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The first is challenge-based learning/problem-based learning, the second is place-based education, and the third is activity-based learning. Challenge-based learning is "an engaging multidisciplinary approach to teaching and learning that encourages students to leverage the technology they use in their daily lives to solve real-world problems ...
The curriculum is project-based. Three levels of curriculum are used for elementary, middle, and high-school levels. PLTW Launch is the elementary school level, designed for preschool through fifth grade. The curriculum consists of 28 modules (four per grade) that touch on a variety of science and technology topics.
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.
A science project is an educational activity for students involving experiments or construction of models in one of the science disciplines. Students may present their science project at a science fair, so they may also call it a science fair project. Science projects may be classified into four main types.
[29] [30] [33] Project-based learning has also been shown to improve student attitudes about a subject and improve their scientific processing skills. [30] Teachers can use Likert scales or differential scales to determine and monitor changes in student attitudes towards science and science learning.
Project-based learning – An instructional method that uses projects as the central focus of instruction in a variety of disciplines. Simulation-based learning – A combination of active, problem, project, and place-based learning; Participants are placed in a simulated environment and given objectives requiring constant attention and care.
Example of problem/project based learning versus reading cover to cover. The problem/ project-based learner may memorize a smaller amount of total information due to spending time searching for the optimal material across various sources, but will likely learn more useful items for real world scenarios, and will likely be better at knowing ...
Maker education is an offshoot of the maker movement, which Time magazine described as "the umbrella term for independent innovators, designers and tinkerers. A convergence of computer hackers and traditional artisans, the niche is established enough to have its own magazine, Make, as well as hands-on Maker Faires that are catnip for DIYers who used to toil in solitude". [3]