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"The Early Learning Program Guide has been organized around foundational elements of a high quality early learning program. The focus is on learning from contemporary literature and practices. Part I describes the vision and principles around which the Guide has been developed. Part II, Children as Competent Learners, explores how beliefs about children and their capabilities impact program design, interactions and, ultimately, children's learning. Part III, Changing Role for Educators, reviews how seeing children as competent learners has caused educators to examine their practices and expand their roles. Part IV, How Young Children Learn, revisits active, experiential learning and why it is vital to child development. The role of exploration in children's learning is examined, as is the importance of holistic learning. Part V, Observation and Reflection--Critical Skills, describes how these powerful practices are foundational to the design of high quality programming. Part VI, High Quality Programming--What Does it Look Like?, highlights three key components of program design--the environment, relationships and planning--and how these are impacted by the foundational elements described in Parts I to V. The remaining portions of the document, Resource Sheets, Appendices and References, provide additional information. Readers will also notice Reflection and Decision Making pages. These are provided to assist educators in reflecting and discussing the foundational elements and planning for implementation."--Document.
Reading for pleasure urgently requires a higher profile to raise attainment and increase children’s engagement as self-motivated and socially interactive readers. Building Communities of Engaged Readers highlights the concept of ‘Reading Teachers’ who are not only knowledgeable about texts for children, but are aware of their own reading identities and prepared to share their enthusiasm and understanding of what being a reader means. Sharing the processes of reading with young readers is an innovative approach to developing new generations of readers. Examining the interplay between the ‘will and the skill’ to read, the book distinctively details a reading for pleasure pedagogy and demonstrates that reader engagement is strongly influenced by relationships between children, teachers, families and communities. Importantly it provides compelling evidence that reciprocal reading communities in school encompass: a shared concept of what it means to be a reader in the 21st century; considerable teacher and child knowledge of children’s literature and other texts; pedagogic practices which acknowledge and develop diverse reader identities; spontaneous ‘inside-text talk’ on the part of all members; a shift in the focus of control and new social spaces that encourage choice and children’s rights as readers. Written by experts in the literacy field and illustrated throughout with examples from the project schools, it is essential reading for all those concerned with improving young people’s enjoyment of and attainment in reading.
This is the eBook of the printed book and may not include any media, website access codes, or print supplements that may come packaged with the bound book. In this easy-to-read resource, pre- and in-service teachers get practical help for designing play-based environments that ensure effective teaching and learning while meeting national and state standards. Creating Environments for Learning presents basic information and environmental and curricular possibilities through numerous examples, photos, and videos that demonstrate early childhood theories, child development, current research.
Helps providers implement proven child-centered curricular practices while meeting early learning standards.
Informal science is a burgeoning field that operates across a broad range of venues and envisages learning outcomes for individuals, schools, families, and society. The evidence base that describes informal science, its promise, and effects is informed by a range of disciplines and perspectives, including field-based research, visitor studies, and psychological and anthropological studies of learning. Learning Science in Informal Environments draws together disparate literatures, synthesizes the state of knowledge, and articulates a common framework for the next generation of research on learning science in informal environments across a life span. Contributors include recognized experts in a range of disciplines-research and evaluation, exhibit designers, program developers, and educators. They also have experience in a range of settings-museums, after-school programs, science and technology centers, media enterprises, aquariums, zoos, state parks, and botanical gardens. Learning Science in Informal Environments is an invaluable guide for program and exhibit designers, evaluators, staff of science-rich informal learning institutions and community-based organizations, scientists interested in educational outreach, federal science agency education staff, and K-12 science educators.
Learn what a flipped classroom is and why it works, and get the information you need to flip a classroom. You’ll also learn the flipped mastery model, where students learn at their own pace, furthering opportunities for personalized education. This simple concept is easily replicable in any classroom, doesn’t cost much to implement, and helps foster self-directed learning. Once you flip, you won’t want to go back!
Playing and Learning in Early Childhood Education supports early childhood education students, practitioners, and primary educators to engage in the exploration of the theoretical framework of play, characteristics of play, the environmental and cultural factors that influence play, and the application of developmentally appropriate play practices. Playing and Learning in Early Childhood Education is grounded in sharing new research, practices, and ways of knowing about play and its contributions it makes to the lives of children and how play sets the foundation for later academic and life dispositions. This new edition reinforces how play prepares children to develop the critical thinking, problem solving, their desire to be curious, and creative expression that facilitates their communication skills, ability to embrace place, community, their culture, and diversity amongst peers. These skills form the foundation for the 21st century skills needed that focus on STEAM - Science, Technology, Engineering, Arts and Math.
Behaviour management in the classroom can be one of the most challenging aspects of teaching, but with the right approach it can be rewarding and enriching for both student and teacher. A Comprehensive Guide to Classroom Management provides a systematic overview of the major theories and styles of discipline in schools. Drawing on the latest international research, Porter outlines how teachers can develop a personal style in classroom management based on a sound understanding of theory. The emphasis is on proactive, authoritative approaches to discipline to engage students and facilitate the achievement of educational and social goals. Porter demonstrates how it is within the power of schools and teachers to create the conditions under which even disadvantaged or disenchanted students strive to learn. A Comprehensive Guide to Classroom Management is the essential handbook for preservice teachers and a valuable reference for more experienced teachers who want to develop their approach to complex behavioural challenges. 'True to its title, this is an enormously ambitious - indeed, encyclopaedic - resource that makes a compelling, multilayered case for putting respect for children's needs ahead of our urge to control them.' - Alfie Kohn, author of Beyond Discipline and Punished by Rewards 'There is so much to admire and absorb in this impressive and highly readable blend of research, idealism and sound sense - highly recommended for principals, aspiring school leaders and reflective practitioners teaching students with behavioural difficulties.' - Dr Ted Cole, lead editor of The Routledge International Companion to Emotional and Behavioural Difficulties
Lewis, a hedgehog, and his friend Clark, a skunk, set out from their comfortable burrow under Miss Nancy's potting shed on an expedition to see more of the "Whole Wide World."
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.