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The Good Behavior Game (GBG) is a "classroom-level approach to behavior management" [26] that was originally used in 1969 by Barrish, Saunders, and Wolf. The Game entails the class earning access to a reward or losing a reward, given that all members of the class engage in some type of behavior (or did not exceed a certain amount of undesired ...
Instructional scaffolding is the support given to a student by an instructor throughout the learning process. This support is specifically tailored to each student; this instructional approach allows students to experience student-centered learning, which tends to facilitate more efficient learning than teacher-centered learning.
Classroom Action Research is a method of finding out what works best in your own classroom so that you can improve student learning. We know a great deal about good teaching in general (e.g. McKeachie, 1999; Chickering and Gamson, 1987; Weimer, 1996), but every teaching situation is unique in terms of content, level, student skills, and ...
Here are several ways educators, parents, and guardians can facilitate children's learning during play. [20] [25] [38] Model Positive Attitudes: Adults can encourage play by providing a balance of indoor and outdoor activities throughout the year. By participating in play, adults guide and shape the experience without dominating it.
Positive behavior interventions and supports (PBIS) is a set of ideas and tools used in schools to improve students' behavior.PBIS uses evidence and data-based programs, practices, and strategies to frame behavioral improvement relating to student growth in academic performance, safety, behavior, and establishing and maintaining positive school culture.
Studies done by Harris and Sherman (1973) and Barrish, Saunders, and Wolf (1969) examined the effectiveness of the Good Behavior Game with one fifth-grade classroom and one sixth-grade classroom. Each teacher attended a 15-minute meeting prior to implementing the procedures in his or her classroom.
Closeup of a child's Learning log. The process of using learning logs involves developing thinking and learning skills, which are enhanced by a peer partnership system. In this peer system, the children are encouraged to discuss and share their thoughts, as well as to develop their learning logs in a collaborative way.
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]
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