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