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Competency-based learning or competency-based education is a framework for teaching and assessment of learning. It is also described as a type of education based on predetermined "competencies," which focuses on outcomes and real-world performance. [ 1 ]
The motivation for mastery learning comes from trying to reduce achievement gaps for students in average school classrooms. During the 1960s John B. Carroll and Benjamin S. Bloom pointed out that, if students are normally distributed with respect to aptitude for a subject and if they are provided uniform instruction (in terms of quality and learning time), then achievement level at completion ...
Topic 5 – Developing teaching skills and professionalism. Topic 5 has nine syllabus content points: 5.1 The effective organisation of the classroom; 5.2 Classroom presence and control; 5.3 Teacher and learner language; 5.4 The use of teaching materials and resources; 5.5 practical skills for teaching at a range of levels
the creation of curriculum frameworks which outline specific knowledge or skills which students must acquire, an emphasis on criterion-referenced assessments which are aligned to the frameworks, and; the imposition of some high-stakes tests, such as graduation examinations requiring a high standard of performance to receive a diploma.
Lesson planning is a thinking process, not the filling in of a lesson plan template. A lesson plan is envisaged as a blue print, guide map for action, a comprehensive chart of classroom teaching-learning activities, an elastic but systematic approach for the teaching of concepts, skills and attitudes.
Feedback in micro-teaching is critical for teacher-trainee improvement. It is the information that a student receives concerning their attempts to imitate certain patterns of teaching. The built-in feedback mechanism in micro-teaching acquaints the trainee with the success of their performance and enables them to evaluate and to improve teaching.
Percentage of trained teachers by region (2000–2017) Teacher education or teacher training refers to programs, policies, procedures, and provision designed to equip (prospective) teachers with the knowledge, attitudes, behaviors, approaches, methodologies and skills they require to perform their tasks effectively in the classroom, school, and wider community.
Immersive technology can be used in the classroom as a form of digital pedagogy. It provides students with the ability to engage in 3D modelling and collaborative world building. Examples of 3D modelling include Matthew Nicholls' Virtual Rome and SketchUp Pro which allows users to create 3D models of historical structures. [9]