Tips for effective online classroom management

色猫AV Languages
A young person in front of a laptop with headphones

Online language learning and teaching brings with it a lot of things to think about. The following tips are designed to help you plan your primary-level online classes effectively and manage students in a digital environment.

1. Keep energy levels high

The school environment is an active and incredibly social space. It’s hard to replicate this online, potentially leading to boredom and frustration among your students. For this reason, you should take regular 'movement breaks' during the day to energize them. You can do the following quick sequence sitting or standing:

  • Stretch your arms above your head and reach for the sky.?
  • Count to ten.?
  • Drop your left arm to your side and bend to your left while stretching your right arm over your head.?
  • Count to fifteen.?
  • Come back to an upright position and stretch both arms above your head.?
  • Count to ten.?
  • Drop your right arm to your side and bend to your right while stretching your left arm over your head.?
  • Count to fifteen.?
  • Come back to an upright position and stretch both arms above your head.?
  • Count to ten.?
  • Lean forward until your fingertips touch the floor (only go as far as is comfortable for your body), then cross your arms and release your head so it hangs gently between your legs.?
  • Count to fifteen.?
  • Come back upright, shake your arms and legs, and get back to work!

This excellent energy booster allows your students to revise parts of the body, commands and even make the link with other subjects.

2. Encourage casual socialisation

Small talk and gossip are fundamental parts of the regular school day. It’s essential to give students a few minutes to chat freely. It will help them feel relaxed and make your classes more comfortable.

Let your students do this in whatever language they want and don’t get involved, just like at school. Alternatively, ask someone to share a YouTube video, song, Instagram, or TikTok post in a digital show and tell.

3. Encourage the use of functional language

After students have been chatting freely in their own language, take the opportunity to bring in functional language depending on the subject they were talking about in English. This will help get them ready for the lesson. Here are some ways to do this:

  • Singing - Play a song and get them to sing along.?
  • Role-play - When students talk about food, you could role-play in a restaurant or talk about likes and dislikes.?
  • Guessing games - Students must read the animals' descriptions and guess what they are. You can make up your own descriptions.

4. Consider task and student density

To optimize learning time, consider dividing your class into smaller groups and teaching each one individually for part of the timetabled class time. You may find that you get more done in 15 minutes with eight students than you would be able to get done in 60 minutes with 32 students.

At the same time, you will be able to focus more easily on individual needs (you’ll be able to see all their video thumbnails on the same preview page). If it is not acceptable in your school to do this, divide the class so you’re not trying to teach everyone the same thing simultaneously.

Having the whole class do a reading or writing activity is a lost opportunity to use this quiet time to give more focused support to smaller groups of learners, so think about setting a reading task for half the class, while you supervise a speaking activity with the other half, and then swap them over.

Alternatively, set a writing activity for 1/3 of the students, a reading for 1/3 and a speaking activity for the remaining 1/3, and rotate the groups during the class.

5. Manage your expectations

Don’t expect to get the same amount of work done in an online class as in the classroom. Once you have waited for everyone to connect, get them to turn on their cameras, etc., you have less time to teach than you would usually have. Add this to the fact that it’s much more complex and time-consuming to give focused support to individual learners in a way that doesn’t interrupt everyone else.

So, don’t plan the same task density in online classes as you would for face-to-face teaching. Explore flipping some of your activities, so your students arrive better prepared to get to work.

It’s also much harder to engage students, measure their engagement and verify that they are staying on task online than in the physical classroom. In an online class, measuring engagement and reading reactions is harder. Always clearly explain the objectives and why you have decided on them. Regularly check to see if everyone understands and is able to work productively.

When you’re all online, you can’t use visual clues to quickly judge whether anyone is having difficulties, like you can in the classroom. Ask direct questions to specific students rather than asking if everyone understands, or is OK. During and at the end of class, check and reinforce the achieved objectives.

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    We feel that game-based learning (GBL) is a waste of time… if not properly understood. Even then, one could argue that "wasting time" is a vital part of learning and perhaps we need to stop insisting that every second counts.

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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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    Sharma and Barrett’s definition of blended learning provides a useful context for approaching the use of digital games in such modalities, notably the combination of “a face-to-face classroom component with an appropriate use of technology”. We’re making no assumptions about whether the games are being accessed in the classroom, on mobile or online at home. The blend isn’t defined by where a learner is, but by how their use of technology supports and enhances their contact with the teacher.

    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.

    How GBL fuels engagement and deeper learning

    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.

    In addition to the benefits of an immersive, neuron-stroking experience, games demonstrably promote learner engagement by introducing the F-bomb into the mix (fun). They also have the capacity to provide an unrivalled social experience, as in the case of MMORPGs (massively multiplayer online role-playing games). As an example, consider how a leading MMORPG game, World of Warcraft, is applied in learning environments.

    Addressing concerns and embracing change

    However, there are often deep-seated cultural aversions to the use of games in an educational context that GBL initiatives are required to overcome. Critics have said that digital games are anti-social, that they rot your attention span, that they are not legitimate, validated learning resources. Although there is not yet a body of research that can empirically confirm or debunk the effectiveness of games used for learning, surely watching a learner plan, execute and evaluate a project in Minecraft with classmates suggests that those objections are based on dated assumptions. The language learning space in particular is still very much attached to a coursebook paradigm that is predicated on levels and a clearly defined syllabus. Perhaps GBL is too much at odds with an established business model that is the bedrock of too many large education organisations.

    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.