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Each in turn names the person they think pressed their thumb or tapped their head. If they guess correctly, the guesser takes the place of the person who pressed their thumb at the front of the classroom, and the person who pressed their thumb returns to their seat. If the person whose thumb was pressed guessed incorrectly, they sit down.
These challenges demonstrate a notable gap between teachers' beliefs about play-based learning and their classroom practices. This discrepancy can affect students' opportunities for growth and development through play-based activities, which support early literacy, language, mathematics, and socio-emotional skills.(Lynch, 2015)
The use of multimedia and technology tools helps enhance the atmosphere of the classroom, thus enhancing the active learning experience. In this way, each student actively engages in the learning process. Teachers can use movies, videos, games, and other fun activities to enhance the effectiveness of the active learning process.
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]
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in ...
Flipped classroom teaching at Clintondale High School in Michigan, United States. A flipped classroom is an instructional strategy and a type of blended learning.It aims to increase student engagement and learning by having pupils complete readings at home, and work on live problem-solving during class time. [1]
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