Dimension 1.3

Step 3: Review the "Distinguished" scale on the Rubric.

Then . . .

. . . Select an Instructional Resource for Teachers:

Note: Utilizing a particular resource does not indicate Dimension 1.3 is being addressed. The administrator must examine the level of rigor at which the technology is incorporated.

Spice up instruction in BreakoutEdu, an immersive game platform for learners of all ages. BreakoutEdu offers student teams a series of critical thinking puzzles. The object? Decipher clues collaboratively, and open a locked box of treats, instructional materials, or whatever you choose.

Gamification incorporates game-design elements into lessons and academic concepts. Gamified instruction typically allow students to select a challenge and then cycle through an attempt-fail-succeed cycle until the challenge is overcome. In each attempt-fail-succeed cycle, well-designed gamification provides students valuable experience needed to triumph over an obstacle to advance. Participants are typically rewarded for selecting more rigorous tests. Rewards can be something as simple as an online badge.

Also known as learning stations, learning centers offer numerous benefits - from giving students voice and choice in the ways assignments are completed to maximizing classroom productivity. A teaching technique that hits all 16 dimensions of T-TESS, centers are perfect for interest-based, skill-level-centered, learning-style-focused, and collaborative-group assignments. In addition, they can be incorporated into elementary, middle-school, and high school classrooms.

Giving students the opportunity to reflect on new materials and processes can help deepen their understanding and critical thinking skills.

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