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Specifically, students should be grouped into the learning style categories that are being evaluated (e.g., visual learners vs. verbal learners), and then students in each group must be randomly assigned to one of the learning methods (e.g., visual learning or verbal learning), so that some students will be "matched" and others will be ...
A reaction to a video is also an example of active learning. [31] A small group discussion is also an example of active learning because it allows students to express themselves in the classroom. It is more likely for students to participate in small group discussions than in a normal classroom lecture because they are in a more comfortable ...
For example, andragogy is the art and science to help adults learn. Connectivism is a recent theory of networked learning , which focuses on learning as making connections. The Learning as a Network (LaaN) theory builds upon connectivism, complexity theory, and double-loop learning.
A scaffolding hierarchy of the affective domain related to learning. Skills in the affective domain describe the way people react emotionally and their ability to feel other living things' pain or joy. Affective objectives typically target the awareness and growth in attitudes, emotion, and feelings. There are five levels in the affective ...
A sharp, clear, vivid, dramatic, or exciting learning experience teaches more than a routine or boring experience. The principle of intensity implies that a student will learn more from the real thing than from a substitute. Examples, analogies, and personal experiences also make learning come to life.
The Collaborative for Academic, Social, and Emotional Learning (CASEL) was founded in 1994, and participants published Promoting Social and Emotional Learning: Guidelines for Educators in 1997. [8] In 2019, the concept of Transformative Social and Emotional Learning (Transformative SEL, TSEL or T-SEL) was developed. Transformative SEL aims to ...
Games have rules and structure and goals that inspire motivation. Games are interactive and provide outcomes and feedback. Most games also have problem solving situations that spark creativity. [18] Identification with the character within the video game is an important factor in the learning potential of the gamer.
Creativity and happiness can result from adult play, where the objective can be more than fun alone, as in adult expression of the arts, or curiosity-driven science. [36] Some adult "hobbies" are examples of such creative play. In creative professions, such as design, playfulness can dispel more serious attitudes (such as shame or embarrassment ...