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This approach also points out the need to create a space or environment where reality is brought into the classroom. The students should be able to relate to what the teacher teaches in class. The student's reality is the determinant of his/her behavior in the classroom.
This is an accepted version of this page This is the latest accepted revision, reviewed on 7 November 2024. Physical setting for a learning environment See also: Learning environment Learning spaces are the physical settings for learning environments of all kinds. Simon Fraser University, academic quadrangle Kings College, Cambridge University Computer lab in Bangalore Learning space or ...
Assistive technology (AT) is a pedagogical approach that can be used to enforce universal design for learning (UDL) in the inclusive classroom. [14] AT and UDL can be theorized as two ends of a spectrum, where AT is on one end addressing personal or individual student needs, and UDL is on the other end concerned with classroom needs and ...
Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. [1]
· Community knowledge, collective responsibility. The contribution of students in improving their collective knowledge in the classroom is the primary goal of the Knowledge building class. · The democratization of knowledge. All people are invited to contribute to the advancement of knowledge in the classroom.
A constructivist, student-centered approach to classroom management is based on the assignment of tasks in response to student disruption that are "(1) easy for the student to perform, (2) developmentally enriching, (3) progressive, so a teacher can up the ante if needed, (4) based on students' interests, (5) designed to allow the teacher to ...
James Paul Gee argues that the compelling nature of video game participation is in part due to the underlying social, cognitive, and developmental learning principles around which successful games are built. With this perspective, games and gaming can be a source for inspiration in building more effective learning environments. [18]
Teaching visual literacy in the classroom means many things from film, dance, and mime through the use of diagrams, maps and graphs to children's picture books. Visual texts can be found in books, the internet, environmental signage, TV, tablet devices and touch-screen machines like ATMs.