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  2. KWL table - Wikipedia

    en.wikipedia.org/wiki/KWL_table

    The KWL chart or table was developed within this methodology and is a form of instructional reading strategy that is used to guide students taking them through the idea and the text. [1] A KWL table is typically divided into three columns titled Know , Want and Learned.

  3. Learning centers in American elementary schools - Wikipedia

    en.wikipedia.org/wiki/Learning_centers_in...

    Children explore mathematical concepts while playing games like cards, dice, and Connect Four. [17] Children must plan strategies in order to problem solve and win the game. [17] Another important center that should be included in this list is a writing center. Set up an environment that supports and motivates writing.

  4. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    Game-based learning is an expansive category, ranging from simple paper-and-pencil games like word searches all the way up to complex, massively multiplayer online (MMO) and role-playing games. [16] The use of collaborative game-based role-play for learning provides an opportunity for learners to apply acquired knowledge and to experiment and ...

  5. Teaching method - Wikipedia

    en.wikipedia.org/wiki/Teaching_method

    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]

  6. Lesson plan - Wikipedia

    en.wikipedia.org/wiki/Lesson_plan

    Lesson planning is a thinking process, not the filling in of a lesson plan template. A lesson plan is envisaged as a blue print, guide map for action, a comprehensive chart of classroom teaching-learning activities, an elastic but systematic approach for the teaching of concepts, skills and attitudes.

  7. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    These examples involve the use of game elements such as points, badges and leaderboards to motivate behavioural changes and track those changes in online platforms. The gamification of learning is related to these popular initiatives, but specifically focuses on the use of game elements to facilitate student engagement and motivation to learn.

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