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It was designed to provide an experimental analysis of the effects from interventions, which includes both instruction and curriculum. This is one of the most important conundrums to surface on CBM: To evaluate the effects of a curriculum, a measurement system needs to provide an independent "audit" and not be biased to only that which is taught.
“decoding” is simply recognition of written words [1] and “language comprehension” means understanding language, whether spoken or written. Decoding (D) x (Oral) Language Comprehension (LC) = Reading Comprehension (RC) [2] The parts of the equation are: (D) Decoding: Converting written words into spoken language [3]
The choice of the right channel affects successful communication. For example, a classroom teacher has to decide which contents to present orally, by talking about them, and which ones to present visually through books. The choice also depends on the receiver whose decoding skills may be better for some channels than for others. [51] [60]
In the classroom, there is a development of cues between the teacher and student. Classrooms develop their own ways of talking and communicating information. Once a set of verbal and nonverbal behaviors takes place in a classroom on a consistent basis, it becomes a norm or set of rules within the classroom.
The Good Behavior Game (GBG) is a "classroom-level approach to behavior management" [26] that was originally used in 1969 by Barrish, Saunders, and Wolf. The Game entails the class earning access to a reward or losing a reward, given that all members of the class engage in some type of behavior (or did not exceed a certain amount of undesired ...
Positive behavior interventions and supports (PBIS) is a set of ideas and tools used in schools to improve students' behavior.PBIS uses evidence and data-based programs, practices, and strategies to frame behavioral improvement relating to student growth in academic performance, safety, behavior, and establishing and maintaining positive school culture.
Instructional scaffolding is the support given to a student by an instructor throughout the learning process. This support is specifically tailored to each student; this instructional approach allows students to experience student-centered learning, which tends to facilitate more efficient learning than teacher-centered learning.
The Good Behavior Game was first used in 1967 in Baldwin City, Kansas by Muriel Saunders, who was then a new teacher in a fourth-grade classroom. Muriel Saunders, Harriet Barrish (a graduate student at the University of Kansas), and the professor and co-founder of applied-behavior analysis, the late Montrose Wolfe , co-created the Good Behavior ...