Concepts


Anchored Instruction

Definition:
A type of instruction in which materials to be learned are linked to a meaningful theme. The theme provides a holistic context for learning
diverse concepts and subjects.
Application:  This form of instruction makes connections with a certain theme.  If the theme was "Africa," the students could link all subjects and learning around Africa.  

Authentic Activity

Definition:
Promotes learning in meaningful and realistic ways. The best ones of these allow students the opportunity to do hands-on activities, and control their learning to a certain degree. Provides practice and experience in ways that are valued by society beyond the classroom walls.
Application: Any type of a hands-on activity that enlightens, encourages, enhances the students with real-life experiences. This could be any number of tasks including balancing checkbooks, or running a small business in the classroom.

Authentic Assessment

Definition:
Evaluation that addresses what was learned and the process through which it was learned in a method similar to the practice activities, provides information about the particular tasks at which students succeed or fail, and evaluates tasks that are worthwhile, significant, and meaningful.
Application: This type of assessment is a determination of whether the student learned the skill/concept as meaningful and useful information.  Through technology the student should be able to explore and successfully use computers without assistance.  The student understands the procedures and the outcomes involving basic computer literacy.


Communities of Learners


Definition:
Teachers, students, staff members, parents, and others actively and cooperatively work to help one another learn. Communication is open, participation is widespread, teamwork is prevalent, and diversity is incorporated. All participants share a common sense of purpose, care about, trust, and respect each other, and recognize each other's efforts and accomplishments.
Application: An example of the communities of learners are all the students participating in the assigned groups. The groups come together to help one another learn. This is a helpful tool for the real world.


Scaffolds


Definition:
Support provided to learners in various forms, including (but not limited to) printed or oral guidance, modeling, and questions. Assistance is gradually reduced as the student achieves mastery.
Application: An example of scaffolding with technology is first showing a student how to make a web page by giving oral and visual instructions. Then you would let the student apply it him or her self. This would allow for the student to be able to decontextualize the situation and then learn.


Transfer


Definition:
The application of previously learned skills or knowledge to a new task or situation.
Application: Transfer can be used when a student knows how to put a pic online and download pictures of the internet, but has not ever done these two things together. If the student can transfer then he would be able to apply himself, and put the two projects together.




Cooperative ad Collaborative Learning
A type of learning in which small groups of students complete tasks together, rather than competing against each other.  Each student has a role and together, they work toward a common goal.

Application:  Given an assignment to make a powerpoint presentation, the group of four students will each collaborate on the theme, colors, graphics, etc. Then they will each create their own page to be added to the complete presentation.

Generative Learning
Given well-planned and carefully constructed scenarios, students identify problems to be solved and learn as they work together to solve them.

Application:  Given a scenario describing a problem with graphics not appearing on a student's webpage, the class will identify the specific reason the pictures
are not showing up and correct the problem.

Metacognition

The awareness and monitoring of one’s cognitive processes; understanding one’s own thinking processes; often referred to as “thinking about thinking.”

Application: While creating thier personal webpage, the student will think about the steps he or she needs to take to link other web pages correctly.  They will think about their thinking process to help them understand the task and correctly complete the assignments.


Problem-based Learning
Authentic and experiential learning centered around the collaborative investigation and resolution of complex and realistic problems.

Application: Given an complex problem about the usefulness of an educational software program, the group will collaborately evaluate the software, and experiment with different options seeking the best possible use of the software.

Self-Regulated Learning
The process of actively monitoring and adjusting one’s thinking and learning.  Students who do this generally are intrinsically motivated and actively seek more knowledge, oftentimes using strategic thinking.

Application: After a presentation on how to create layout of a webpage, the student takes the basic knowledge taught in the class and then explores the Internet for more options and layouts.  The student searches for more challenging and engaging layouts for his or her webpage.

Situated Learning and Cognition

Authentic learning in which practice and exploration of a topic occurs within an actual environment native to the topic


Application: While learing about using a Mac computer, the student will be in a lab containing Mac computers and practice working with and using this specific type of technology.

Autonomy
Definition: The ability to make decisions by taking relevant factors into account, independently of rewards and punishments.
Application: Students will be able to create a Power Point Presentation which the can construct the outline, format, and information independent of scaffolding/instruction.

Cognitive Apprenticeship
Learning that provides practice and mentoring regarding certain techniques or methods of thinking and doing.

Application:  After a lesson on graphics editing, a student is guided by the instructor on her practice graphics.  The teacher mentors the student by giving advice and hints at each step of the students actions to master the technique.

Distributed Intelligence
The idea that knowledge exists across a system and that the whole is greater than the sum of its parts.

Application:  When learning how to use spreadsheets, students learn how each column works and what each command does.  However, the complete knowledge of the use of spreadsheets is only mastered when they know all of the key parts and are able to fill out a spreadsheet with all options in mind.  


Media Attributes
Each method of delivery (e.g., print, overhead transparency, multimedia computer) has particular characteristics that are advantageous to specific learning situations.  Teachers should select the medium that best facilitates the task at hand.

Application:  For example, the best way for students to learn what steps a teacher is using to locate specific information on the Internet, the best media attribute would be a projector hooked up to the teachers computer.  Thus, the students would be able to see exactly where the teacher's mouse is, and then be able to navigate thier way to the site.  

Multiple Perspectives
Provides a fuller understanding of a subject by considering many different sources and points of view.  Encourages students to consider and reconcile many sources and positions.

Application:  In a government class discussing the important decision of Roe V. Wade, the teacher could have students use the internet to research different perspectives and arguments that supported/conflicted with each side of the court case.  Using the Internet would help them to go beyond just thier point of view and begin to bring many perspectives together and evaluate all positions.  

Reciprocal Teaching
Often occurs in the form of a dialogue between teachers and students.  The student assumes the role of teacher regarding the material being learned.  This involves summarizing, generating questions, clarifying, and predicting.

Application:  As a senior project, a teacher could have her students look up possible college majors or carreers they would be interested in on the Internet.  Then as an individual presentation, the students could each present the future they were interested in and the teacher would be able to ask questions about the presentations.  The students would actually be teaching the class and teacher about that particular area of life via Internet resources.

Substantive Conversation
Involves sharing and exchanging ideas in which students and teacher develop a shared understanding about a topic.  Builds on and clarifies ideas presented by others in the conversation, which results in significantly improved understanding of the topic discussed.


Application: In an open class discussion, the students and teacher could discuss and learn what a good personal website looks like.  Students would have an opportunity to say thier ideas and opinions and then other students could build on thier ideas.  Each person would end up learning the values shared by all classmates and thus be able to create thier own personal webpage in the fashion agreed upon.

Disequilibrium
State of not being completely comfortable with an event or object.

Application:
Anything that helps to push students beyond their normal boundaries is disequilibrium. By such, students are force to adapt and thus learn from the educational setting.  For example, introducing a new software program to the students.  Until they learn the new software, they will be in disequilibrium.



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