Differentiation & Gaming Dynamics

It is not practical to have every small group of students working on something different every day of the year, but differentiating based on Webb’s DOK (2002) can open the door to easier implementation.

  • Is exploration is the norm?
  • Are hands-on supplies readily available?
  • Do students get to move?

Collecting exit tickets or entrance slips and using them immediately to create flexible groups has proven a powerful way to differentiate instruction. I have seen students exploring a variety of things concurrently and they could build/illustrate/write/read as needed. I’d also like to tap into the things that make video games so interesting, as listed in eSchool News.

Any suggestions??


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