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Self-regulation is an important construct in student success within an environment that allows learner choice, such as online courses. Within the remained time of explanation, there will be different types of self-regulations such as the focus is the differences between first- and second-generation college students' ability to self-regulate their online learning.
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 ...
According to Schunk (2012), Lev Vygotsky who was a Russian psychologist and was a major influence on the rise of constructivism, believed that self-regulation involves the coordination of cognitive processes such as planning, synthesizing and formulating concepts (Henderson & Cunningham, 1994); however, such coordination does not proceed independently of the individual's social environment and ...
Educational psychology is the branch of psychology concerned with the scientific study of human learning.The study of learning processes, from both cognitive and behavioral perspectives, allows researchers to understand individual differences in intelligence, cognitive development, affect, motivation, self-regulation, and self-concept, as well as their role in learning.
William Glasser's choice theory begins: Behavior is not separate from choice; we all choose how to behave at any time. Second, we cannot control anyone's behavior but our own. Glasser emphasized the importance of classroom meetings as a means to improve communication and solve classroom problems.
Social cognitive theory describes human behavior as agentic meaning that humans have intentions and agendas that drive their behavior. This perspective explains lot of human learning behavior such as setting goals and regulating one's thoughts, emotions, and behavior for the purpose of learning.
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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 ...