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  2. Reverse jigsaw - Wikipedia

    en.wikipedia.org/wiki/Reverse_jigsaw

    Reverse Jigsaw is a cooperative learning technique used in classroom settings. Students are broken up into groups and given a task or topic to discuss, which is afterwards presented to the class by a chosen member of each group. It differs from the original Jigsaw method in that it focuses more on interpretations and perceptions of the material ...

  3. Jigsaw (teaching technique) - Wikipedia

    en.wikipedia.org/wiki/Jigsaw_(teaching_technique)

    Jigsaw (teaching technique) The jigsaw technique is a method of organizing classroom activity that makes students dependent on each other to succeed. It breaks classes into groups that each assemble a piece of an assignment and synthesize their work when finished. It was designed by social psychologist Elliot Aronson to help weaken racial ...

  4. Showdown cooperative learning - Wikipedia

    en.wikipedia.org/wiki/Showdown_cooperative_learning

    The team leader of the group picks up the card and reads the sentence on it aloud without showing it to the others. Other team members write the answers on their paper or chalkboards. When the teacher gives the showdown signal, all the members reveal their responses at once. If everyone gets the same answer they can assume the answer is correct.

  5. Cooperative learning - Wikipedia

    en.wikipedia.org/wiki/Cooperative_learning

    Cooperative learning is an educational approach which aims to organize classroom activities into academic and social learning experiences. [1] There is much more to cooperative learning than merely arranging students into groups, and it has been described as "structuring positive interdependence." [2][3] Students must work in groups to complete ...

  6. Student teams-achievement divisions - Wikipedia

    en.wikipedia.org/wiki/Student_teams-achievement...

    Student teams-achievement divisions (STAD) is a Cooperative learning strategy in which small groups of learners with different levels of ability work together to accomplish a shared learning goal. [1] It was devised by Robert Slavin and his associates at Johns Hopkins University. STAD is considered as one of the most researched, simplest, and ...

  7. Guess 2/3 of the average - Wikipedia

    en.wikipedia.org/wiki/Guess_2/3_of_the_average

    In game theory, " guess ⁠ 2 3 of the average " is a game that explores how a player’s strategic reasoning process takes into account the mental process of others in the game. [1] In this game, players simultaneously select a real number between 0 and 100, inclusive. The winner of the game is the player (s) who select a number closest to ...

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