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Library Video Company is an educational video distributor founded in 1985 by Andrew Schlessinger and based in West Conshohocken, Pennsylvania. A subsidiary of the company, Schlessinger Media , was founded in 1990 for the purposes of producing original for-the-classroom educational videos.
Midnight Rescue! is a side-scrolling educational game whose objective is to stop Morty Maxwell (also known as the Master of Mischief), a common antagonist of The Learning Company's Super Solvers series and Treasure series, from using his robots to paint the school invisible by midnight. To do this, the player must deduce which of the robots he ...
Tomes & Talismans is a 1986 educational television series produced by Mississippi Public Broadcasting, consisting of thirteen 20-minute episodes presented as a dramatic serial story. Each episode defines, illustrates, and reviews specific library research concepts. [1]
All types of games, including board, card, quizzes, and video games, may be used in an educational environment. [23] Educational games are designed to teach people about certain subjects, expand concepts, reinforce development, understand an historical event or culture, or assist them in learning a skill as they play. [citation needed]
Educational videos with expert-led courses, tutorials and documentaries Paid ? The Great Courses: Gresham College: Multidisciplinary Institution with a history of "free public lectures" hosts many online. [1] [2] Free ? Gresham College: IRIS Consortium: Multidisciplinary Educational Earth-science videos, animations, lessons for educators.
Childcraft was created as a sort of encyclopedia for young children. With simple texts and illustrations, the volumes were designed to make learning fun. With simple texts and illustrations, the volumes were designed to make learning fun.
Observational learning can even encourage behaviors that were previously forbidden (for example, the violent behavior towards the Bobo doll that children imitated in Albert Bandura's study). Observational learning can also influence behaviors that are similar to, but not identical to, the ones being modeled.
The Good Behavior Game (GBG) is a classroom management strategy used to increase self-regulation, group regulation and stimulate prosocial behavior among students while reducing problematic behavior. [1]