking on the activity. It is a common practice to let the more advanced
learners to have more of the same task as they could complete them in the time required
of the teacher while the lower-level ones are given more chances to practice what they
do not know. The key term here is to provide all learners the opportunity to explore areas
they have difficulties with or expand their understanding on the topic/lesson at hand. This
is where flexible grouping could help teachers in organizing their class to the program
activities that fit them Learners take part on many different groups as they move and
change groupmates and work alongside them, or alone matching the task to the
learners' readiness, interests, and/or learning styles.
➢ RAFT (Role, Audience, Format, Topic) is a writing strategy that aims to help the learners
gain a better understanding of their role as a writer and communicator by developing
their ideas through the development of a clear sense of purpose in writing. Depending
on the focus of the lesson, the teacher could use the strategy to make the learners
think about the topic/writing activity from a perspective perfect in the context of the
unit/lesson.
Role Audience Format Topic
Some of the benefits of using collaborative learning in the classroom include Turning
learning into an active process. As learners engage with their peers in the collaborative
learning scenario, they must organize their defend that point to their peers, and convince
others that their argument thoughts, present them in a cohesive argument, demonstrate
their point, is current. This gives them the perfect opportunity for communication and
argumentation.
➢ Promotion of learning from others perspectives. Aside from being able to
communicate their ideas to others, collaborative learning also provides the venue for
the learners to listen to ideas of others, especially from those of different backgrounds
and varied viewpoints.
➢ Taking criticisms and advice. As learners listen to others' perspective, they will be
encountering criticisms and arguments. Such practice will help the learners improve
their own craft while learning how to adjust their own performance to become better.
➢ Teaching critical thinking. Especially when the activities are done within the confines of
the classroom and the length of a single period, learners are encouraged to quickly
synthesize their responses and complete their task.
➢ Developing public speaking and active listening skills. In a collaborative activity,
learners learn to develop active public speaking skills. The one increase in social ease
helps them take and share ideas easily and more comfortably to the group.
In using the collaborative learning strategies in classes, there are some things that could
be considered.
➢ Introduce the use of group work to the learner at the beginning of the year. This
enables the learners to set their expectations in the activities the teacher will be
using throughout the year.
➢ The teacher should also set ground rules for participation and contributions from the
learners during sessions.
➢ The teacher should plan for each stage of the collaborative work.
➢ The teacher should carefully present how the groups will operate and the grading
system.
➢ Think-Pair-Share: Learners then turn to their groups or partners and share their
responses. The teacher could take this further by asking the learners to choose their
collective response.
➢ Debate: Teacher assigns roles to the learners. One could take the affirmative side of
the proposition. Another takes the negative side. The last one could weigh the
merits of the arguments and provide a choice.
➢ Group problem-solving: Present the learners with a problem. It would be better if
they are presented with a problem that is close to a real-world one that is similar to
their experience.
➢ Project-based activities: Learners are presented with a project that they are going
to complete. One way to do this is to introduce the class to a project at the
beginning of the lesson/unit or have the class think of a project that they would we
to complete based on the lesson/unit.
Gamification is not as simple as handing the learners a game to play. The teacher
must carefully structure the classroom in order for the game elements in the classroom to
be more effective to the learners. There are four game elements that are at the core of
gamification:
➢ Engagement Games - are naturally engaging. The most successful games are
the ones that are really engaging to the players. This is because games provide
the players with a clear goal to reach and a compelling gameplay to
accomplish this goal.
➢ Opportunities for practice - Games provide the players with the opportunities to
practice what they have learned in the past and let them apply these learnings
in new and creative ways. These can even include rote activities that have
been employed in new gameplay scenarios.
➢ Assessment - Games do not stop play to assess the players' knowledge and skill.
Assessment is intrinsically integrated in the gameplay as performance-based
assessment.
➢ Feedback - Games continuously provide the players feedback to simply let
them know how they are doing in the game. Games tally score and keep track
of the players' progress throughout the gameplay.
There are some of the basic elements of games that teachers could consider in
gamifying their learning experiences. Remember that these elements are not the
only elements that could be incorporated in our lessons.
Then, how could gamification be implemented in the classroom? Below are some
of the steps that could be taken to gamify the lessons:
1. Survey the learners. In order to determine the right gamification strategy for the
learners, the teacher needs to pinpoint exactly where the learners are having
trouble with. For instance, if slide presentations bore them, adding interactive
elements might improve learner engagement. This is why surveying them is
important. Teachers will be able to find ways to engage the learners better.
2. Define the learning goals. Gamifying learning involves providing the learners with
clear learning goals. This comes in two forms: learning goals, which help the learners
understand concepts and skills, and behavior goals, which help learners work
efficiently. Then, the teacher can structure the lesson to meet these goals. These
structures could present the learner with choices. Choice is a big part of gaming
and gamifying the classroom could benefit the learners when they are provided
with options to tackle problems and reach learning goals.
3. Structure the gamified experience. This is where actual gaming elements are
incorporated in the lesson. The teacher can adjust the scoring system for the lesson
or activity. For example, instead of giving points or grades, learners could be given
experience points (XP) and use it to track their progress in the lesson. The teacher
could also structure the lesson to come in stages or levels like the games the
learners know.
4. Identify resources. For any activity, the teacher should also identify the resources
needed to actually implement the lesson or activity. This also means that the
learners could be organized to groups to work on the project together.
5. Apply feedback mechanism. A big part of the success of games is because they
provide the learners immediate feedback of their progress. So, to gamify the
learning experience, the lesson or activity must be structured to provide a way to
help learners visualize their progress and get immediate feedback of their
performance. Then, this can be combined with rewards that correspond to their
progress. This can be in the form of praises, stars, or stamps.
The main objective of gamification is to simply make learning fun and engaging to
the learners. This is perhaps the most important aspect of gamification.
What is assessed?
The teacher in the classroom would focus more on the following areas to
assess under the K to 12 Curriculum:
Content Standards - These are the essential understandings that the learners
should learn. It basically answers the question "What should the learners know?", as
stipulated in the K to 12 Curriculum.
Performance Standards - These are the abilities and skills that learners must be
able to demonstrate in relation to the content.
Analyze the
learners result