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Reverse Jigsaw is a cooperative learning technique used in classroom settings. Students are broken up into groups and given a task or topic to discuss, which is afterwards presented to the class by a chosen member of each group.
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 ...
At the private school, students in the experimental class received the cooperative learning program for 90 minutes each day, twice a week, for four weeks. At the public school, students in the experimental class received the Jigsaw program for an hour a day, five days a week, for three weeks. Measures were taken pre- and post-intervention.
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in ...
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]
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).
A highly effective physical education program aims to develop physical literacy through the acquisition of skills, knowledge, physical fitness, and confidence. [7] Physical education curricula promote healthy development of children, encourage interest in physical activity and sport, improve learning of health and physical education concepts, and accommodate for differences in student ...
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