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In this way, each student actively engages in the learning process. Teachers can use movies, videos, games, and other fun activities to enhance the effectiveness of the active learning process. The use of technology also stimulates the "real-world" idea of active learning as it mimics the use of technology outside of the classroom.
Interactive learning is a pedagogical approach that incorporates social networking and urban computing into course design. In interactive learning, people collaborate to share information. In interactive learning, people collaborate to share information.
Flipped classroom teaching at Clintondale High School in Michigan, United States. A flipped classroom is an instructional strategy and a type of blended learning.It aims to increase student engagement and learning by having pupils complete readings at home, and work on live problem-solving during class time. [1]
[17] [18] In a 2022 overview of the William and Flora Hewlett Foundation's activities supporting open education since 2002, the Foundation describes OER as "freely licensed, remixable learning resources", [19] further including the Creative Commons definition of OER as "teaching, learning, and research materials that are either (a) in the ...
Gamification, broadly defined, is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior. [4] In other words, gamification is the introduction of game elements into a traditionally non-game situation.
A 2013 study focused on clinical skills education from YouTube found that the 100 most accessible videos across a variety of topics (venipuncture, wound care, pain assessment, CPR, and others) were generally unsatisfactory. [13] The value of YouTube in relation to dentistry and dental education has also been evaluated.
Experiential education can involve various tools like field work, policy and civic activity, and entrepreneurship outside of the classroom along with games, simulations, and role plays. In these activities, students may establish group goals, practice decision-making skills, and develop leadership skills, which can also enhance student ...
Students in jigsaw classrooms ("jigsaws") showed a decrease in prejudice and stereotyping, liked in-group and out-group members more, showed higher levels of self-esteem, performed better on standardized exams, liked school more, reduced absenteeism, and mixed with students of other races in areas other than the classroom compared to students in traditional classrooms ("trads").