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The Good Behavior Game (GBG) is a classroom management strategy used to increase self-regulation, group regulation and stimulate prosocial behavior among students while reducing problematic behavior. [1] Major research at Johns Hopkins Center for Prevention and Early Intervention has studied three cohorts of thousands of student, some of whom ...
A Circle of Friends consists of a "focus" child, for whom the group was established, six to eight classroom peers, and an adult facilitator who meet once weekly to socialize and work on specific goals. Most available resources about the Circle of Friends approach are geared toward its use with school-aged children with various difficulties.
Meaningful play is discussed in the disciplines of psychology, education, counselling and law.It is also utilized in the fields of video games.While there appears to be no exact moment when the term was created, it first started to appear in the field of video games with the book Rules of Play, and was further adapted into other fields such as psychology soon after with a modified definition.
School systems set rules, and if students break these rules they are subject to discipline. These rules may, for example, define the expected standards of school uniforms, punctuality, social conduct, and work ethic. The term "discipline" is applied to the action that is the consequence of breaking the rules.
Children playing Simon Says with "Simon" (the controller) in the foreground. Simon Says is a children's game for three or more players. One player takes the role of "Simon" and issues instructions (usually physical actions such as "jump in the air" or "stick out your tongue") to the other players, which should be followed only when succeeding the phrase "Simon says".
Learning through play. Learning through play is a term used in education and psychology to describe how a child can learn to make sense of the world around them. Through play children can develop social and cognitive skills, mature emotionally, and gain the self-confidence required to engage in new experiences and environments.
Playfulness by Paul Manship, 1912–1914. Play therapy is an evidence based approach for children that allows them to find ways to learn, process their emotions, and make meaning of the world around them. Play therapy can be used for several reasons including trauma, autism, behavior, attachment, and language.
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] Gamification, broadly defined, is the process of ...
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