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Programmed learning ideas influenced the Children's Television Workshop, which did the R&D for Sesame Street. The use of developmental testing was absolutely characteristic of programmed learning. The division of the individual programs into small chunks is also a feature of programmed learning. [30] [31] Even more is this true of Blue's Clues.
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. For the people with prior knowledge of the language, the learning effectiveness of the games is much more than those with none or less knowledge of the language.
Learning by doing is a theory that places heavy emphasis on student engagement and is a hands-on, task-oriented, process to education. [1] The theory refers to the process in which students actively participate in more practical and imaginative ways of learning.
While the learning process is certainly rational on some levels, it is also a profound experience that can be described as a spiritual or emotional transformation as well. The experience of undoing racist, sexist, and other oppressive attitudes can be painful and emotional, as these attitudes have often been developed as ways to cope with and ...
Constructivism in education is rooted in epistemology, a theory of knowledge concerned with the logical categories of knowledge and its justification. [3] It acknowledges that learners bring prior knowledge and experiences shaped by their social and cultural environment and that learning is a process of students "constructing" knowledge based on their experiences.
In this wider sense, pedagogy focuses on "any conscious activity by one person designed to enhance learning in another". [6] The word pedagogy is a derivative of the Greek παιδαγωγία (paidagōgia), from παιδαγωγός (paidagōgos), itself a synthesis of ἄγω (ágō), "I lead", and παῖς (país, genitive παιδός ...
Instructional design (ID), also known as instructional systems design and originally known as instructional systems development (ISD), is the practice of systematically designing, developing and delivering instructional materials and experiences, both digital and physical, in a consistent and reliable fashion toward an efficient, effective, appealing, engaging and inspiring acquisition of ...
Many of the programs used phonics-based teaching and/or one or more of the following: cooperative learning, technology-supported adaptive instruction (see Educational technology), metacognitive skills, phonemic awareness, word reading, fluency, vocabulary, multisensory learning, spelling, guided reading, reading comprehension, word analysis ...