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  2. The myth of the quick learner - AOL

    www.aol.com/myth-quick-learner-160000391.html

    But researchers noticed more divergence in learning rates in the six datasets that involved the teaching of English and other languages. One was a program that taught the use of the article "the ...

  3. Errorless learning - Wikipedia

    en.wikipedia.org/wiki/Errorless_learning

    The errorless learning procedure is highly effective in reducing the number of responses to the S− during training. In Terrace's (1963) experiment, subjects trained with the conventional discrimination procedure averaged over 3000 S− (errors) responses during 28 sessions of training; whereas subjects trained with the errorless procedure averaged only 25 S− (errors) responses in the same ...

  4. Antecedent (behavioral psychology) - Wikipedia

    en.wikipedia.org/wiki/Antecedent_(behavioral...

    Each of these antecedents caused a learned behavior that is unfavourable, and this article [15] suggests some interventions to overcome the bad behavior. For example, in order to override antecedent 2, gain the students’ attention and immediately request something (e.g., a high five), before praising them and providing positive reinforcement ...

  5. Learning - Wikipedia

    en.wikipedia.org/wiki/Learning

    Learning is the process of acquiring new understanding, knowledge, behaviors, skills, values, attitudes, and preferences. [1] The ability to learn is possessed by humans, non-human animals, and some machines; there is also evidence for some kind of learning in certain plants. [2]

  6. List of cognitive biases - Wikipedia

    en.wikipedia.org/wiki/List_of_cognitive_biases

    Trait ascription bias, the tendency for people to view themselves as relatively variable in terms of personality, behavior, and mood while viewing others as much more predictable. Third-person effect , a tendency to believe that mass-communicated media messages have a greater effect on others than on themselves.

  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. Positive discipline - Wikipedia

    en.wikipedia.org/wiki/Positive_discipline

    Practitioners of positive discipline believe that good behavior can be taught and reinforced while weaning bad behaviors without hurting the child verbally or physically. People engaging in positive discipline believe that they are not ignoring problems but dealing with the problem differently by helping the child learn how to handle situations ...

  9. Behavioral cusp - Wikipedia

    en.wikipedia.org/wiki/Behavioral_cusp

    A behavioral cusp is any behavior change that brings an organism's behavior into contact with new contingencies that have far-reaching consequences. [1] A behavioral cusp is a special type of behavior change because it provides the learner with opportunities to access new reinforcers, new contingencies, new environments, new related behaviors (generativeness [2]) and competition with archaic ...