Which distinctive attributes can describe the student in the best way?

0%

1. Introduction
Page 1 of 2

Please, read the text below for more information about the survey.
 

1. Dear All,

I. Objective

As teachers we are all coming across students with specific attributes and our role is to come up with solutions to educate them through implementing modifications to our teaching strategies and classroom accommodations. Howard Gardner, in his Multiple Intelligence Theory (MIT), has already proved that each learner is able to acquire knowledge if her/his wants and needs are addressed during classes through use of the Five Entry Points, namely narrational – read or tell a story, experimental – hands on approach, aesthetic – sensory and surface features, logical (quantative) – at least causes and consequences and foundational – asking big questions. The main objective in the form of a question is which distinctive attributes can describe the student in the best way possible?

II. Expected Solution

By filling in this amazingly short survey you are taking part in a project entitled “Access” – the gamification advantageous plus created collaboratively tool using mathematical fuzzy relations that would get a handle on a pathway of describing the student and suggesting accommodations for each individual. To build on that we will be able to teach students any given soft skills including a flexible system of awards provided for brining any mission to successful conclusion in a classroom.

III. Goals

- Setting the rules and system of the multi-perspective game tool for learners as well as system of awards
- Collaborating with students and their parents plus defining their expectations towards learning process through use of the game tool
- Collaborating with form teachers, subject-teachers, educators, psychologists, neurologists and others in order to define their expectations towards students’ characteristics and flexible environmental game tool use to implement and master learners’ soft skills in a classroom
- Using SWOT analysis in order to predict the game’s environmental Strengths, Weaknesses, Opportunities and possible Threats maximising the final product stability
- Using the fuzzy relations as the system of collecting data in order to provide the best fit for a particular student’s distinctive attributes collected by the group of experts and further thanks to answering a quite detailed questions we will be able to suggest the classroom accommodations in the ISOB environment likewise

Thank you in advance for filling in the survey.

IV. Project Outline

*Introduction
*Main aim
*Secondary goals
*Hypothesis
*Research methodology
*Chapter 1: Glossary and rules of the game
*Chapter 2: Students’ wants and needs. Description
*Chapter 3: Teachers’ expectations
*Chapter 4: Parents’ expectations
*Chapter 5: SWOT analysis
*Chapter 6: Study and its results
*Conclusion and recommendations
*Bibliography
*Appendix

V. More information

- On visual, kinaesthetic, auditory, reading and writing learners: “Finding Your Fit: The 4 Most Common Types of Learners.” Finding Your Fit: The 4 Most Common Types of Learners | Rasmussen College, www.rasmussen.edu/student-experience/college-life/most-common-types-of-learners/.
- On Howard Gardner's types of intelligence: S4E. “Types of Intelligence | 8 Kinds of ‘Smart.’” Diana Waring Presents, www.dianawaring.com/types-of-intelligence.
- On Myers-Briggs types of learners: S4E. “Learning Styles.” Diana Waring Presents, www.dianawaring.com/learning-styles.
- On 7 different types of learners, see: Watanabe-Crockett, Lee. “The 7 Most Common Learning Types [Infographic].” WSLearning-White, www.wabisabilearning.com/blog/7-learning-types-infographic.

Check out our survey templates or create your own.