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1968. Pygmalion in the Classroom is a 1968 book by Robert Rosenthal and Lenore Jacobson about the effects of teacher expectation on first and second grade student performance. [1] The idea conveyed in the book is that if teachers' expectations about student ability are manipulated early, those expectations will carry over to affect teacher ...
In educational psychology, a learning artifact (or educational artifact) is an object created by students during the course of instruction. To be considered an artifact, an object needs to be lasting, durable, public, and materially present. [1] Under the constructionist theory of educational psychology, the concept of making knowledge visible ...
Project-based learning is a teaching method that involves a dynamic classroom approach in which it is believed that students acquire a deeper knowledge through active exploration of real-world challenges and problems. [ 1 ] Students learn about a subject by working for an extended period of time to investigate and respond to a complex question ...
These types of questions often require students to analyze, synthesize, or evaluate a knowledge base and then project or predict different outcomes. A simple example of a divergent question is: Write down as many different uses as you can think of for the following objects: (1) a brick, (2) a blanket.
Jigsaw (teaching technique) The jigsaw technique is a method of organizing classroom activity that makes students dependent on each other to succeed. It breaks classes into groups that each assemble a piece of an assignment and synthesize their work when finished. It was designed by social psychologist Elliot Aronson to help weaken racial ...
The Reggio Emilia approach is an educational philosophy and pedagogy focused on preschool and primary education. This approach is a student-centered and constructivist self-guided curriculum that uses self-directed, experiential learning in relationship-driven environments. [ 1 ] The programme is based on the principles of respect ...
A VTech educational video game. An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product (and could therefore also comprise more serious titles sometimes described under children's learning software).
A lesson plan is a teacher 's detailed description of the course of instruction or "learning trajectory" for a lesson. A daily lesson plan is developed by a teacher to guide class learning. Details will vary depending on the preference of the teacher, subject being covered, and the needs of the students. There may be requirements mandated by ...
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