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  2. Good Behavior Game - Wikipedia

    en.wikipedia.org/wiki/Good_Behavior_Game

    The Good Behavior Game was first used in 1967 in Baldwin City, Kansas by Muriel Saunders, who was then a new teacher in a fourth-grade classroom. Muriel Saunders, Harriet Barrish (a graduate student at the University of Kansas), and the professor and co-founder of applied-behavior analysis, the late Montrose Wolfe , co-created the Good Behavior ...

  3. Classroom management - Wikipedia

    en.wikipedia.org/wiki/Classroom_management

    The Good Behavior Game (GBG) is a "classroom-level approach to behavior management" [26] that was originally used in 1969 by Barrish, Saunders, and Wolf. The Game entails the class earning access to a reward or losing a reward, given that all members of the class engage in some type of behavior (or did not exceed a certain amount of undesired ...

  4. Reward system - Wikipedia

    en.wikipedia.org/wiki/Reward_system

    The reward system (the mesocorticolimbic circuit) is a group of neural structures responsible for incentive salience (i.e., "wanting"; desire or craving for a reward and motivation), associative learning (primarily positive reinforcement and classical conditioning), and positively-valenced emotions, particularly ones involving pleasure as a core component (e.g., joy, euphoria and ecstasy).

  5. Positive discipline - Wikipedia

    en.wikipedia.org/wiki/Positive_discipline

    It is based on the idea that there are no bad children, just good and bad behaviors. Practitioners of positive discipline believe that good behavior can be taught and reinforced while weaning bad behaviors without hurting the child verbally or physically. People engaging in positive discipline believe that they are not ignoring problems but ...

  6. Reinforcement - Wikipedia

    en.wikipedia.org/wiki/Reinforcement

    Consequences that lead to appetitive behavior such as subjective "wanting" and "liking" (desire and pleasure) function as rewards or positive reinforcement. [2] There is also negative reinforcement, which involves taking away an undesirable stimulus. An example of negative reinforcement would be taking an aspirin to relieve a headache.

  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. I Tried the 10 Most Popular Taco Bell Menu Items—This Is the ...

    www.aol.com/tried-10-most-popular-taco-140000665...

    I Tried the 10 Most Popular Taco Bell Menu Items—This Is the ...

  9. Learning theory (education) - Wikipedia

    en.wikipedia.org/wiki/Learning_theory_(education)

    Classical conditioning, where the behavior becomes a reflex response to an antecedent stimulus. Operant conditioning, where antecedent stimuli results from the consequences that follow the behavior through a reward (reinforcement) or a punishment. Social learning theory, where an observation of behavior is followed by modeling.

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