2 innovative teaching techniques
Tuesday, January 13th, 2009 by Ali CherryI came across these two interesting approaches to 21st Century education. What do you think? Bribery and child’s play or innovative?
Cash and gadget incentives: One program offers $100 to students who receive a passing grade on advanced placement exams. Another offers high school students cash incentives to improve their scores on state graduation exams. Contrary to intuition and opposition, making good grades literally pay off may be exactly the pay off taxpayers need. A July 2008 analysis of a Texas program found that this kind of incentive was linked to increased SAT and ACT scores and an 8% rise in college bound students. One critic at the National Center for Fair & Open Testing argues that these kind of incentives are “similar to giving [students and teachers] steroids” leading to short term gain but long term damage. I don’t know though. If working adults are motivated by monetary compensation, why not try it on youth that may not yet have the maturity to value knowledge as a reward in itself?
Video Games: In 2008, video game sales reached $32 billion worldwide, beating DVD and Blu-ray combined by more than 10%. As game consoles like Wii are attracting a whole new audience and others are becoming more technologically and graphically sophisticated, it makes sense that educators are exploring using them in the classroom. Some professionals argue that video games “simulate the real-world situations in the classroom to help students develop critical-thinking skills.” Interestingly, an example of an education game to teach math and science is one where students are “confronted with aliens who have landed on Earth and seem to be preparing to either peacefully hook up with earthlings, invade, plunder – or return to their home planet.” Real-world huh? Still, the argument that games allow students to become “immersed in a digital world where they can build confidence” sounds innovative and promising. Merrilea Mayo of the Kauffman Foundation puts it well: “Unlike lectures, games can be adapted to the pace of the user. Games also simultaneously present information in multiple visual and auditory modes, which capitalizes on different learning styles.”
