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It is concerned with the content of teaching (the "what"), the method of teaching (the "how") and the historical, cultural and social justifications of curricular choices (the "why"). It focuses on the individual learner, their cognitive characteristics and functioning when they learn a given content and become a knowing subject.
Learner characteristics and cognitive learning outcomes have been identified as the key factors in research on the implementation of games in educational settings. In the process of learning a language through an online game, there is a strong relationship between the learner's prior knowledge of that language and their cognitive learning outcomes.
Educational research refers to the systematic collection and analysis of evidence and data related to the field of education. Research may involve a variety of methods [1] [2] [3] and various aspects of education including student learning, interaction, teaching methods, teacher training, and classroom dynamics.
A teaching method is a set of principles and methods used by teachers to enable student learning.These strategies are determined partly by the subject matter to be taught, partly by the relative expertise of the learners, and partly by constraints caused by the learning environment. [1]
These include student recall, review and summary, and manual drill and physical applications. All of these serve to create learning habits. The instructor must repeat important items of subject matter at reasonable intervals , and provide opportunities for students to practice while making sure that this process is directed toward a goal .
In incidental teaching learning is not planned by the instructor or the student, it occurs as a byproduct of another activity — an experience, observation, self-reflection, interaction, unique event (e.g. in response to incidents/accidents), or common routine task. This learning happens in addition to or apart from the instructor's plans and ...
A 2004 non-peer-reviewed literature review criticized most of the main instruments used to identify an individual's learning style. [1] In conducting the review, Frank Coffield and his colleagues selected 13 of the most influential models of the 71 models they identified, [ 1 ] : 8–9 including most of the models described in this article.
The term E-Learning 2.0 [23] [24] is a neologism for Computer Supported Collaborative Learning (CSCL) systems that came about during the emergence of Web 2.0. [25] From an E-Learning 2.0 perspective, conventional e-learning systems were based on instructional packets, which were delivered to students using assignments, and then evaluated by the ...