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The dynamic combination of intrinsic and extrinsic motivators is a powerful force [22] which, if educational contexts can adapt from video games, may increase student motivation, and student learning. Some of the potential benefits of successful gamification initiatives in the classroom include: giving students ownership of their learning [28]
Making use of video games in the classroom is simply another technique to engage with students. [26] A study was conducted in a "3 week intervention with game- based learning activities in eight lower secondary classrooms." The study found that video games are a motivation to the students who do not find educational settings interesting.
Attention deficit hyperactivity disorder (ADHD) [1] is a neurodevelopmental disorder characterized by symptoms of inattention, hyperactivity, impulsivity, and emotional dysregulation that are excessive and pervasive, impairing in multiple contexts, and developmentally-inappropriate. [9]
Activities such as playing, puppetry, drama, acting and designing ensures involvement of the learners. [10] Some strategies that purportedly motivate students who prefer this learning involve unmotivated students during activities: Motivate the students by giving attention and reward, avoid punishment.
Attention deficit hyperactivity disorder management options are evidence-based practices with established treatment efficacy for ADHD.Approaches that have been evaluated in the management of ADHD symptoms include FDA-approved pharmacologic treatment and other pharmaceutical agents, psychological or behavioral approaches, combined pharmacological and behavioral approaches, cognitive training ...
Games often have a fantasy element that engages players in a learning activity through narrative or storylines. Educational video games can motivate children and allow them to develop an awareness of consequentiality. [11] Children are allowed to express themselves as individuals while learning and engaging in social issues.
Reading motivation is the motivational drive to read, an area of interest in the field of education. Studying and implementing the conditions under which students are motivated to read is important in the process of teaching and fostering learning. Reading and writing motivation are the processes to put more effort on reading and writing ...
Some researchers question whether a greater reliance on video games is in students' best interests, indicating there is little proof that skillful game play translates into better test scores or broader cognitive development. Emma Blakey notes very few studies have examined whether video games improve classroom performance and academic achievement.
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