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  2. Four corners (game) - Wikipedia

    en.wikipedia.org/wiki/Four_Corners_(game)

    Four corners is a children's game, often played in elementary schools. The object of the game is for players to choose corners of the room and not get caught by the designated "It" player until they are the last remaining participant.

  3. Four corners (teaching method) - Wikipedia

    en.wikipedia.org/wiki/Four_corners_(teaching_method)

    Four corners is a collaborative method of teaching and learning that gives the students a platform for various cognitive and affective learnings. This strategy helps the students to think at a higher level, reflect on what they have learned in class, voice opinions safely, learn to critique on various issues, evaluate certain solutions, and communicate better.

  4. Heads up, seven up - Wikipedia

    en.wikipedia.org/wiki/Heads_up,_seven_up

    The game then starts again. [3] [4] Participants who guess later in the seven have an advantage, especially if one or more pickers have been eliminated. To make the game fair, the teacher can alternate the order in which the participants are called each time (such as from the front of the classroom to back, or left to right, or some other ...

  5. 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 ...

  6. 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 ...

  7. KenKen - Wikipedia

    en.wikipedia.org/wiki/KenKen

    The target number and operation appear in the upper left-hand corner of the cage. In the English-language KenKen books of Will Shortz , the issue of the non- associativity of division and subtraction is addressed by restricting clues based on either of those operations to cages of only two cells in which the numbers may appear in any order.

  8. Small group learning - Wikipedia

    en.wikipedia.org/wiki/Small_group_learning

    Small group learning can take the form of a classroom-based training through experiential learning activities such as case study analysis, role plays, games, simulations, and brainstorming, among others. [3] These activities require the learners to work together to achieve a learning goal. [3]

  9. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    They claim that gamification occurs only when learning happens in a non-game context, such as a school classroom. Under this classification, when a series of game elements is arranged into a "game layer," or a system which operates in coordination with learning in regular classrooms, then gamification of learning occurs. [ 9 ]

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