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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 ...
Domain-general views instead suggest that children possess a "general developmental function" where skills are interrelated through a single cognitive system. [2] Therefore, whereas domain-general theories would propose that acquisition of language and mathematical skill are developed by the same broad set of cognitive skills, domain-specific ...
The culture and context of a place or organization includes such factors as a way of thinking, behaving, or working, also known as organizational culture. [2] For a learning environment such as an educational institution, it also includes such factors as operational characteristics of the instructors, instructional group, or institution; the ...
For example, researchers believe that with maturation, one is able to hold more complex structures in their working memory, which results in an increase of possible computations that underlie inference and learning. [7] Thus, working memory can be viewed as a domain-general mechanism that aids development across many different domains.
The UDL framework, first defined by David H. Rose, Ed.D. of the Harvard Graduate School of Education and the Center for Applied Special Technology (CAST) in the 1990s, [2] calls for creating a curriculum from the outset that provides: Multiple means of representation give learners various ways of acquiring information and knowledge,
In education, adaptive behavior is defined as that which (1) meets the needs of the community of stakeholders (parents, teachers, peers, and later employers) and (2) meets the needs of the learner, now and in the future. Specifically, these behaviors include such things as effective speech, self-help, using money, cooking, and reading, for example.
The role of a gamified learning environment may be structured to provide an overarching narrative which functions as a context for all the learning activities. For example, a narrative might involve an impending zombie attack which can be fended off or a murder mystery which can be solved, ultimately, through the process of learning. Learning ...
The last factor deals with the student's positive or negative experience of learning, and is called emotional-affective engagement. These internal engagement factors are not stable, and can shift over time or change as the student moves in and out of the school environment, classroom environment, and different learning tasks. [39]