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  2. Delayed gratification - Wikipedia

    en.wikipedia.org/wiki/Delayed_gratification

    Research on "hot" and "cool" strategies suggests that when children cognitively represent what they are waiting for as a real reward by focusing on the reward's arousing, "hot" qualities (taste, smell, sound, feel, etc.) their self-control and delay of gratification decreases, while directing attention to a symbol of the reward by focusing on ...

  3. Good Behavior Game - Wikipedia

    en.wikipedia.org/wiki/Good_Behavior_Game

    The study was the first application of applied behavior analysis to a whole classroom. In the original study, the classroom was divided into two teams. The students were to engage in the math or reading activities as teams. Paying attention, engaging in the lessons or activity, was the "good behavior".

  4. Reinforcement - Wikipedia

    en.wikipedia.org/wiki/Reinforcement

    Consequences that lead to appetitive behavior such as subjective "wanting" and "liking" (desire and pleasure) function as rewards or positive reinforcement. [2] There is also negative reinforcement, which involves taking away an undesirable stimulus. An example of negative reinforcement would be taking an aspirin to relieve a headache.

  5. Positive discipline - Wikipedia

    en.wikipedia.org/wiki/Positive_discipline

    Teachers can make deposits through praise, special activities, fun classroom jobs, smiles and appropriate pats on the backs. Some children have never experienced positive attention. Children long for attention; if they are not receiving positive attention they will exhibit behavior that will elicit negative attention.

  6. Stanford marshmallow experiment - Wikipedia

    en.wikipedia.org/wiki/Stanford_marshmallow...

    Building on information obtained in previous research regarding self-control, Mischel et al hypothesized that any activity that distracts a participant from the reward they are anticipating will increase the time of delay gratification. It was expected that overt activities, internal cognitions, and fantasies would help in this self-distraction.

  7. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    The use of collaborative game-based role-play for learning provides an opportunity for learners to apply acquired knowledge and to experiment and get feedback in the form of consequences or rewards, thus getting the experiences in the "safe virtual world". [17] The built-in learning process of games is what makes a game enjoyable.

  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. Overjustification effect - Wikipedia

    en.wikipedia.org/wiki/Overjustification_effect

    The overall effect of offering a reward for a previously unrewarded activity is a shift to extrinsic motivation and the undermining of pre-existing intrinsic motivation. Once rewards are no longer offered, interest in the activity is lost; prior intrinsic motivation does not return, and extrinsic rewards must be continuously offered as ...

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