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The Good Behavior Game (GBG) is a classroom management strategy used to increase self-regulation, group regulation and stimulate prosocial behavior among students while reducing problematic behavior. [1] Major research at Johns Hopkins Center for Prevention and Early Intervention has studied three cohorts of thousands of student, some of whom ...
Cooperative learning is an educational approach which aims to organize classroom activities into academic and social learning experiences. [1] There is much more to cooperative learning than merely arranging students into groups, and it has been described as "structuring positive interdependence." [2][3] Students must work in groups to complete ...
Culturally relevant teaching is instruction that takes into account students' cultural differences. Making education culturally relevant is thought to improve academic achievement, [1] but understandings of the construct have developed over time [2] Key characteristics and principles define the term, and research has allowed for the development and sharing of guidelines and associated teaching ...
Differentiated instruction and assessment, also known as differentiated learning or, in education, simply, differentiation, is a framework or philosophy for effective teaching that involves providing all students within their diverse classroom community of learners a range of different avenues for understanding new information (often in the same classroom) in terms of: acquiring content ...
The J. Erik Jonsson Community School (3 year-old-5th grade) in Dallas, TX has a simple formula for success: "Powerful Pedagogy + trusting relationships = student engagement" (Journal of Staff Development, 2008). The majority of research is done is early education (Pre-School-5th), but this sentiment rings equally true in higher education.
So we're trying to train them now not to need to be entertained all the time, but to try to be engaged with the teacher, with the class and their learning experience." jbarron@gannett.com. 740-681 ...
Emma O’Neill, also 10, credited Melandro’s unique style of teaching for inspiring her to one day become a fifth-grade teacher. Melandro’s students call him “Magic Man.” Dennis A. Clark
The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [1][2] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [3] Gamification, broadly defined, is the process of ...
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