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  2. Situational theory of problem solving - Wikipedia

    en.wikipedia.org/wiki/Situational_theory_of...

    Constraint recognition limit one's communication behaviors even when he or she has high problem recognition and/or involvement recognition. [4] Involvement Recognition: “a perceived connection between the self and the problem situation.” [1] This variable has the same concept of the level of involvement in the situational theory of publics.

  3. Teaching method - Wikipedia

    en.wikipedia.org/wiki/Teaching_method

    Some examples of collaborative learning tips and strategies for teachers are; to build trust, establish group interactions, keeps in mind the critics, include different types of learning, use real-world problems, consider assessment, create a pre-test, and post-test, use different strategies, help students use inquiry and use technology for ...

  4. How to Solve It - Wikipedia

    en.wikipedia.org/wiki/How_to_Solve_It

    How to Solve It suggests the following steps when solving a mathematical problem: . First, you have to understand the problem. [2]After understanding, make a plan. [3]Carry out the plan.

  5. Word problem (mathematics education) - Wikipedia

    en.wikipedia.org/wiki/Word_problem_(mathematics...

    For instance, if the one solving the math word problem has a limited understanding of the language (English, Spanish, etc.) they are more likely to not understand what the problem is even asking. In Example 1 (above), if one does not comprehend the definition of the word "spent," they will misunderstand the entire purpose of the word problem.

  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.

  7. Trial and error - Wikipedia

    en.wikipedia.org/wiki/Trial_and_error

    Ashby (1960, section 11/5) offers three simple strategies for dealing with the same basic exercise-problem, which have very different efficiencies. Suppose a collection of 1000 on/off switches have to be set to a particular combination by random-based testing, where each test is expected to take one second.