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  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    A system of game elements which operates in the classroom is explicit, and consciously experienced by the students in the classroom. There is no hidden agenda by which teachers attempt to coerce or trick students into doing something. Students still make autonomous choices to participate in learning activities.

  3. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    Game-based learning is an expansive category, ranging from simple paper-and-pencil games like word searches all the way up to complex, massively multiplayer online (MMO) and role-playing games. [16] The use of collaborative game-based role-play for learning provides an opportunity for learners to apply acquired knowledge and to experiment and ...

  4. Teaching method - Wikipedia

    en.wikipedia.org/wiki/Teaching_method

    A teaching method is a set of principles and methods used by teachers to enable student learning.These strategies are determined partly by the subject matter to be taught, partly by the relative expertise of the learners, and partly by constraints caused by the learning environment. [1]

  5. Mastery learning - Wikipedia

    en.wikipedia.org/wiki/Mastery_learning

    The motivation for mastery learning comes from trying to reduce achievement gaps for students in average school classrooms. During the 1960s John B. Carroll and Benjamin S. Bloom pointed out that, if students are normally distributed with respect to aptitude for a subject and if they are provided uniform instruction (in terms of quality and learning time), then achievement level at completion ...

  6. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    In his book What Video Games Have to Teach Us About Learning and Literacy, James Paul Gee talks about the application and principles of digital learning. Gee has focused on the learning principles in video games and how these learning principles can be applied to the K-12 classroom. Successful video games are good at challenging players.

  7. Creative education - Wikipedia

    en.wikipedia.org/wiki/Creative_education

    By using technology in the classroom, the can use the interest in technology as leverage to maintain student engagement. The technology skills are also more relevant to today's time. Additionally, teachers are encouraged to continually learn and change their teaching strategy by speaking with other instructors and allowing others to weigh-in on ...

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  9. Classroom management - Wikipedia

    en.wikipedia.org/wiki/Classroom_management

    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 ...

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