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A system of game elements which operates in the classroom is explicit, and consciously experienced by the students in the classroom. There is no hidden agenda by which teachers attempt to coerce or trick students into doing something. Students still make autonomous choices to participate in learning activities.
One of the key issues is the way one or two people can begin to dominate the possible 'airtime' by doing 50-70% of the talking. [7] Another important area of research is the group allocation method or make up of the group, and the possible benefits of multicultural, different skills, or educational attainment.
It was established based on the fulfillment of instructional pedagogy. It is used in meeting well-defined instructional objectives. It is a learning strategy in which there are small group of learners with different levels of abilities, wherein they all come together to accomplish a shared learning goal. [2] [circular reference]
Game-based learning is an expansive category, ranging from simple paper-and-pencil games like word searches all the way up to complex, massively multiplayer online (MMO) and role-playing games. [16] The use of collaborative game-based role-play for learning provides an opportunity for learners to apply acquired knowledge and to experiment and ...
In education, virtual learning environments are simulated experiences which utilize the pedagogical strategies of instructional modeling and role playing for the teaching of new concepts. The environment in which the experiences are presented is a virtual one often accessed via a computer or other video projection interface.
Team-Based Learning Collaborative – An international organization of educators who encourage and support the use of Team-Based Learning in all levels of education. Team-Based Learning: Group Work that Works by Faculty Innovation Centre, University of Texas at Austin (12 min)—An introductory video on the components of TBL, its use, and how ...
According to one study, applying the strategies of mastery learning in a class resulted in the increase of students with the grade of A from 20 percent to 80 percent (about two standard deviation), and using the formative evaluation records as a base for quality control helped the teacher to improve the strategies and increase the percent of ...
Competition-based learning (CBL) is a student-centered pedagogy that combines project-based learning and competitions. [1] This can sometimes be referred to as game-based learning as well, which is different than gamification. [citation needed] CBL also utilizes team-based learning (or Active Collaborative Learning, ACL) and problem-based ...