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Under his leadership, the Institute added a child development clinic and nursery school classrooms where they conducted research that would later accumulate into the area that would be called "Behavior Analysis of Child Development". [3] Skinner's behavioral approach and Kantor's interbehavioral approach were adopted in Bijou and Baer's model.
For example, the Chicago School Readiness Project trained teachers in classroom behavior management strategies in order to promote greater emotional support in the classroom. [1] Children in classrooms whose teachers’ received the intervention showed better self-regulation, fewer behavior problems, and better academic skills compared to ...
"Preventing Disruptive Behavior in the Urban Classroom: Effects of the Good Behavior Game on Student and Teacher Behavior". Education and Treatment of Children. 30 (2): 382– 92. doi: 10.1353/etc.2007.0002. JSTOR 42899920. Saigh, P A; Umar, A M (1983). "The effects of a good behavior game on the disruptive behavior of Sundanese elementary ...
The Good Behavior Game (GBG) is a "classroom-level approach to behavior management" [26] that was originally used in 1969 by Barrish, Saunders, and Wolf. The Game entails the class earning access to a reward or losing a reward, given that all members of the class engage in some type of behavior (or did not exceed a certain amount of undesired ...
There are eight basic learning centers in an early childhood/elementary classroom, according to the Stephen F. Austin State University Charter School program, each structured to expand the students’ experiences in a variety of meaningful and effective ways. Each center is constructed to encompass numerous objectives, including state and ...
Mixed-age classrooms: classrooms for children ages 2 + 1 ⁄ 2 or 3 to 6 years old are by far the most common, but 0–3, 3–6, 6–9, 9–12, 12–15, and 15–18-year-old classrooms exist as well; Student choice of activity from within a prescribed range of optional choices; Uninterrupted blocks of work time, ideally three hours long
Learning through play is a term used in education and psychology to describe how a child can learn to make sense of the world around them. Through play children can develop social and cognitive skills, mature emotionally, and gain the self-confidence required to engage in new experiences and environments.
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 ...