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Motivation and Engagement

Daniel M English

Motivation and Engagement

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Motivation and Engagement

  1. Rewards: Rewards increase self-efficacy when they are tied to specific accomplishments. Teacher self-efficacy: Teacher beliefs in their own competence to make a difference in student learning influences student self-efficacy.

  2. Strategy use: teaching students specific strategies for remembering, comprehending, and problem solving. Goal setting: Encourage students to set specific goals then compare present performance to their present goal.

  3. Using and Developing Self-Efficacy in the Classroom Choose peer models carefully: choosing peers who can be an effective coping model. Act as a coping model: teacher, coach, or parent one might easily be a mastery model, act as a coping model instead.

  4. Share self-efficacy stories: writing a self-efficacy story about how your self-efficacy beliefs helped you overcome a setback or failure. Attributional feedback: providing feedback to students that indicates that they are making progress on specific skills or strategy use.

  5. Classroom climate that foster development of competence: • Effort and strategies are emphasized and respected. • Learnable intelligence is emphasized. • Improvement is recognized in evaluation. • Failure does not mean dumb. • Meaningful learning is emphasized. • All students are valued and treated with dignity. • Social comparison through public recognition and comparative grading is deemphasized.

  6. Competence and Achievement Anxiety Anxiety has long been identified as a factor that can have debilitating effects on school performance.

  7. Twisted Technique

    • Activate curiosity Activity 3: Introduce vocabulary for objects or for a story using “gift” guessing. Instead of using a gift guessing, students will use a bag full of objects. The group will be divided, can be in two groups (depending of the amount of students). Each group will take turns, one at a time. One person of the group has to introduce her/his hand into the bag and grab one object, that person has to describe the object s/he is touching and the rest of the team has to guess what the object is. The team that has more guesses wins.

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Mind Map on Motivation and Engagement, created by Daniel M on 11/05/2020.
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Daniel M
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