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Cooperative learning is an educational approach which aims to organize classroom activities into academic and social learning experiences. [1] There is much more to cooperative learning than merely arranging students into groups, and it has been described as "structuring positive interdependence."
Garden-based learning (GBL) encompasses programs, activities and projects in which the garden is the foundation for integrated learning, in and across disciplines, through active, engaging, real-world experiences that have personal meaning for children, youth, adults and communities in an informal outside learning setting. Garden-based learning ...
Movement in learning also known as movement-based instruction, is a teaching method based on the concept that movement enhances cognitive processes and facilitates learning. This approach emphasizes integrating movement into educational settings to optimize students' engagement and academic performance.
Cooperative learning was used as a baseline measure for the effects of cooperation. The sixth-grade and fifth grade classes hosted coops and trads, respectively. The study was confounded by changes in procedures for the coops and the departure of the trad teacher, resulting in a shortened, four week schedule.
Experiential education is a philosophy of education that describes the process that occurs between a teacher and student that infuses direct experience with the learning environment and content. This concept is distinct from experiential learning, however experiential learning is a subfield and operates under the methodologies associated with ...
Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. [1]
Thematic learning consists of a curriculum that is unified and dwells on an identified theme or topic, ideally guided by essential questions. The sources are not limited to textbooks. For example, in the social studies or history classroom, primary source texts and images encourage the development of critical reading skills.
A VTech educational video game. An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product (and could therefore also comprise more serious titles sometimes described under children's learning software).
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