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Juego de estrategia minimalista

Installing 4DX with Your Organization

The need for new strategies and technologies to improve teaching and learning has become an essential issue in our ever-changing educational world. In this sense, the 4DX methodology, which includes the four execution disciplines, is a helpful tool for implementing my innovation plan and bringing about significant changes in my educational environment. In the following lines, you will be able to observe the development and execution of a 4DX strategy to introduce gamification in mathematics teaching. The set of strategies will prioritize the establishment of clear objectives, the accurate monitoring of progress, the direction of team efforts toward impactful activities, and the instilling of a sense of duty among team members. Likewise, integrating 4DX into my innovation plan will promote a desire for continuous improvement and dynamic educational commitment to achieve a lasting change in people's behavior in my organization's learning environment.

The 4 Disciplines of Execution

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Discipline 1: Focus on the Wildly Important- Clearly Define Success:

My Wildly Important Goal (WIG) is to improve the mathematics teaching and learning process at the prekindergarten level through gamification. By clearly defining the goal and impact I want on teaching and learning mathematics through the technological tool of gamification, I will increase student engagement and mathematical understanding by 30% and 25% improvement in individualized learning assessments CIRCLE (standardized tests) by the end of the school year 2024-2025.

Discipline 2: Act on Lead Measures – Identify Key Drivers:

The actions I intend to implement will indicate achieving the desired outcome and can be influenced by team members. I plan to create various interactive math games using technologically tailored resources for prekindergarten students. I also will offer training to educators on how to incorporate gamification into the prekindergarten math domains and skills included in the Texas Prekindergarten Guidelines.

Discipline 3: Keep a Compelling Scoreboard – Visualize Progress:

I will create and maintain a simple, attractive, visible scoreboard where team members can instantly determine if they are winning or losing. This scoreboard will track progress, show student participation in math gamification activities, and allow you to observe achievements and progress to motivate students and educators.

Discipline 4: Create a Cadence of Accountability – Foster Regular Feedback:

I will plan and develop weekly 15-minute meetings with prekindergarten teachers every Monday during PLC time to discuss the process of implementing gamification strategies in the teaching and learning of mathematics and celebrate the achievements. I encourage communication and collaboration between teachers to discuss what improvements we can address and the problems we detect as we advance in gamification to address the difficulties in the weakest mathematical part.

5 Stages of Change

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How the Influencer Model and 4DX complement/supplement each other.

My innovation plan aims to improve mathematics education by incorporating gamification techniques, such as preschool games, that provide a more enjoyable and enjoyable learning experience. This approach combines the influence model with the 4DX discipline to create a comprehensive and effective teaching strategy. The influence model aims to use gamification in the classroom by identifying influential educators who can motivate and lead change. On the contrary, 4DX offers a logical framework for setting goals, setting crucial standards, and ensuring accountability during every stage of the process. In this sense, the combination of these methodologies not only fosters educational engagement and enthusiasm among teachers and children in prekindergarten but also fosters an atmosphere conducive to the practical and lasting use of innovative mathematical learning strategies in the preschool environment. The influence model and 4DX have a strategic partnership that ensures a comprehensive and focused approach to early math education to positively impact and change an organization's behaviors.

References

Grenny, J., Patterson, K., Maxfield, D., McMillan, R., & Switzler, A. (2013). Influencer: The new science of               leading change. New York, NY: McGraw-Hill.

​McChesney, C., Covey, S., & Huling, J. (2016). The 4 disciplines of execution: Achieving your wildly                        important goals. New York: Free Press. 

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