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  2. Vivo Class - Wikipedia

    en.wikipedia.org/wiki/Vivo_Class

    Vivo Class uses a simulated economic system where the currency are electronic points called Vivos (pronounced Vee-vos). School teachers award their students Vivos for their achievements and positive actions according to the reward criteria set by their tutors and school management.

  3. Classroom management - Wikipedia

    en.wikipedia.org/wiki/Classroom_management

    To use rewards to inform students about their behavior, teachers must emphasize the value of the behavior that is rewarded and also explain to students the specific skills they demonstrated to earn the reward. Teachers should also encourage student collaboration in selecting rewards and defining appropriate behaviors that earn rewards. [15]

  4. Reinforcement - Wikipedia

    en.wikipedia.org/wiki/Reinforcement

    [35] [36] They may also use indirect rewards such through progress charts. Providing positive reinforcement in the classroom can be beneficial to student success. When applying positive reinforcement to students, it's crucial to make it individualized to that student's needs.

  5. 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.

  6. Good Behavior Game - Wikipedia

    en.wikipedia.org/wiki/Good_Behavior_Game

    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". If students engaged in actions that interfered with the lesson (e.g., getting out their seat, interrupting), that was a penalty point against the team—much like playing a sport.

  7. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    For example, many teachers set up reward programs in their classrooms which allow students to earn free time, school supplies or treats for finishing homework or following classroom rules. [ 4 ] Teaching machines with gamification features were developed by cyberneticist Gordon Pask from 1956 onwards, after he was granted a patent for an ...

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