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  2. Reggio Emilia approach - Wikipedia

    en.wikipedia.org/wiki/Reggio_Emilia_approach

    The Reggio Emilia approach is an educational philosophy and pedagogy focused on preschool and primary education.This approach is a student-centered and constructivist self-guided curriculum that uses self-directed, experiential learning in relationship-driven environments. [1]

  3. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    Generally, game-based learning is designed to balance subject matter with gameplay and the ability of the player to retain, and apply said subject matter to the real world. [4] Children tend to spend hours playing hide and seek, learning the steps of digital games, such as chess, and engaging in creative games.

  4. Annemarie Palincsar - Wikipedia

    en.wikipedia.org/wiki/Annemarie_Palincsar

    Annemarie Sullivan Palincsar is a scholar of education known for her research on literacy instruction, [1] reciprocal teaching, [2] and cognitive apprenticeships. [3] Her involvement in the National Academies of Sciences, Engineering, and Medicine Research Council on the Prevention of Reading Difficulty in Young Children, [4] the National Research Council's Panel on Teacher Preparation, [5 ...

  5. Digital pedagogy - Wikipedia

    en.wikipedia.org/wiki/Digital_pedagogy

    Digital pedagogy is the part of pedagogy that studies the design, implementation and evaluation of educational situations comprising a significant component of digital technologies, as well as the necessary conditions for their implementation – synchronous and asynchronous interactions in virtual and mixed learning environments, learning ...

  6. Computer-supported collaborative learning - Wikipedia

    en.wikipedia.org/wiki/Computer-supported...

    Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. [1]

  7. Intelligent tutoring system - Wikipedia

    en.wikipedia.org/wiki/Intelligent_tutoring_system

    During the rapid expansion of the web boom, new computer-aided instruction paradigms, such as e-learning and distributed learning, provided an excellent platform for ITS ideas. Areas that have used ITS include natural language processing , machine learning , planning, multi-agent systems , ontologies , Semantic Web , and social and emotional ...

  8. Educational entertainment - Wikipedia

    en.wikipedia.org/wiki/Educational_entertainment

    They can teach children literacy, numerical, conceptual or motor skills. Many toys (e.g., a miniature piano) are simply colorful, scaled-down versions of more complex objects, and thus can base children in skills and benefits associated with the latter. It is up to grown-ups to guide children to the toy's proper use in order to make the most ...

  9. 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 ]

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