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Cooperative learning is an educational approach which aims to organize classroom activities into academic and social learning experiences. [1] There is much more to cooperative learning than merely arranging students into groups, and it has been described as "structuring positive interdependence."
Student teams-achievement divisions (STAD) is a Cooperative learning strategy in which small groups of learners with different levels of ability work together to accomplish a shared learning goal. [1] It was devised by Robert Slavin and his associates at Johns Hopkins University.
There are four basic approaches to classifying the games used in physical education: [1]. Game categories This is a classification scheme proposed by Nicols, who classifies games according to three major categories: the game's physical requirements (i.e. what the game requires in addition to the players — equipment, size and nature of playing field, and so forth), the structure of the game ...
Cooperative learning was used as a baseline measure for the effects of cooperation. The sixth-grade and fifth grade classes hosted coops and trads, respectively. The study was confounded by changes in procedures for the coops and the departure of the trad teacher, resulting in a shortened, four week schedule.
Blended learning or hybrid learning, also known as technology-mediated instruction, web-enhanced instruction, or mixed-mode instruction, is an approach to education that combines online educational materials and opportunities for interaction online with physical place-based classroom methods.
Inside-outside circle is a cooperative learning strategy. Students form two concentric circles and take turns on rotation to face new partners to answer or discuss the teacher’s questions. [ 1 ] This method can be used to gather variety of information, generate new ideas and solve problems.
A VTech educational video game. An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product (and could therefore also comprise more serious titles sometimes described under children's learning software).
"This is considered an early stage in child development, characterized by egocentric behavior and the inability to decenter and coordinate with the activities of a 'playmate'". [3] In education, parallel play also describes activities where students are divided into pairs or small groups and work on the same activity simultaneously. This gives ...
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