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  2. Active Student Response Techniques - Wikipedia

    en.wikipedia.org/wiki/Active_Student_Response...

    The foundation of active student response techniques is behaviorism's stimulus-response-reinforcement paradigm. A stimulus is any environmental change that may produce a response. In an academic setting, a stimulus is often a verbal cue. The response may be any change by the subject, such as an emotion or a behavior.

  3. Positive behavior interventions and supports - Wikipedia

    en.wikipedia.org/wiki/Positive_Behavior...

    Positive behavior interventions and supports (PBIS) is a set of ideas and tools used in schools to improve students' behavior.PBIS uses evidence and data-based programs, practices, and strategies to frame behavioral improvement relating to student growth in academic performance, safety, behavior, and establishing and maintaining positive school culture.

  4. Good Behavior Game - Wikipedia

    en.wikipedia.org/wiki/Good_Behavior_Game

    In the sixth-grade classroom, several experimental manipulations (i.e., eliminating the consequences, changing the maximum number of marks needed to win, eliminating feedback, and keeping the class intact) were performed to identify which components of the game were the most effective in reducing disruptive behavior.

  5. Positive behavior support - Wikipedia

    en.wikipedia.org/wiki/Positive_behavior_support

    For example, teachers and parents need strategies they are able and willing to use and that affect the child's ability to participate in community and school activities. By changing stimulus and reinforcement in the environment and teaching the person to strengthen deficit skill areas, their behavior changes.

  6. 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.

  7. 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 ...

  8. Active learning - Wikipedia

    en.wikipedia.org/wiki/Active_learning

    A reaction to a video is also an example of active learning. [31] A small group discussion is also an example of active learning because it allows students to express themselves in the classroom. It is more likely for students to participate in small group discussions than in a normal classroom lecture because they are in a more comfortable ...

  9. Behavior management - Wikipedia

    en.wikipedia.org/wiki/Behavior_management

    For example, Cotton (1988) reviewed 37 studies on tokens, praise, and other reward systems and found them to be effective in managing student classroom behavior. [10] A comprehensive review of token procedures to match children's level of behavioral severity is found in Walker's text "The Acting Out Child." [11]

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