Concept Applications

Concept Map

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: Authentic assessment of technology tasks would evaluate the process of learning more than the product by examining those steps taken along the way that got to the final product. This can help determine what a students knows, understands, and is able to do rather than simply looking at the final product to determine what was learned. Observing students through observation booth while completing a task is one example of authentic assessment.

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 others efforts and accomplishments.
Application: Students discuss and brainstorm together on rules, schedules, and problems in the classroom. Open communication and respect for one another can be built through class meetings as one example.


Transfer

Definition: The application of previously learned skills or knowledge to a new task or situation. Specific transfer occurs when a rule, fact, or skill learned in one situation is applied in a similar situation. General transfer is applying the knowledge and attitudes learned in one situation to another, different situation.
Application: Students use software programs that encourage them to use the skills they have learned in other classes. For example, in a foreign language class, students use a software program to learn numbers that asks them to do math problems using numbers in the foreign language. This encourages transfer of math skills to the foreign language class, and hopefully will encourage transfer of foreign language skills to math class.

Scaffold

Definition: The application of previously learned skills or knowledge to a new task or situation. Specific transfer occurs when a rule, fact, or skill learned in one situation is applied in a similar situation. General transfer is applying the knowledge and attitudes learned in one situation to another, different situation.
Application: Software programs often provide scaffolds for learning to use the software through the help feature. Also, educational software often provides scaffolding through hints and feedback on correct or incorrect responses.

Anchored Instruction

Definition- an approach for instruction that is best in a group environment and is used to teach a diverse array of subjects. Themes and activities center around a realistic situation (the anchor) in which the group works toward solving the problem. This method is often technology based, and allows students to view knowledge as a tool to apply to other situations, rather than facts to be memorized.
Application- Students study the effects of weather conditions by growing plants in different types of weather. They would work in groups and keep track of their findings on a software program.

Authentic Activity

Definition- a hands on activity that allows students to learn realistically. They are not usually well defined, and the students are asked to identify the tasks needed to complete the activity. It requires lots of exploration and problem solving and results in experience that will help the student grow beyond achievements in the classroom. It gives students a reason to learn and apply what they have learned.
Application- an easy application would be for the teacher to ask her students how to solve a problem. For example the teacher might tell the students that she knows the class would like to go on a trip with the money they have raised, but she hasn’t found out how to budget or organize it. The students would then offer suggestions about using spreadsheet or excel etc.

Cooperative and 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: Have students work together to build a car. Have students discuss the parts of a car that they will need, what they can use to build the car, and then actually construct it using items around the classroom.

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: When making a decision in class about what the inside recess activity will be, discuss with students how they will decide in a way that is fair to everyone.

Metacognition

The awareness and monitoring of one’s cognitive processes; understanding one’s own thinking processes; often referred to as “thinking about thinking.”
Application: Ask students to explain their thinking to the class about a certain problem. This will encourage them to think about how others think as well as themselves, and help them to understand and explain why they thought the way that they did.

Problem-based Learning

Authentic and experiential learning centered around the collaborative investigation and resolution of complex and realistic problems.
Application: Discuss a complex problem with students, such as we need to know how many animals can we hold in our zoo, that has a certain amount of space for cages and limits on how many animals in each cage. The students must make decisions and create a zoo that will hold as many animals as possible.

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: Give students a journal in which they write in after their daily readings and class discussion. Ask them questions for them to write about such as how has your thinking changed? And what have you learned that you didn’t know before?

Situated Learning and Cognition

Authentic learning in which practice and exploration of a topic occurs within an actual environment native to the topic.
Application: When students are studying gravity or many other science topics, they do experiments in which they can actually see the concept at work.

Disequilibrium

A state of instability or inbalance. Confusion in ideas that are new or conflicting with previous understandings.
Application: Give students a task, such as using a battery and bulb to form a working circuit. Allow students to work through their confusion to develop deeper understanding.

Cognitive Apprenticeship

Uses a knowledgeable master working with a less knowledgeable learner, focuses on the individual cognitive activity, such as reciprocal teaching.
Application: Partner work where a fluent reader is paired with a beginner.

Distributed Intelligence

The idea that knowledge exists across a system and that the whole is greater than the sum of its parts.
Application: To solidify this understanding, you could have the whole class work together on a project. This project could be either student-led or teacher-led, but it should include ideas from all students.

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: Reciprocal teaching can be accomplished by the student presenting a report or project in the class, the student would present then the teacher would follow up on the knowledge by asking the student various questions to get them to expand more on the concepts learned.

Substantive Conversation

Instructional conversation in which students learn through the interaction of teachers and other students. These involve the entire class in sharing and exchanging ideas, values, and shared understanding which allows authentic student learning.
Application: Have a class meeting where students talk about resolutions to a problem

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: If a teacher wanted to show the whole classroom an example of a project that she wanted them to complete he or she could use an overhead projector in order for the whole classroom to she it.

Multiple Perspectives

Discovering different perspectives of people involved in different situations. This can increase one's knowledge and understanding of others.
Application: A class meeting where students discuss their feelings about an issue.

Zone of Proximal Development

A dynamic space created by teaching and learning in which the student has some success in mastery but learning is still occurring. What a student can learn with help.
Application: Something that a student can do part of, but needs help to learn completely. It is neither too easy or frustrating. For example, a reading book that is a little over the child's reading level, therefore challenging, is in that child's ZPD.

 

 

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