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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. Attention deficit hyperactivity disorder - Wikipedia

    en.wikipedia.org/wiki/Attention_deficit...

    Attention deficit hyperactivity disorder (ADHD) [1] is a neurodevelopmental disorder characterized by symptoms of inattention, hyperactivity, impulsivity, and emotional dysregulation that are excessive and pervasive, impairing in multiple contexts, and developmentally-inappropriate. [9]

  5. Kinesthetic learning - Wikipedia

    en.wikipedia.org/wiki/Kinesthetic_learning

    Activities such as playing, puppetry, drama, acting and designing ensures involvement of the learners. [10] Some strategies that purportedly motivate students who prefer this learning involve unmotivated students during activities: Motivate the students by giving attention and reward, avoid punishment.

  6. Management of attention deficit hyperactivity disorder

    en.wikipedia.org/wiki/Management_of_attention...

    Attention deficit hyperactivity disorder management options are evidence-based practices with established treatment efficacy for ADHD.Approaches that have been evaluated in the management of ADHD symptoms include FDA-approved pharmacologic treatment and other pharmaceutical agents, psychological or behavioral approaches, combined pharmacological and behavioral approaches, cognitive training ...

  7. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    Games often have a fantasy element that engages players in a learning activity through narrative or storylines. Educational video games can motivate children and allow them to develop an awareness of consequentiality. [11] Children are allowed to express themselves as individuals while learning and engaging in social issues.

  8. Reading motivation - Wikipedia

    en.wikipedia.org/wiki/Reading_motivation

    Reading motivation is the motivational drive to read, an area of interest in the field of education. 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 ...

  9. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Some researchers question whether a greater reliance on video games is in students' best interests, indicating there is little proof that skillful game play translates into better test scores or broader cognitive development. Emma Blakey notes very few studies have examined whether video games improve classroom performance and academic achievement.

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