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List of Effective Classroom Teaching Strategies ( 31 – 40 )

31. Cooperative Learning (Group Work)

Definition

Cooperative learning is a teaching strategy that involves having students work together rather than in competition. Usually, this takes place in small groups where the success of the group is dependant on the students working together to achieve a common goal (also known as positive interdependence).

Benefits

Challenges

Theoretical Link

Sociocultural Theory: Learning is stimulated when students converse with one another. They get to see others’ viewpoints which may help each student build upon or challenge their existing views.

32. Agenda Setting

Definition

The teacher presents the students with the agenda at the start of the day. The use of visual aids may be helpful here, allowing students to see a timeline of the day’s events on the board at the front of the classroom.

Benefits

Challenges

Example

  1. Download a card set of images that represent different lesson types and activities. Use this card set to lay out a visual timeline for the students every morning.

33. Team Teaching

Definition

Instead of one teacher delivering a lesson to a group of students, several teachers get their classes together to teach one lesson to a larger group.

Benefits

Challenges

Examples

  1. Consider having one teacher take the lead on all mathematics lessons and the other take the lead on all literature lessons. This enables each teacher to become more expert on their topic.

34. Directing Attention

Definition

Directing attention involves diverting students away from negative non-learning behaviors and towards positive behaviors by presenting them with engaging learning materials or ideas.

Benefits

Challenges

Example

  1. Use visual aids, worksheets and manipulatives to help direct and maintain students’ attention on something physical. With adults, I use flipchart paper (also known as butcher’s paper) as the prop to direct attention.

34. Visual Aids

Definition

Visual aids are any objects used in the classroom to attract students’ eyes and therefore immerse them more into a lesson. Visual aids can have both cognitive benefits (see: cognitive tools) and engagement benefits.

Benefits

Challenges

Example

  1. Posters
  2. Graphic Organizers
  3. Mind maps
  4. Educational toys (see: Manipulatives)

35. Flexible Seating

Definition

Allowing students to sit where they choose, rather than having assigned seating, has had a resurgence in popularity in the past decade. A flexible seating classroom often has a range of differently organized workstations, allowing students to select a spot to sit that’s most comfortable for them and which best suits the style of learning that will be occuring in that lesson.

Benefits

Challenges

Example

  1. This approach is very common in the Agile Learning Spaces and Flexible Classrooms movement.

36. Formative Assessment (a.k.a Assessment for Learning)

Definition

Formative assessment involves assessing students’ learning throughout the learning process, not just at the end. Formative assessments can take place at one point in a unit of work or regularly throughout a lesson.

Benefits

Challenges

Examples

  1. Formative assessments can be simple stops to get feedback and ongoing questioning of students.
  2. They can also take the form of pop quizzes or student-teacher conferences.

37. Summative Assessment

Definition

Summative assessments take place at the end of a unit of work and are often the formal final / overall grading of a student’s knowledge.

Benefits

Challenges

Example

  1. Standardized tests.
  2. Assessments for student portfolios.
  3. End-of-year exams.
  4. Entry exams.

38. Gamification

Definition

Gamification involves implementing elements of gameplay in your lessons. This can be as simple as creating a competition out of a mathematics quiz. 

Recently, computer software such as excel and programming languages have been used in the classroom as elements of ‘digital’ gamification.

Don’t confuse gamification with game-based learning, which is discussed next.

Benefits

Challenges

Examples

  1. Get your students into two groups and have them compete in a trivia contest based on your lesson content.
  2. Give students table groups and reward tables with points depending oh how well they do.

For More

See my full article on the pros and cons of digital play.

39. Game-Based Learning

Definition

Not to be confused with gamification, game-based learning involves the use of actual games (board games, computer games, sports games, etc.) into a lesson.

While gamification involves using elements of gameplay into lessons (points, competitions), game-based learning involves using actual games in a lesson.

Benefits

Challenges

Example

  1. Minecraft is a very popular computer game that is used in classrooms.
  2. Sim City is a popular game for city design courses.
  3. Use card games to teach counting. I teach ESL students counting using the game UNO.

40. Coaching

Definition

A coach does not stand in front of players and simply tell them what the ‘facts’ are. A coach stands behind a player. He watches the player and gives feedback on their performance. His job is to encourage, suggest adjustments and be the support network for the player.

Coaching is one of the great metaphors for teaching. A teacher who uses coaching as a strategy tried to emulate the role of the coach: observing and offering support and suggestions for adjustments.

Benefits

Challenges

Theoretical Link

Sociocultural Theory: In sociocultural theory, teachers tend to encourage active learning and provide social support.

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