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Value-added modeling (also known as value-added measurement, value-added analysis and value-added assessment) is a method of teacher evaluation that measures the teacher's contribution in a given year by comparing the current test scores of their students to the scores of those same students in previous school years, as well as to the scores of other students in the same grade.
Five years ago, teachers shut their classroom doors and scrambled to set up video conference for their students,Now, new national test scores show America's kids – especially the nation's lowest ...
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 ...
In school, failure is a big deal. In games, players can just start over from the last save. A low cost failure ensures that players will take risks, explore and try new things. [2] [3] Much of the debate about digital games for education was based on whether or not games are good for education. But that question is overly simplistic.
While students' scores fell for all subjects, mathematics was the hardest hit, with a drop of eight points, [228] the steepest decline in 50 years. [17] Scores dropped for students of all races, sexes, socioeconomic classes, types of schools, and states with very few exceptions.
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).
Formative vs summative assessments. Formative assessment, formative evaluation, formative feedback, or assessment for learning, [1] including diagnostic testing, is a range of formal and informal assessment procedures conducted by teachers during the learning process in order to modify teaching and learning activities to improve student attainment.
Conway's Game of Life and fractals, as two examples, may also be considered mathematical puzzles even though the solver interacts with them only at the beginning by providing a set of initial conditions. After these conditions are set, the rules of the puzzle determine all subsequent changes and moves.