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  2. Social cue - Wikipedia

    en.wikipedia.org/wiki/Social_cue

    In the classroom, there is a development of cues between the teacher and student. Classrooms develop their own ways of talking and communicating information. Once a set of verbal and nonverbal behaviors takes place in a classroom on a consistent basis, it becomes a norm or set of rules within the classroom.

  3. Source–message–channel–receiver model of communication

    en.wikipedia.org/wiki/Source–message–channel...

    The choice of the right channel affects successful communication. For example, a classroom teacher has to decide which contents to present orally, by talking about them, and which ones to present visually through books. The choice also depends on the receiver whose decoding skills may be better for some channels than for others. [51] [60]

  4. Dyslexia - Wikipedia

    en.wikipedia.org/wiki/Dyslexia

    These behaviors are seen in many children as they learn to read and write, and are not considered to be defining characteristics of dyslexia. [ 10 ] School-age children with dyslexia may exhibit signs of difficulty in identifying or generating rhyming words , or counting the number of syllables in words—both of which depend on phonological ...

  5. Surface dyslexia - Wikipedia

    en.wikipedia.org/wiki/Surface_dyslexia

    Surface dyslexia is a type of dyslexia, or reading disorder. [ 1 ] [ 2 ] According to Marshall & Newcombe's (1973) and McCarthy & Warrington's study (1990), patients with this kind of disorder cannot recognize a word as a whole due to the damage of the left parietal or temporal lobe .

  6. Zone of proximal development - Wikipedia

    en.wikipedia.org/wiki/Zone_of_proximal_development

    Following Vygotsky, some educators believe that the role of education is to give children experiences that are within their zones of proximal development, thereby encouraging and advancing their individual learning skills and strategies.

  7. Good Behavior Game - Wikipedia

    en.wikipedia.org/wiki/Good_Behavior_Game

    The Good Behavior Game was first used in 1967 in Baldwin City, Kansas by Muriel Saunders, who was then a new teacher in a fourth-grade classroom. Muriel Saunders, Harriet Barrish (a graduate student at the University of Kansas), and the professor and co-founder of applied-behavior analysis, the late Montrose Wolfe , co-created the Good Behavior ...

  8. 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 ...

  9. Behavior management - Wikipedia

    en.wikipedia.org/wiki/Behavior_management

    Behavior management is often applied by a classroom teacher as a form of behavioral engineering, in order to raise students' retention of material and produce higher yields of student work completion. This also helps to reduce classroom disruption and places more focus on building self-control and self-regulating a calm emotional state. [4]

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