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  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The dynamic combination of intrinsic and extrinsic motivators is a powerful force [22] which, if educational contexts can adapt from video games, may increase student motivation, and student learning. Some of the potential benefits of successful gamification initiatives in the classroom include: giving students ownership of their learning [28]

  3. Educational video game - Wikipedia

    en.wikipedia.org/wiki/Educational_video_game

    Making use of video games in the classroom is simply another technique to engage with students. [26] A study was conducted in a "3 week intervention with game- based learning activities in eight lower secondary classrooms." The study found that video games are a motivation to the students who do not find educational settings interesting.

  4. 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 ...

  5. Learning centers in American elementary schools - Wikipedia

    en.wikipedia.org/wiki/Learning_centers_in...

    Movement also allows children to outlet their high energy and creativity. [21] During muscle activities, students learn to control their bodies and apply gross motor skills to new types of movement. [21] Next, the "music center" creates opportunities for children to cooperate in activities that stimulate creativity, listening, and language.

  6. What Video Games Have to Teach Us About Learning and Literacy

    en.wikipedia.org/wiki/What_Video_Games_Have_to...

    Gee began playing video games when his (then) six-year-old son needed help playing the problem-solving game Pajama Sam.When he discovered how much enjoyment his son had and how much attention and time he spent solving the game's problems, Gee decided to start playing video games on his own and began to analyze what makes people spend time and money on video games.

  7. Creative education - Wikipedia

    en.wikipedia.org/wiki/Creative_education

    Creative education is when students are able to use imagination and critical thinking to create new and meaningful forms of ideas where they can take risks, be independent and flexible. [1] Instead of being taught to reiterate what was learned, students learn to develop their ability to find various solutions to a problem.

  8. Learning through play - Wikipedia

    en.wikipedia.org/wiki/Learning_through_play

    These challenges demonstrate a notable gap between teachers' beliefs about play-based learning and their classroom practices. This discrepancy can affect students' opportunities for growth and development through play-based activities, which support early literacy, language, mathematics, and socio-emotional skills.(Lynch, 2015)

  9. Reading motivation - Wikipedia

    en.wikipedia.org/wiki/Reading_motivation

    Studying and implementing the conditions under which students are motivated to read is important in the process of teaching and fostering learning. Reading and writing motivation are the processes to put more effort on reading and writing activities. [1] [2] Different strategies can be followed to develop a student's motivation to read.

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