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  2. Competition-based learning - Wikipedia

    en.wikipedia.org/wiki/Competition-based_learning

    Competition-based learning involves a team of students in an open-ended assignments or projects that resembles some problems students may face at the work place or in the real-world. However, the performance is being evaluated on the final completion of the project or task assigned in the course as a comparison to other groups.

  3. Progress chart - Wikipedia

    en.wikipedia.org/wiki/Progress_chart

    The benefits of progress charts include motivation for a certain task, and clear expectations for that task or skill. It provides a visual picture of goal setting and helps the child to achieve the goal and be able to receive a reward. [4] It's a solid basis to a skill that children will have to know in the future—setting goals and achieving ...

  4. Thinking School - Wikipedia

    en.wikipedia.org/wiki/Thinking_School

    The focus must embrace planning through lesson integration, assemblies, the reward system and the pastoral house system if one is in place. [2] This develops and enhances the pupil/student's self confidence, increase motivation and ultimate academic achievement. [3]

  5. Reinforcement - Wikipedia

    en.wikipedia.org/wiki/Reinforcement

    [45] [46] The strategic use of praise is recognized as an evidence-based practice in both classroom management [45] and parenting training interventions, [41] though praise is often subsumed in intervention research into a larger category of positive reinforcement, which includes strategies such as strategic attention and behavioral rewards.

  6. Positive behavior interventions and supports - Wikipedia

    en.wikipedia.org/wiki/Positive_Behavior...

    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.

  7. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The dynamic combination of intrinsic and extrinsic motivators is a powerful force [22] which, if educational contexts can adapt from video games, may increase student motivation, and student learning. Some of the potential benefits of successful gamification initiatives in the classroom include: giving students ownership of their learning [28]

  8. Motivation - Wikipedia

    en.wikipedia.org/wiki/Motivation

    Extrinsic motivation in the form of rewards and recognition also plays a key role in the learning process. However, it can conflict with intrinsic motivation in some cases and may then hinder creativity. [146] Various factors influence student motivation. It is usually beneficial to have an organized classroom with few distractions.

  9. Reading motivation - Wikipedia

    en.wikipedia.org/wiki/Reading_motivation

    Reading motivation is the motivational drive to read, an area of interest in the field of education. Studying and implementing the conditions under which students are motivated to read is important in the process of teaching and fostering learning. Reading and writing motivation are the processes to put more effort on reading and writing ...