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The sociology of education is the study of how public institutions and individual experiences affect education and its outcomes. It is mostly concerned with the public schooling systems of modern industrial societies, including the expansion of higher , further , adult , and continuing education.
Team-Based Learning Collaborative – An international organization of educators who encourage and support the use of Team-Based Learning in all levels of education. Team-Based Learning: Group Work that Works by Faculty Innovation Centre, University of Texas at Austin (12 min)—An introductory video on the components of TBL, its use, and how ...
Small group learning is an educational approach that focuses on individuals learning in small groups and is distinguished from learning climate and organizational learning. It is also described as a team-based approach to learning where students work together towards shared learning objectives. [1]
Individuals are graded on the team's performance . Although the tests are taken individually, students are encouraged to work together to improve the overall performance of the group. It is basically a team work, but students are graded individually according to their contribution that they make towards their team.
Cooperative learning is an educational approach which aims to organize classroom activities into academic and social learning experiences. [1] There is much more to cooperative learning than merely arranging students into groups, and it has been described as "structuring positive interdependence."
Man, Play and Games (ISBN 0029052009) is the influential 1961 book by the French sociologist Roger Caillois (French: Les jeux et les hommes, 1958) on the sociology of play and games or, in Caillois' terms, sociology derived from play. Caillois interprets many social structures as elaborate forms of games and much behaviour as a form of play.
Several variations on the game of quiz bowl exist that affect question structure and content, rules of play, and round format. [3] One standardized format is the pyramidal tossup/bonus format, which is used in NAQT and ACF (or mACF, referring to question sets produced in a similar style to those of ACF) competitions.
Examples of gamification in business context include the U.S. Army, which uses military simulator America's Army as a recruitment tool, and M&M's "Eye Spy" pretzel game, launched in 2013 to amplify the company's pretzel marketing campaign by creating a fun way to "boost user engagement." Another example can be seen in the American education system.