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Research on humans suggests that lack of stimulation delays and impairs cognitive development. Research also finds that attaining and engaging in higher levels of education, environments in which people participate in more challenging cognitively stimulating activities, results in greater cognitive reserve.
Active learning is the opposite of passive learning; it is learner-centered, not teacher-centered, and requires more than just listening; the active participation of each and every student is a necessary aspect in active learning. Students must be doing things and simultaneously think about the work done and the purpose behind it so that they ...
Learning development describes work with students and staff to develop academic practices, with a main focus on students developing academic practices in higher education, which assess the progress of knowledge acquired by the means of structural approaches (Tejero, 2020).
A VTech educational video game. An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product (and could therefore also comprise more serious titles sometimes described under children's learning software).
Experiential learning can occur without a teacher and relates solely to the meaning-making process of the individual's direct experience. However, though the gaining of knowledge is an inherent process that occurs naturally, a genuine learning experience requires certain elements. [6]
Learning is the process of acquiring new understanding, knowledge, behaviors, skills, values, attitudes, and preferences. [1] The ability to learn is possessed by humans, non-human animals, and some machines; there is also evidence for some kind of learning in certain plants. [2]
The philosophy of problem-posing education is the foundation of modern critical pedagogy. [4] Problem-posing education solves the student–teacher contradiction by recognizing that knowledge is not deposited from one (the teacher) to another (the student) but is instead formulated through dialogue between the two. [5]
Examples of epistemic goods are truth, knowledge, and understanding. Skill-based accounts, on the other hand, hold that the goal of education is to develop skills like rationality and critical thinking. For character-based accounts, its main purpose is to foster certain character traits or virtues, like kindness, justice, and honesty. [16]