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  2. Good Behavior Game - Wikipedia

    en.wikipedia.org/wiki/Good_Behavior_Game

    The Good Behavior Game was first used in 1967 in Baldwin City, Kansas by Muriel Saunders, who was then a new teacher in a fourth-grade classroom. Muriel Saunders, Harriet Barrish (a graduate student at the University of Kansas), and the professor and co-founder of applied-behavior analysis, the late Montrose Wolfe , co-created the Good Behavior ...

  3. Classroom management - Wikipedia

    en.wikipedia.org/wiki/Classroom_management

    The Good Behavior Game (GBG) is a "classroom-level approach to behavior management" [26] that was originally used in 1969 by Barrish, Saunders, and Wolf. The Game entails the class earning access to a reward or losing a reward, given that all members of the class engage in some type of behavior (or did not exceed a certain amount of undesired ...

  4. Silent ball - Wikipedia

    en.wikipedia.org/wiki/Silent_ball

    Silent ball is a party game, commonly played in a classroom, in which a ball is thrown from player to player while everyone attempts to remain silent.The game was created to stimulate interpersonal relationships by the Psi Chi honor society [citation needed], in which the ball represents the psyche and the throwing of the ball represents cheires.

  5. How can coaches and parents improve behavior at kids' games ...

    www.aol.com/coaches-parents-improve-behavior...

    24/7 Help. For premium support please call: 800-290-4726 more ways to reach us. Sign in. Mail. ... Dan Hurley words could improve parent, coach behavior at kids' games. Show comments ...

  6. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    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 ...

  7. Progress chart - Wikipedia

    en.wikipedia.org/wiki/Progress_chart

    Chore chart; Behavior charts Single behavior charts; Multiple behavior charts; Homework charts; Toilet training charts; Single behavior charts can be used for all ages and is best used for learning one skill at a time. Multiple behavior charts also can be used for a variety of ages and can be used for processes that require several steps. [3]

  8. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [1] [2] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [3]

  9. Impulsivity - Wikipedia

    en.wikipedia.org/wiki/Impulsivity

    Impulsiveness is defined as "behaving without thinking and without realizing the risk involved in the behavior". [124] Venturesomeness is conceptualized as "being conscious of the risk of the behavior but acting anyway" [ 124 ] The questionnaire was constructed through factor analysis to contain items that most highly loaded on impulsiveness ...