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  2. 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 ...

  3. Flipped classroom - Wikipedia

    en.wikipedia.org/wiki/Flipped_classroom

    Flipped classroom teaching at Clintondale High School in Michigan, United States. A flipped classroom is an instructional strategy and a type of blended learning.It aims to increase student engagement and learning by having pupils complete readings at home, and work on live problem-solving during class time. [1]

  4. Active learning - Wikipedia

    en.wikipedia.org/wiki/Active_learning

    Active learning. Classroom teaching. Active learning is "a method of learning in which students are actively or experientially involved in the learning process and where there are different levels of active learning, depending on student involvement." [ 1] Bonwell & Eison (1991) states that "students participate [in active learning] when they ...

  5. BrainPop - Wikipedia

    en.wikipedia.org/wiki/BrainPop

    BrainPop. BrainPop (stylized as BrainPOP) is a group of educational websites based in New York City. It hosts over 1,000 short animated movies for students in grades K–8 (ages 5 to 14), together with quizzes and related materials, covering the subjects of science, social studies, English, math, engineering and technology, health, arts and music.

  6. Educational technology - Wikipedia

    en.wikipedia.org/wiki/Educational_technology

    Teacher showing primary school students how to work a program at a primary school in Santa Fe, Mexico City. E-learning is utilized by public K–12 schools in the United States as well as private schools. Some e-learning environments take place in a traditional classroom; others allow students to attend classes from home or other locations.

  7. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    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 ...

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