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  2. Bloom's 2 sigma problem - Wikipedia

    en.wikipedia.org/wiki/Bloom's_2_Sigma_Problem

    Bloom's 2 sigma problem. Bloom's 2 sigma problem refers to the educational phenomenon that the average student tutored one-to-one using mastery learning techniques performed two standard deviations better than students educated in a classroom environment. It was originally observed by educational psychologist Benjamin Bloom and reported in 1984 ...

  3. Educational management - Wikipedia

    en.wikipedia.org/wiki/Educational_management

    Educational management refers to the administration of the education system in which a group combines human and material resources to supervise, plan, strategise, and implement structures to execute an education system. [1] [2] Education is the equipping of knowledge, skills, values, beliefs, habits, and attitudes with learning experiences.

  4. Google Classroom - Wikipedia

    en.wikipedia.org/wiki/Google_Classroom

    Google Classroom is a free blended learning platform developed by Google for educational institutions that aims to simplify creating, distributing, and grading assignments. The primary purpose of Google Classroom is to streamline the process of sharing files between teachers and students. [3] As of 2021, approximately 150 million users use ...

  5. Formative assessment - Wikipedia

    en.wikipedia.org/wiki/Formative_assessment

    Formative assessment, formative evaluation, formative feedback, or assessment for learning, including diagnostic testing, is a range of formal and informal assessment procedures conducted by teachers during the learning process in order to modify teaching and learning activities to improve student attainment.

  6. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [1] [2] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [3] Gamification, broadly defined, is the process ...

  7. B. F. Skinner - Wikipedia

    en.wikipedia.org/wiki/B._F._Skinner

    The machine embodies key elements of Skinner's theory of learning and had important implications for education in general and classroom instruction in particular. [44] In one incarnation, the machine was a box that housed a list of questions that could be viewed one at a time through a small window.

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