Interactivity and Engagement In Elementary School Classrooms

 Interactivity and Engagement In Elementary School Classrooms

School leaders should always be thinking about how to increase student achievement of every student in their school. Hiring the right teacher, having the right curriculum, and building a strong culture are all great ways to build a strong school of learning, but sometimes it is not enough to increase student achievement. When schools shut down during the COVID pandemic,  they suddenly transitioned to online learning which required a quick pivot to using 21st-century skills and utilizing technology to promote interactivity and engagement in education (Rivers et al., 2021). Classrooms across the country turned to game-based learning to increase student engagement, leading to increased student learning (Figuccio & Johnston,2022). When the subject matter is not engaging to students, they do not pay attention to the instruction, and learning gains are not evident. Teachers are faced with looking at their student's engagement levels daily and are challenged with increasing those levels. 


As a former elementary school principal, I am constantly looking at and evaluating new digital tools that I can recommend to school sites to increase interactivity and student engagement. Working in a large 29,000 school district, we must also keep digital equity and the forefront of our minds as we roll out new digital learning opportunities. Schrum and Summerfield (2018) studied the importance of bridging the gap in digital equity through accessibility to instructional materials. In addition, Tuma (2021) researched that educational technology is important in reading and science, to promote academic achievement and student engagement in elementary education. Keeping student engagement and academic achievement in mind, I highly recommend the following three applications to support student learning in elementary schools. 


Prodigy

Research has shown that game-based lessons help students stay engaged and increase student achievement. I have visited many classrooms across the country and students are looking for ways to get excited about learning and this excitement too often falls short when it comes to mathematics. As teachers increase the use of technology and game-based learning in mathematics, students are getting more excited about the content, which is leading to academic success (Ergul & Ersen, 2022). When I took over as elementary school principal, I saw this firsthand in classrooms as I observed students' behavior in class. Prodigy Math application personalizes student learning through real time data as students play a game using math concepts. 

The Prodigy application is a free math game-based app on many platforms (Desktop, IOS, Android). The App claims to teach math skills. Prodigy education is centered around the learner and makes the content accessible to all levels of math learners. Prodigy math allows teachers to support students with assessment without students knowing, personalized learning, learner variability, targeted support, and standards-aligned content.

Elementary schools should use Prodigy math games for the following reasons:

  1. Engagement: Students using Prodigy with experience with gamification elements that make math more enjoyable and engaging. These elements also support students' interest and motivation.  

  2. Personalized Learning: Prodigy takes students' skill level and adapts the game to meet their needs while also pushing students to mastery of math concepts and standards. 

  3. Curriculum Alignment: Prodigy aligns with elementary math curriculums and covers a large range of topics and standards. 

  4. Assessment and Progress Tracking: Prodigy provides detailed reports and insights into students' progress and performance which is a great tool for teachers and parents.  

  5. Differentiation: Differentiation within instruction is often difficult in classrooms with large numbers of students and students with varying abilities.

  6. Accessibility: Prodigy is accessible online and compatible with various devices, making it accessible for both home and school. In a classroom or on the road, students can continue their learning journey with Prodigy. 

Overall, Prodigy math games can serve as a great supplemental math resources that continue to engage and motivate students for math learning and mastery of concepts. 

To learn more and try out Prodigy, please visit: https://get.prodigygame.com/

Nitro Type: Interactive Typing 

As more and more technology is introduced into the classroom, students' computer skills are becoming more and more important. One-to-one initiatives, while already in many Districts, grew in their popularity during the pandemic. While providing students with devices is a great resource, educators are faced with one more challenge when developing writing skills in their students. Despite students having limited access to typing instruction, elementary teachers have not been dedicating time to typing instruction. While research has shown that students searching for keyboard letters restricts students from fully engaging in the writing process, typing instruction has not changed (Poole & Preciado, 2016).

Nitro Type is a typing program that has set out to change the difficulty that students have with keyboard typing. Over 10 years ago Nitro Type was launched and millions of students use this program that is web-based on a daily basis. Accessing the site with a keyboard and a computer allows students to race other students in an arcade-style by speeding up their race car by typing faster. Students can play with friends or just the computer by creating their free account and typing. 

This interactive typing game can be a valuable tool for elementary school teachers for the following reasons:

  1. Engagement: The competitive nature of Nitro Type engages students in a way that other typing games do not. This game is enjoyable for students to engage in and makes students want to get better, in order for their cars to go faster. 

  2. Real-Time Feedback: It is not too often that in traditional instruction, students get real-time feedback on their performance like they do in this game The instant feedback allows students to quickly identify and improve their typing mistakes.

  3. Motivation through Competition: The programs offers a competitive element that is used to motivate students to increase their typing speed and accuracy. 

