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  2. Scratch (programming language) - Wikipedia

    en.wikipedia.org/wiki/Scratch_(programming_language)

    Scratch was developed based on ongoing interaction with youth and staff at Computer Clubhouses. The use of Scratch at Computer Clubhouses served as a model for other after-school centers demonstrating how informal learning settings can support the development of technological fluency. [55] Scratch 2.0 was released on 9 May 2013. [14]

  3. Constructionism (learning theory) - Wikipedia

    en.wikipedia.org/wiki/Constructionism_(learning...

    The following five strategies make problem-based learning more effective: The learning activities should be related to a larger task. The larger task is important because it allows students to see that the activities can be applied to many aspects of life and, as a result, students are more likely to find the activities they are doing useful. [6]

  4. ScratchJr - Wikipedia

    en.wikipedia.org/wiki/ScratchJr

    ScratchJr is a derivative of the Scratch language, which has been used by over 10 million people worldwide. Programming in Scratch requires basic reading skills, however, so the creators saw a need for another language which would provide a simplified way to learn programming at a younger age and without any reading or mathematics required.

  5. Teaching method - Wikipedia

    en.wikipedia.org/wiki/Teaching_method

    Classroom Action Research is a method of finding out what works best in your own classroom so that you can improve student learning. We know a great deal about good teaching in general (e.g. McKeachie, 1999; Chickering and Gamson, 1987; Weimer, 1996), but every teaching situation is unique in terms of content, level, student skills, and ...

  6. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in ...

  7. Active learning - Wikipedia

    en.wikipedia.org/wiki/Active_learning

    The use of multimedia and technology tools helps enhance the atmosphere of the classroom, thus enhancing the active learning experience. In this way, each student actively engages in the learning process. Teachers can use movies, videos, games, and other fun activities to enhance the effectiveness of the active learning process.

  8. Instructional scaffolding - Wikipedia

    en.wikipedia.org/wiki/Instructional_scaffolding

    Instructional scaffolding is the support given to a student by an instructor throughout the learning process. This support is specifically tailored to each student; this instructional approach allows students to experience student-centered learning, which tends to facilitate more efficient learning than teacher-centered learning.

  9. Reverse jigsaw - Wikipedia

    en.wikipedia.org/wiki/Reverse_jigsaw

    Reverse Jigsaw is a cooperative learning technique used in classroom settings. Students are broken up into groups and given a task or topic to discuss, which is afterwards presented to the class by a chosen member of each group.