Search results
Results From The WOW.Com Content Network
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.
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.
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in ...
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]
The term and concept was first popularized by Larry Michaelsen, the central figure in the development of the TBL method while at University of Oklahoma in the 1970s, as an educational strategy that he developed for use in academic settings, as in medical education. [3] [4] Team-based learning methodology can be used in any classroom or training ...
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.
Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments.
Students in jigsaw classrooms ("jigsaws") showed a decrease in prejudice and stereotyping, liked in-group and out-group members more, showed higher levels of self-esteem, performed better on standardized exams, liked school more, reduced absenteeism, and mixed with students of other races in areas other than the classroom compared to students in traditional classrooms ("trads").