5 ways to keep students attention in class

Joanna Wiseman
A teacher sat in a classroom pointing and smiling,  surrounded by children sat on the floor

Do you ever find it hard to keep students focused and on task? Young learners get easily distracted and it can be hard to find ways to keep them engaged.

So what can we do to get, and more importantly, keep our students’ attention? Here are our five top tips.

1. Plan a range of activities

Young learners have relatively short attention spans. In the classroom, it is rare to have the whole class fully engaged in something for a long time, since the children will have different interests and levels, so it is essential to plan a number of activities for each lesson.

The more variety you can include in the activities and tasks you plan, the easier it is to provide something enjoyable and relevant for each child. Choose short tasks and try to have a couple of extra activities up your sleeve if something you planned doesn’t work well. However, don’t worry if you don’t have time to do them all – you can always save them for a future lesson.

2. Vary the dynamics and pay attention to the mood

Another way of keeping students engaged is to mix up the classroom dynamics, having a combination of individual heads-down work, pair work, group work, and whole class discussions or games. When planning your lesson, consider how your students might feel at each stage. After doing some reading or quiet work, students may start to become restless, and this is the ideal time to get them up and moving about.

While you are in class, pay close attention to the mood of the class. When you sense that students are becoming distracted or bored, change the dynamics of the activity.

3. Use brain breaks

Ever notice that students become lethargic and show a lack of interest? Why not try introducing brain breaks at strategic points in your lessons? Brain breaks are short physical activities or games designed to get the blood flowing and to re-energize students to help them get ready for learning. They range from short activities that last a couple of minutes, to longer breaks that may be suitable if your lessons last more than an hour.

4. Peer teaching

We can vary different aspects of the lesson using the previous strategies, but one thing that rarely changes is the role of the teacher! One way of keeping students involved is by giving them more responsibility and allowing them to take a more active role in their learning.

Peer teaching completely changes the classroom dynamic and has students teach their peers while you take a step back. For primary classes, ask one or two students to take charge of a ready-made activity, e.g. one from your course book. They should give instructions, demonstrate, monitor as necessary, and check answers.

When students are used to doing this, you can start to have them work in pairs or small groups to plan their own activities to use in class.

5. Useful classroom management strategies

Of course, nobody is perfect and there will be times when you lose students’ attention and they are not on task. For these occasions, you can use a wealth of classroom management strategies to regain the class's attention. Here are a few techniques:

  • Walk around the classroom as students are working. They are less likely to go off-task if you are available and watching.
  • Stand next to or behind individuals who are not paying attention, or move your position to a strategic point in the classroom where everyone, particularly those who are not listening, can see and hear you clearly.
  • Have a code word. Choose a word before the lesson and display it on the board. Tell students that you will sometimes call out this word during the lesson and they need to pay special attention. You could ask students to do an action e.g. stand up and turn around, and give points to the first student who does so.
  • Silence. An old but effective trick is to stand in silence at the front of the class and wait for everyone to stop talking.

Your enthusiasm is key

Finally, if we want our students to be motivated and engaged in our lessons, we must show enthusiasm for what we are teaching. The more lively and animated you are about the lesson, the more the students will want to join you and learn.

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    Game-based learning in action: More than just play

    Gamification does not refer to the straightforward use of games (whether digital or otherwise) as part of a teaching or learning interaction. A teacher using the board game Monopoly in the classroom to demonstrate the idea of rent is not gamifying the learning environment; they are involving learners in game-based learning. GBL refers to the use of games as tools: as devices for opening discussion, presenting concepts or promoting learner engagement within clearly defined learning objectives, in other words, learning through playing games. Gamification is the appropriation of those principles, mechanics and dynamics that make games work in order to promote engagement or engender a desired outcome.

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    The notion of appropriateness in Sharma and Barrett’s definition is critical as, in the case of a GBL project, it assumes a teacher has a familiarity with both the tech and content accessibility of a selected game. Acquiring that level of familiarity with a game requires a certain amount of time engaging with it to determine its fit for the needs of the learners, an activity which might easily be considered off task when compared to the other demands being made on an educator’s schedule.

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    The benefits of GBL with digital games are potentially quite profound, however. First, studies indicate that playing video games in general can stimulate the generation of neurons and enhance connectivity between the regions of the brain responsible for memory formation, spatial orientation and strategic thinking. The right pairing of game and learning objectives could be argued to promote situated cognition, a theory that knowledge is constructed through – and inseparable from – social interactions and the context in which they take place. A learner immersed in SimCity stands a much greater chance of understanding the principles of taxation and the provision of public services through playing the role of a mayor, for example, than a learner being walked through the annual budget. As Lim et al. state: “games are effective because learning takes place within a meaningful context where what must be learned is directly related to the environment in which learning and demonstration take place”.

    Early-stage research on mirror neurons is adding a new aspect to the discussion around the immediacy of playing games. In short, mirror neurons suggest that when we observe someone performing an action, there is a brief moment in which our brain cells fire as if we are carrying out that action ourselves. The boundary between observer (player) and observed (in-game character) becomes blurred for a split second. A lot can happen in that split second.

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    So is GBL a waste of time? We’d argue that it is when its potential is not properly recognised and it is treated as light relief. Games are dynamic, engaging resources capable of delivering experiences and drawing connections that can really ignite a student’s learning experience. Furthermore, they bring a playful and unpredictable aspect to the learning process.