enow.com Web Search

Search results

  1. Results from the WOW.Com Content Network
  2. Recess (break) - Wikipedia

    en.wikipedia.org/wiki/Recess_(break)

    Netherlands, 1934 Sweden, 2006 Vietnam, 2014. Recess is a general term for a period in which a group of people are temporarily dismissed from their duties.. In education, recess is the American and Australian term (known as break or playtime in the UK), where students have a mid morning snack and play before having lunch after a few more lessons.

  3. Play (activity) - Wikipedia

    en.wikipedia.org/wiki/Play_(activity)

    The act of play time is a cross-cultural phenomenon that is universally accepted and encouraged by most communities; however, it can differ in the ways that is performed. [16] Some cultures, such as Euro-American ones, encourage play time in order to stress cognitive benefits and the importance of learning how to care for one's self.

  4. Learning through play - Wikipedia

    en.wikipedia.org/wiki/Learning_through_play

    Examples of how mutually directed play is beneficial for both children and adults [53] Environmental Preparation; Adults set up the play environment with specific toys or materials to support learning. For example, a teacher might choose toys for a classroom activity, or a museum might design exhibits for children to explore.

  5. A parent-child educator talks about the importance of ... - AOL

    www.aol.com/parent-child-educator-talks...

    For premium support please call: 800-290-4726 more ways to reach us

  6. Parten's stages of play - Wikipedia

    en.wikipedia.org/wiki/Parten's_stages_of_play

    Stages of play is a theory and classification of children's participation in play developed by Mildred Parten Newhall in her 1929 dissertation. [1] Parten observed American preschool age (ages 2 to 5) children at free play (defined as anything unrelated to survival, production or profit). Parten recognized six different types of play:

  7. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [1] [2] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [3]

  8. Observational learning - Wikipedia

    en.wikipedia.org/wiki/Observational_learning

    The classroom setting is one significant example, and it functions differently for Indigenous communities compared to what is commonly present in Western schooling. The emphasis of keen observation in favor of supporting participation in ongoing activities strives to aid children to learn the important tools and ways of their community. [ 28 ]

  9. Recreation - Wikipedia

    en.wikipedia.org/wiki/Recreation

    Recreation is an activity of leisure, leisure being discretionary time. [1] The "need to do something for recreation" is an essential element of human biology and psychology. [2] Recreational activities are often done for enjoyment, amusement, or pleasure and are considered to be "fun".