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  2. Reading - Wikipedia

    en.wikipedia.org/wiki/Reading

    Reading is the process of taking in the sense or meaning of symbols, often specifically those of a written language, by means of sight or touch. [1] [2] [3] [4]For educators and researchers, reading is a multifaceted process involving such areas as word recognition, orthography (spelling), alphabetics, phonics, phonemic awareness, vocabulary, comprehension, fluency, and motivation.

  3. Learning through play - Wikipedia

    en.wikipedia.org/wiki/Learning_through_play

    Learning through play is a term used in education and psychology to describe how a child can learn to make sense of the world around them. Through play children can develop social and cognitive skills, mature emotionally, and gain the self-confidence required to engage in new experiences and environments.

  4. Kino's Storytime - Wikipedia

    en.wikipedia.org/wiki/Kino's_Storytime

    Kino's Storytime, also known as Storytime, is an American children's reading television program which aired on PBS from October 12, 1992 until September 1, 1997. [1] It was produced by KCET in Los Angeles, California.

  5. Living Books - Wikipedia

    en.wikipedia.org/wiki/Living_Books

    Originally designed for children in preschool and early elementary aged three to eight, [77] [8] the storybooks found audiences ranging as young as two and some programs reached kids nine and older, [13] [8] Schlichting noted that while younger players would click the words in sequence to "map the story", older players will click the words out ...

  6. StoryBots - Wikipedia

    en.wikipedia.org/wiki/StoryBots

    StoryBots is an American children's media franchise that produces educational TV series, books, videos, music, video games, and classroom activities. [1] Its productions include Netflix series, Ask the StoryBots, StoryBots: Answer Time, StoryBots: Super Silly Stories with Bo, and StoryBots Super Songs.

  7. Educational entertainment - Wikipedia

    en.wikipedia.org/wiki/Educational_entertainment

    According to Paraskeva (2010), at least 68% of American households play video games. Many recent research articles postulate education and gaming can be joined to provide academic benefits. [24] [page range too broad] According to Van Eck (2006), there are three reasons why games are considered learning tools: 1.

  8. 63 Times Schools Made Questionable Decisions, Shared By Parents

    www.aol.com/lifestyle/63-times-schools-made...

    School days often bring back fond memories for students—like recess, favorite teachers, or the excitement of annual celebrations.But for parents, school memories can look quite different. They ...

  9. Active learning - Wikipedia

    en.wikipedia.org/wiki/Active_learning

    Breaking down the skills that need to be taught, one step at a time, is more beneficial than teaching a large amount of knowledge all at the same time. This concept was developed based on the Zone of Proximal Development theory by Lev Vygotsky (1978). In practice, students start a lesson with higher expectations and in a positive class environment.