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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."
Showdown is a cooperative learning technique that allows students to work in a group. It is usually used in middle school classrooms. [1]
Students perceived the jigsaw procedure as being very positive especially as an alternative learning experience. Jigsaws rated the technique as more useful for practical purposes than for interpersonal purposes such as working with others or giving/getting help. Students appreciated the technique as a time-saver and viewed it is a change of ...
David Johnson, Deutsch's student in the study of social psychology, with his brother Roger Johnson, a science educator, and their sister, educator Edye Johnson Holubec, further developed positive interdependence theory as part of their research and work in teacher and professional training at the Cooperative Learning Center at the University of Minnesota (founded in 1969).
In: Games That Work. Co-Operative Games and Activities for the Primary School Classroom. Eleanor Curtain Publishing, South Yarra 1992, ISBN 978-1875327164, p. 80. Huw Davies: British Bulldog. In: The Games Book: How to Play the Games of Yesterday. Michael O'Mara Books Ltd., London 2008, ISBN 1843173042. Caroline Sanderson: British Bulldog.
Cooperative education (or co-operative education) is a structured method of combining classroom-based education with practical work experience. A cooperative education experience, commonly known as a " co-op " or work-study program, provides academic credit for structured work experiences, helping young people in school-to-work transition .
Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. [1]
Educational game plus standard training compared to standard training for mental health professionals [6] Summary Current very limited evidence suggests educational games could help mental health students gain more points in their tests, especially if they have left revision to the last minute. The one salient study should be refined and ...