Student Disengagement In Australian Schools

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Student engagement means a student’s connection with learning behaviorally, emotionally and cognitively (AITSL, 2011). Behavioral engagement refers to a student’s participation in the classroom activities. Emotional engagement refers to the relationship of student with the class teacher and other fellow students. The last but very important factor is cognitive engagement which includes a student’s memory, judgement, reasoning and mental processes of perception.

Australian schools are facing a significant problem of student disengagement and school drop-outs. The main cause of this problem is not that the students are not willing to learn but they don’t like the school and consider it a boring place. This is because our policy makers …show more content…

In this way, the self-motivated nature of online resources promote student participation and boost student engagement. Today with the availability of thousands of application online, a teacher can choose different applications for different students according to their skills, experience, and capability. The teachers can also track and record the performance of a student and also compare it with others to design a particular education plan for a particular …show more content…

The introduction of new technologies and equipment (computers, iPads, Tablets etc.) in the school and also the availability of new interactive applications and activities, gives new directions to the education and its delivery. Teachers are now more equipped than ever to tackle the problem they are facing in the classroom on a daily basis.
GAMIFICATION OF EDUCATION TO IMPROVE STUDENT ENGAGEMENT…
Researchers in the modern world have a common opinion i.e. “The games can make a better world.” The games are interactive, interesting and are very engaging both for the young ones and adults. The user are highly competitive while playing and the driving force for them is the virtual reward system that include points, badges or progress bar etc.
The educators and teachers need to adopt the same approach. As happening in gaming world, the approach of education should be Constructivism (i.e. learn as you go) which can makes learning more meaningful and satisfying. The education can be made interesting by the use of electronic gadgets, online material, application etc.
The technology support and reinforce the educational program and make it interesting, motivating, involving and inspiring. Following are few examples of how the use of technology can bring revolution in education system and its delivery. The technology can be used to…
a. Enhance the

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