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  2. 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]

  3. Positive education - Wikipedia

    en.wikipedia.org/wiki/Positive_education

    Positive education is an approach to education that draws on positive psychology's emphasis of individual strengths and personal motivation to promote learning.Unlike traditional school approaches, positive schooling teachers use techniques that focus on the well-being of individual students. [1]

  4. Active learning - Wikipedia

    en.wikipedia.org/wiki/Active_learning

    Scheyvens, Griffin, Jocoy, Liu, & Bradford (2008) further noted that "by utilizing learning strategies that can include small-group work, role-play and simulations, data collection and analysis, active learning is purported to increase student interest and motivation and to build students ‘critical thinking, problem-solving and social skills".

  5. Manchester teachers preparing to motivate students - AOL

    www.aol.com/news/manchester-teachers-preparing...

    Sep. 3—For longtime Manchester teacher Gail Lewis, the first day of school starts in her head at least a week before the first students walk through the doors. "I'm teaching while I'm sleeping ...

  6. Self-regulated learning - Wikipedia

    en.wikipedia.org/wiki/Self-regulated_learning

    Self-regulation is an important construct in student success within an environment that allows learner choice, such as online courses. Within the remained time of explanation, there will be different types of self-regulations such as the focus is the differences between first- and second-generation college students' ability to self-regulate their online learning.

  7. Self-worth theory of motivation - Wikipedia

    en.wikipedia.org/.../Self-worth_theory_of_motivation

    The failure-avoidant students strive to look competent, utilising failure avoiding strategies such as defensive pessimism and self-handicapping, as inability is a big threat to one's sense of self-worth. [13] Instructing in a way that separates student's obsession of ability from willingness to learn is considered as an important role of ...

  8. Just-in-time teaching - Wikipedia

    en.wikipedia.org/wiki/Just-in-time_teaching

    Just-in-time teaching was developed for university level physics instructors in the late 1990s, but its use has since spread to many other academic disciplines. Early work was done in the physics department at Indiana University – Purdue University Indianapolis (IUPUI) in collaboration with physics instructors at Davidson College and the United States Air Force Academy (USAFA). [1]

  9. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    As illustration, Microsoft has announced plans to use gamification techniques for its Windows Phone 7 operating system design. [119] While businesses face the challenges of creating motivating gameplay strategies, what makes for effective gamification [120] is a key question.