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The number of cells can be gradually increased to four across

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The number of cells can be gradually increased to four across

deleting a region of DNA or adding a new segment
For example, Bingo can be used to review basic facts and concepts. Students who require more immediate feedback and recognition of their efforts might begin with a Bingo board that has only
three cells across and three cells down. The number of cells can be gradually increased to four across, four down, then five, and so forth. Computer Games: Computer games increase opportunities for responding and active engagement and provide immediate feedback about accuracy. In addition, many students with ADHD find computer learning games highly reinforcing.


Student-Created Reviews
Students can create ways of reviewing previously taught content. For example, they may create
questions and answers for a card game such as Go Fish or Concentration.


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{"id"=>2345, "level_no"=>1, "level_title"=>"New Section", "notes"=>"<p><span style=\"font-weight: 400;\">For example, Bingo can be used to review basic facts and concepts. Students who require more immediate feedback and recognition of their efforts might begin with a Bingo board that has only</span><span style=\"font-weight: 400;\"><br /></span><span style=\"font-weight: 400;\">three cells across and three cells down. The number of cells can be gradually increased to four across, four down, then five, and so forth.</span><span style=\"font-weight: 400;\"><br /><br /></span></p>\n<p><span style=\"font-weight: 400;\">Computer Games: Computer games increase opportunities for responding and active</span><span style=\"font-weight: 400;\"><br /></span><span style=\"font-weight: 400;\">engagement and provide immediate feedback about accuracy. In addition, many</span><span style=\"font-weight: 400;\"><br /></span><span style=\"font-weight: 400;\">students with ADHD find computer learning games highly reinforcing.</span><span style=\"font-weight: 400;\"><br /><br /></span></p>\n<p><span style=\"font-weight: 400;\">Student-Created Reviews </span><span style=\"font-weight: 400;\"><br /></span><span style=\"font-weight: 400;\">Students can create ways of reviewing previously taught content. For example, they may create&nbsp;</span></p>\n<p><span style=\"font-weight: 400;\">questions and answers for a card game such as Go Fish or Concentration.</span><span style=\"font-weight: 400;\"><br /><br /></span></p>", "challenge_id"=>1074, "created_at"=>Wed, 17 Jan 2024 11:03:03.683686000 UTC +00:00, "updated_at"=>Wed, 17 Jan 2024 11:03:03.683686000 UTC +00:00}

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Description

For example, Bingo can be used to review basic facts and concepts. Students who require more immediate feedback and recognition of their efforts might begin with a Bingo board that has only
three cells across and three cells down. The number of cells can be gradually increased to four across, four down, then five, and so forth.

Computer Games: Computer games increase opportunities for responding and active
engagement and provide immediate feedback about accuracy. In addition, many
students with ADHD find computer learning games highly reinforcing.

Student-Created Reviews
Students can create ways of reviewing previously taught content. For example, they may create 

questions and answers for a card game such as Go Fish or Concentration.

ADHD is one of the most commonly dsagas In a 2016 Centers for Disease Control and Prevention study, scientists found that 6.1 million children aged 2-17 years living in the U.S. had been diagnosed with attention-deficit/hyperactivity disorder (ADHD), which is similar to previous en Ages 6-11: Approximately 2.4 million children Ages 12-17: Approximately 3.3 million children
Open Virtual Reality

Description

Choice as Reward: Choice in and of itself appears to be highly reinforcing.
Provide choices of activities between assignments or embed choices within
assignments (e.g., choice of materials, readings, response modes, peer partners).
Choices also provide students practice in decision making.

Checking With Chimes: In order to teach students to monitor their attention to
task, set reminders at random intervals on an electronic device, such as a
smartphone or kitchen timer. Time intervals should be set based on the student’s
attention span and the pace of the lesson (typically 3 to 5 minutes). When the
tone sounds, the student charts or marks whether she is engaged in learning. A simple yes or no checklist works well. Students can monitor their own behaviors by giving themselves points or checkmarks for appropriate behavior. Extra points
may be awarded when student and teacher ratings match. The student could then chart her score using a computer program, tablet, smartphone, graph paper, or
poster board.

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