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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."
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 ...
Results of the research showed that children in the movement-based group exhibited higher levels of engagement, motor skill development, and enjoyment in learning. This research emphasized the importance of considering physical environments in early education for enhancing learning experiences. [12]
Reverse Jigsaw is a cooperative learning technique used in classroom settings. Students are broken up into groups and given a task or topic to discuss, which is afterwards presented to the class by a chosen member of each group.
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).
At the private school, students in the experimental class received the cooperative learning program for 90 minutes each day, twice a week, for four weeks. At the public school, students in the experimental class received the Jigsaw program for an hour a day, five days a week, for three weeks. Measures were taken pre- and post-intervention.
Garden-based learning (GBL) encompasses programs, activities and projects in which the garden is the foundation for integrated learning, in and across disciplines, through active, engaging, real-world experiences that have personal meaning for children, youth, adults and communities in an informal outside learning setting. Garden-based learning ...
A mobile-device-supported peer-assisted learning [23] (MPAL) system runs on tablet computers and is used to facilitate collaborative reading activities of elementary English as a foreign language (EFL) learners. An MPAL system consists of a phonological-skills training module and a peer-assessment module. Online helpers (typically more advanced ...
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