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Thinking Maps were intended to standardize the language and visual organization used in education, which the company believed would close the achievement gap by establishing common ground. The idea was that if all children have the same background knowledge, less time would be spent teaching and re-teaching thought processes.
Student achievement Students with and without learning disabilities improve achievement across content areas and grade levels. [11] Thinking and learning skills; critical thinking When students develop and use a graphic organizer their higher order thinking and critical thinking skills are enhanced. [11]
Within game-based learning initiatives, students might use Gamestar Mechanic or GameMaker to create their own video game or explore and create 3D worlds in Minecraft. In these examples, the learning agenda is encompassed within the game itself. Some authors contrast gamification of learning with game-based learning.
Games alone will not make schools more efficient, cannot replace teachers or serve as an educational resource that can reach an infinite number of students. The extent of the roles games will play in learning remains to be seen. More research in this area is needed to determine impact of games and learning.
Some of the learning principles that good games incorporate include: identity development, interactive approaches, student production, risk-taking, individual customization, personal agency, well-ordered problems, challenges and consolidation, "just-in-time" and "on demand", situated meanings, systems thinking, active exploration, thinking ...
The DSRP method has been used extensively in educational settings from preschool through post-secondary settings. The DSRP method, as applied in education, is intended to work with existing subject-specific curricula to build thinking skills and provide a way for students to structure content knowledge. [14]
For example, students learning to become adept on differential equations may face stressful situations, high loads of study, and a difficult environment. Studies suggest that the negative impact of such conditions can be reduced by letting students know ahead of time what might occur and equipping them with skills to manage.
SCAMPER is an activity-based thinking process that can be performed by Cooperative learning.Here the teacher assists the students in choosing a particular topic and helps them to develop it through a structured process. [4]