Opportunities for students to utilize their individual learning patterns, habits, and needs to achieve high levels of academic and social-emotional success."
Guidance for students to apply their strengths, background knowledge, life experiences and skills to enhance each other's learning."
Gamification: Possible considerations for Dimension 1.3
Does the game have an intuitive design of attempt, fail/retry, and succeed/proceed?
Are students given the option to take their learning to different levels of rigor?
Are students allowed to proceed through challenges at their own pace?
Are students allowed to address their own interests or self-assessed needs to better understand a given topic?
Is differentiation addressed?
Is the teacher able to monitor the progress of each student and intercede for remediation or enrichment as needed?