Intro
I am a firm believer that students learn better working hands-on or being interactive especially younger students mainly because I work around kids ages 4-12. Interactive learning involves engaging students in active daily activities while learning in the process. There are many programs or apps that can get kids active, I’ve found that GoNoodle is a perfect example of using interactive learning technology to get students involved with learning.
Curiosity
GoNoodle can be a force of happiness, health, and self-discovery for kids and adults. Using the good energy of kids and where they are today: online, at schools and home, in the metaverse, and beyond. Grounding them in the joy of being silly, mindful, and curious. “Motivation to learn is promoted when a learner’s curiosity is aroused due to a perceived gap in current knowledge”. (Reiser & Dempsey, 2018). Go Noodle wants the students to be curious, get messy, and never stop playing.
They bring creative and fearless thinking into the world, are not afraid of asking questions, get messy, make a few mistakes, and take purposeful risks. Working together to bring joy to the world we live in, inside and outside of GoNoodle. Curiosity is considered a strong motivator of learning, the curiosity from the dancing and singing from GoNoodle are sure to keep the students engaged and active during the learning process. GoNoodle offers videos from 1 minute to 20 minutes so it can fit in any setting.
Goals
According to CDC Healthy Schools, classroom physical activity is important and can benefit students. Classroom physical activity is any physical activity done in the classroom. Integrating physical activity into academic instruction as well as providing breaks from instruction specifically designed for physical activity. Physical activity can help students by improving their concentration and ability to stay on-task, reducing disruptive behavior, like fidgeting, and improving their motivation and engagement in the learning process, which is done by moving and having hands-on contact with their environment. A teacher's goal should be to lead students and help them to explore, follow, and achieve their dreams. Dempsey and Reisner state that, “Motivation to learn is promoted when the knowledge to be learned is perceived to be meaningfully related to one’s goal” (Reiser & Dempsey, 2018). SuperNoodle powered by GoNoodle focuses on eight core competencies: Connection, Choice, Coping Skills, Creativity, Compassion, Curiosity, Collaboration, and Confidence.: Building confidence is what we are looking for as an educator, making learning fun and engaging so that the students stay motivated to work towards their goals. GoNoodle uses the ideas of physical activity and academic performance. Given the educator the option to get the students' energy up or calm them down before a test. High-energy videos and interactive activities capture students' attention and get them moving in this fun, cooperative physical activity-based game. This is a great way that gives students a chance to give their brains a break and have some movement. Sitting at a desk all day can be difficult for many students. This allows them to get up and move around and learn. When the video starts, it tells the students what the purpose of that video is. Students know what to expect and can follow the video.
The Anticipatation
GoNoodle can be used after lessons or at random points in the day. It can work as a reward system for younger students and motivate them to finish their work. Motivation to learn is promoted when learners anticipate and experience satisfying outcomes to a learning task (Reiser & Dempsey, 2018). Young people will feel good about accomplishing a task, and after being rewarded with some kind of treat or gift, they will continue to be motivated knowing that if they complete the task, some kind of reward will be given for completing the task given to them. There are many different videos with different themes and durations so they can be used in whatever way the educator sees appropriate.
References
(Reiser, 20170110, p. 81)
Reiser, R. A., Dempsey, J. V. (20170110). Trends and Issues in Instructional Design and Technology, 4th Edition. [VitalSource Bookshelf 10.3.3]. Retrieved from vbk://9780134237015.
Centers for Disease Control and Prevention. (2022a, July 27). Classroom physical activity. Centers for Disease Control and Prevention. https://www.cdc.gov/healthyschools/physicalactivity/classroom-pa.htm
Jlwebster. (2022, October 17). Let’s learn alittle, let’s dance alittle. IDT520_Blog_Original. https://drdeason.wixsite.com/201911-blog-idt520/post/let-s-learn-alittle-let-s-dance-alittle
Page. GoNoodle. (n.d.). https://www.gonoodle.com/company/p/who-we-are
YouTube. (2022, January 17). Get your alpha groove on! | alphabet dance along | Gonoodle. YouTube.https://www.youtube.com/watch?v=BrGnv8AxRYI
Harnessing Curiosity for Engagement
GoNoodle serves as a powerful tool to arouse curiosity among children by leveraging interactive and engaging activities. Reiser and Dempsey highlight that "motivation to learn is promoted when a learner’s curiosity is aroused due to a perceived gap in current knowledge" (Reiser & Dempsey, 2017). GoNoodle’s activities are designed to create this curiosity by presenting new and exciting challenges that children can explore. The platform encourages students to ask questions, get messy, and take risks, which are essential elements of curiosity (Fox, 2023, n.d.). For example, a child might wonder why a particular dance move is difficult and will be motivated to learn more about it. This process aligns with Berlyne’s concept of epistemic curiosity,…
Do a Little Dance
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