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Skinner contrasted this with the common classroom practice of initially capturing students' attention (e.g., with a lively video) and delivering a reward (e.g., entertainment) before the students have actually performed any relevant behavior. This practice fails to reinforce correct behavior and actually counters the development of self-management.
In applied behavior analysis, the Premack principle is sometimes known as "grandma's rule", which states that making the opportunity to engage in high-frequency behavior contingent upon the occurrence of low-frequency behavior will function as a reinforcer for the low-frequency behavior. [6] In other words, an individual must "first" engage in ...
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.
A standardized test is a test that is administered and scored in a consistent, or "standard", manner. Standardized tests are designed in such a way that the questions and interpretations are consistent and are administered and scored in a predetermined, standard manner. [1]
Self-regulation is an important construct in student success within an environment that allows learner choice, such as online courses. Within the remained time of explanation, there will be different types of self-regulations such as the focus is the differences between first- and second-generation college students' ability to self-regulate their online learning.
The testing effect (also known as retrieval practice, active recall, practice testing, or test-enhanced learning) [1][2][3] suggests long-term memory is increased when part of the learning period is devoted to retrieving information from memory. [4] It is different from the more general practice effect, defined in the APA Dictionary of ...
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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 ...