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Instructional Unit Concept Map
TIAP Concept Map

Key Concepts


Concepts 1-6

1. Anchored Instruction

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:  Technology could be incorporated into the classroom with anchored instruction by connecting a major component of the information by one means of technology, i.e. information gathered on the internet to another form of technology for presentation, i.e. power-point presentation or a video presentation.



2. Authentic Activity

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:  Teaching something like typing skills or creative construction skills by sitting them down at a computer for practice and participation would be a good way to include technology into the classroom.  These skills would be good for preparing presentations or papers or projects.



3. Authentic Assessment

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:  Asking students to prepare a power-point presentation would incorporate authentic assessment into the classroom, it is a way for the instructor to actively gauge the learner’s progress.



4. Communities of Learners

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:  I think it would be fun to incorporate technology into the classroom and community of learners by holding a technology based fair.  This could be for any subject.  You could have different computer and video technology stations open (prepared by students) showing their interpretations of different novels or aspects of them. The community of learners could participate in this interactive fair, constantly learning at each station.



5. Scaffolds

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:  Scaffolding is a fantastic way to incorporate technology into the classroom by showing and utilizing concept mapping.  Students could use Inspiration Software to show their scaffolded learning.



6. Transfer

The application of previously learned skills or knowledge to a new task or situation.

Application:  Technology is applied in the classroom by taking the information students know and putting that knowledge toward other applications.  Students knowledge of using the internet is a classic example of them then being able to process that information and post it to a website or information presentation.



Concepts for Web Check 2



1.     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:  Grouping students into teams and then asking them to complete a power point presentation over a chosen author and then have them present it to the class.



2.     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:  Students will be given a set of story problems where they will dissect and distinguish the important facts that will lead them to an answer.



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

Application:  Creating brainstorming webs about the process of brainstorming for a particular assignment.



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

Application:  Simulated driving experiences incorporates the concept of problem-based learning by including the student in an authentic activity while letting them experience the lesson hands on, thus asking them to resolve both complex and realistic problems in the situation.



5.     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:  Giving students a project and asking them to use trial and error for their completion of the project.  If they find that the correct solution has not been found they can then adjust their thinking and try it a different way.



6.     Situated Learning and Cognition
Authentic learning in which practice and exploration of a topic occurs within an actual environment native to the topic.

Application:  Using a power point program in order to learn power point applications.



7.     Cultural Inclusion 

Learning where multiple cultures are represented and presented in an unbiased and integrated way.

Application:  Including a mini-unit on Judaism when discussing a novel related to World War II.

Web Check 3 Concepts.


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

Application:  Using think alouds when teaching students how to identify indirect objects in a sentence.


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

Application:   Encourage students to search the web for academic papers on Tolstoy and then using this information, publish a website sharing their understandings.  By surveying the web for the knowledge located on the web, students can assess several different knowledges and by creating their own webpages, they contribute to the system of knowledge


3.    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:   Use an overhead projector rather than a chalkboard when filling out a worksheet with the class.


4.    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:  Ask students to write journals of various characters in a novel they are studying


5.    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:  Have students choose research topics and then share what they have learned with the class.


6.    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:  Discuss the role that a character's independence plays in a novel on a classroom message board.

 

7.   Zone of Proximal Development
Term coined by learning theorist Vygotsky to refer to the difference between two levels of cognitive functioning: adult or expert and child or novice

Application:  Before beginning a unit, pretesting students to find out what they can already do without help.  The results of this pretest will determine the lower limit of the students Zone of Proximal Development



 

















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