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The first is challenge-based learning/problem-based learning, the second is place-based education, and the third is activity-based learning. Challenge-based learning is "an engaging multidisciplinary approach to teaching and learning that encourages students to leverage the technology they use in their daily lives to solve real-world problems ...
Maker education is an offshoot of the maker movement, which Time magazine described as "the umbrella term for independent innovators, designers and tinkerers. A convergence of computer hackers and traditional artisans, the niche is established enough to have its own magazine, Make, as well as hands-on Maker Faires that are catnip for DIYers who used to toil in solitude". [3]
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. For themes related to current events, analysis of modern media hones media literacy skills. [6] Various teaching and learning methods can be used.
Instructional design (ID), also known as instructional systems design and originally known as instructional systems development (ISD), is the practice of systematically designing, developing and delivering instructional materials and experiences, both digital and physical, in a consistent and reliable fashion toward an efficient, effective, appealing, engaging and inspiring acquisition of ...
[3] [4] On the other hand, pedagogy is a practice-oriented discipline concerned with the normative study of the applied aspects of teaching in real teaching contexts, i.e., inside the classroom. [5] [4] Pedagogy draws from didactic research and can be seen as an applied component of didactics. [4]
Deeper learning is supported when students design and create an artifact that requires understanding and application of knowledge. DBL activity supports iteration as students create, assess, and redesign their projects. The work's complexity often requires collaboration and specialized roles, providing students with the opportunity to become ...
It views play in kindergarten as a "foundational activity to be included in every type of educational activity" – i.e. play is a must in education. [ 5 ] Starting in 2001, Anji Play was entirely developed outside of the influence of Western educational philosophy, [ 6 ] though the program’s tenets and the methods used to develop it share ...
Experiential education can involve various tools like field work, policy and civic activity, and entrepreneurship outside of the classroom along with games, simulations, and role plays. In these activities, students may establish group goals, practice decision-making skills, and develop leadership skills, which can also enhance student ...