  4. Differentiation: Nitro Type can be used by students of various typing proficiencies. Beginners can start at a slower pace, while more advanced skilled typists can challenge themselves against faster opponents, making it a great tool for the classroom. 

While this game is fun and challenging for students, it is important that teachers balance the use of this tool with other teaching tools that they have in the classroom to ensure the game remains a tool for learning, rather than entertainment. 

To learn more and try out Nitro Type, please visit: https://www.nitrotype.com/

Kahoot! 

Kahoot! is a free digital platform that allows teachers to engage and motivate their students through an interactive game-based learning experience despite the subject matter. This internet-based tool allows teachers to conduct polls, and assign multiple-choice quizzes and does not require a large subscription. During the pandemic Kahoot! was used all across the world as a way to bring students together in their learning, despite not being in the same room. This tool turns learning into a fun activity. 


Using Kahoot! in the elementary classroom can be an effective way to engage students, assess understanding, and reinforce learning in a fun and interactive way. Here are some strategies for incorporating  Kahoot! into the elementary school classroom:

  1. Introduction of New Topics: Preview Learning: Use Kahoot! as a fun way to introduce new topics. Create quizzes with broad questions about the upcoming unit to gauge prior knowledge and spark curiosity about what students are about to learn.

  2. Review and Reinforcement: After teaching a lesson or after students were assigned some type of reading activity, Kahoot! can be used as reinforcement tool and review of concepts. 

  3. Assessment and Feedback: Kahoot! provides immediate feedback to help teachers understand what needs to be retaught or covered. It provides feedback directly to the student as well. 

  4. Participation: Kahoot! game like format encourages participation from all students despite if they normally participate in the classroom discussion. Teachers can also encourage students to participate by forming teams. 

  5. Customization: Kahoot! is 100% fully customizable by the teacher in order to meet the needs of both the students and the teacher. 

Kahoot! is a great tool that can transform the learning environment by making education interactive, fun, and engaging. By strategically integrating Kahoot! into teaching strategies, teachers at the elementary school level can enhance their instructional practices, leading to increased student engagement and student achievement. 

To learn more and try Kahoot!, please visit: https://kahoot.com/

You can also interact with a live Kahoot!, by visiting: https://create.kahoot.it/share/educ-730/aeef47bb-43cc-41dc-9bb3-0db2dfca8483 

The use of interactive and engagement digital tools is too often overlooked in elementary classrooms across the country. Teachers can and should be using digital tools as a way to increase student engagement and overall efficacy. Prodigy, Nitro Type, and Kahoot! are great tools that can increase student engagement and eventually student achievement, but nothing can replace the importance of a teacher (Brooks, 2023). Fostering an encouraging and creative environment for students to learn will improve student engagement and overall motivation (Balaskas et al., 2023). 


References

Balaskas, S., Zotos, C., Koutroumani, M., & Rigou, M. (2023). Effectiveness of GBL in the Engagement,             Motivation, and Satisfaction of 6th Grade Pupils: A Kahoot! Approach. Education Sciences,                         13(12), 1214. https://doi.org/10.3390/educsci13121214

Brooks, C. D. (2023). Prodigy game and third-grade mathematics achievement in an urbansetting                             [ProQuest Information & Learning]. In Dissertation Abstracts International Section A:                                 Humanities and Social Sciences (Vol. 84, Issue 5–A).

Ergul, E., & Ersen, Z. (2022). Trends of Game-Based Learning in Mathematics Education: A 

Systematic Review. International Journal of Contemporary Educational Research. 9(3), 603-623. 

Figuccio, M. J., & Johnston, M. (2022). Kahoot! Predicts Exam Scores and Promotes Student 

Engagement. Journal of Research in Innovative Teaching & Learning (JRIT), 15(2), 170–177. https://doi.org/10.1108/JRIT-07-2021-0051

Poole, D. M., & Preciado, M. K. (2016). Touch Typing Instruction: Elementary Teachers’ Beliefs and                     Practices. Computers & Education, 102, 1–14. https://doi.org/10.1016/j.compedu.2016.06.008

Rivers, D. J., Nakamura, M., & Vallance, M. (2021). Online Self-Regulated Learning and Achievement in             the Era of Change. Journal of Educational Computing Research, 60(1), 104–131.                                 https://doi.org/10.1177/07356331211025108

Schrum, L., & Sumerfield, S. (2018). Learning Supercharged: Digital Age Strategies and Insights from                 the Edtech Frontier. International Society for Technology in Education.

Tuma, F. (2021). The Use of Educational Technology for Interactive Teaching in Lectures.

 Annals of Medicine and Surgery, pp. 62, 231–235. https://doi.org/10.1016/j.amsu.2021.01.051




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