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Active learning
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== Use of technology == {{See also|Technology-enhanced active learning}} The use of multimedia and technology tools helps enhance the atmosphere of the classroom, thus enhancing the active learning experience. In this way, each student actively engages in the learning process. Teachers can use movies, videos, games, and other fun activities to enhance the effectiveness of the active learning process. The use of technology also stimulates the "real-world" idea of active learning as it mimics the use of technology outside of the classroom. Incorporating technology combined with active learning have been researched and found a relationship between the use and increased positive behavior, an increase in effective learning, "motivation" as well as a connecting between students and the outside world.<ref>{{Cite journal |last1=Hwang |first1=Gwo-Jen |last2=Chang |first2=Shao-Chen |last3=Chen |first3=Pei-Ying |last4=Chen |first4=Xiang-Ya |date=April 2018 |title=Effects of integrating an active learning-promoting mechanism into location-based real-world learning environments on students' learning performances and behaviors |url=http://link.springer.com/10.1007/s11423-017-9567-5 |journal=Educational Technology Research and Development |language=en |volume=66 |issue=2 |pages=451β474 |doi=10.1007/s11423-017-9567-5 |s2cid=255162149 |issn=1042-1629|url-access=subscription }}</ref> The theoretical foundations of this learning process are: # [[Flow (psychology)|Flow]]: Flow is a concept to enhance the focus level of the student as each and every individual becomes aware and completely involved in the learning atmosphere. In accordance with one's own capability and potential, through self-awareness, students perform the task at hand. The first methodology to measure flow was Csikszentmihalyi's Experience Sampling. # [[Learning styles]]: Acquiring knowledge through one's own technique is called learning style. Learning occurs in accordance with potential as every child is different and has particular potential in various areas. It caters to all kinds of learners: visual, kinesthetic, cognitive and affective. {{Dubious | Reference to 'Learning styles' needs a health warning |date=January 2018}} # [[Locus of control]]: Ones with high internal locus of control believe that every situation or event is attributable to their resources and behavior. Ones with high external locus of control believe that nothing is under their control. # [[Intrinsic motivation]]: Intrinsic motivation is a factor that deals with self-perception concerning the task at hand. Interest, attitude, and results depend on the self-perception of the given activity.<ref>{{cite journal |last1=Karahoca |first1=Adem |last2=Karahoca |first2=Dilek |last3=Yengin |first3=Δ°lker |title=Computer assisted active learning system development for critical thinking in history of civilization |journal=Cypriot Journal of Educational Sciences |date=2010 |volume=5 |issue=1 |pages=4β25 |url=https://archives.un-pub.eu/index.php/cjes/article/viewArticle/144 }}</ref>
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