Glossary of Pedagogy
ped·a·go·gy - the art, science, and profession of teaching
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Accessibility: the design of products, devices, services, or environments to meet the needs of a specific person or group.
Accommodation: an aspect of a system that has been modified to meet the needs of a specific individual or group.
Active Learning: Based on constructivism, where learners build their own understanding in response to learning opportunities provided by the instructor—meaning-making.
Adaptive Learning: Allows learners to move through content that adjusts in real-time to the performance/interest level of learner.
ADDIE: The acronym for the instructional design method that involves the process of analysis, design, development, implementation, and evaluation.
Andragogy: A model focused on the teaching of adult learners; self-directed learning and taking responsibility for decisions.
Assessment As Learning: The process of developing and supporting student metacognition while they are engaged in the process.
Assessment For Learning: An approach that involves monitoring learning and developing feedback (or formative assessment). Students are then able to use the feedback to improve performance and instructors would use results to improve teaching.
Assessment Of Learning: The evaluation of student learning at the end of an instructional unit (or summative assessment), compared to a standard or benchmark.
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Behaviorism: The belief that behavior is caused by external stimuli.
Blended Learning: Any formal education program in which a student learns at least in part through online learning as well as a supervised location, and modalities are provided along learning paths to provide an integrated learning experience (see hybrid class).
Bloom's Taxonomy: a classification system used to define and distinguish different levels of cognitive skills.
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Chunking: the theory that short-term memory can only hold meaningful units of information or "chunks".
Classroom Management: the skills and techniques used by teachers to keep students organized, focused, attentive, and productive.
Classroom Setup: the preparation of the physical learning environment.
Cognitive Load Theory: the theory that information should be presented at a pace and level of difficulty based on how the brain processes information.
Cognitive Science: the study of thought, learning. and mental organization. The science draws on aspects of psychology, linguistics, philosophy, and computer modeling.
Cognitivism: the study in psychology focusing on mental processes including perception, thought, remembering, learning, problem-solving.
Competency-Based Learning: systems of instruction based on students demonstrating new knowledge.
Concept Map: a type of graphic organizer that helps students organize and represent knowledge.
Connectivism: a learning theory that explains learning in a digital age or learning across networks, emphasizing the role of social and cultural context in how and where learning occurs.
Constructivism: a theory of learning based on the idea that knowledge is constructed. Learners are considered active organisms seeking meaning.
Course Authoring Software: products that allow organizations to create interactive multimedia content for educational purposes.
Curse of Knowledge: a cognitive bias that occurs when an individual communicating with others, unknowingly assumes that the others have the background to understand.
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Demo: a demonstration of a product or technique.
Developmental Course: courses that prepare students for college-level courses.
Differentiation: a wide variety of teaching techniques and lesson adaptations that educators use to instruct a diverse group of students.
Dual Coding: the theory that gives equal weight to two cognitive subsystems, verbal and non-verbal processing.
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E-Learning: the process of learning that utilizes electronic technologies to access educational curriculum outside of the traditional classroom.
Elaboration: the strategy is where the student uses elements of knowledge acquired and expands by relating it to other information.
Emotion: an instinctive or intuitive feeling, distinguished from reasoning or knowledge.
Emotional Intelligence: the capacity to be aware of, control, and express one's emotions, while managing interpersonal relationships judiciously and empathetically.
English as a Foreign/Second Language (EFL/ESL): the use or study of the English language by non-native speakers in an English-speaking environment.
Exit Ticket: a question or activity given prior to the end of class, requiring students to respond before they leave.
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Feedback: the process involving learners making sense of information and their performance to ultimately enhance their work.
Flipped Classroom: an instructional strategy that reverses the traditional learning environment process by delivering content outside of the classroom first and moving what is traditionally considered homework inside the classroom.
Formative Assessment: the in-process evaluation of student understanding, progress, and needs.
Four Corners: the instructional strategy that promotes listening, verbal communication, critical thinking, and decision-making (can also be used as formative assessment) that involves presenting students with a controversial statement or question, then posting an opinion or response in each of the four corners of the room and having students stand in the corner of their choice.
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Gagne's 9 Events of Instruction: Proposed by Robert Gagne, it involves a series of events following a systematic instructional design process focusing on the outcomes or behaviors of instruction or training.
Gallery Walk: an engaging discussion technique involving students walking throughout the classroom in small groups to share, respond, or problem-solve.
Games-Based Learning: learning that uses gaming principles and real-life settings to engage students with educational material in meaningful ways.
Gamification: an educational approach used to motivate students by using video game and gaming elements in learning environments.
General Education (Gen Ed) Objectives: the desired goals for a program designed to develop students.
Group Research & Response: a technique where students work in groups to research and respond to a problem, case study or scenario; often followed by a presentation of their response or sharing out in-class or online.
Group Work: work completed by a group of individuals, collaboratively.
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Higher Order Thinking: Connecting new ideas with current ideas beyond observation and memorization.
Holistic Learning Approach: An approach that seeks to fully activate all aspects of the learner’s personality (intellect, emotions, imagination, body) for more effective and comprehensive learning.
Humanism: Any system or mode of thought or action in which human interests, values, and dignity predominate.
Hybrid Class: A face to face class that incorporates online learning.
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IDEA Course Evaluation: Provide feedback on the instruction of the course.
Illustrated Dictionary: A visual that helps defines meanings of phrases or words.
Informal Learning: Learning that occurs outside of a formal classroom environment.
Inquiry-Based Learning:
Instructional Design (ID): Provide instruction by creating different learning modules, and class instruction to enhance the classroom experience.
Instructional Designer: Create engaging, effective learning experiences that help people gain the skills needed for success.
Instructional Media: Aids that are use to assist with teaching such as instructional videos.
Interleaving
Intrinsic Motivation: Performing an action because it is internally rewarding for you.
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Jeopardy
Jigsaw Groups: An activity that organizes students in a group where they have to collaborate to complete the assignment/ puzzle.
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Knowledge Check: A way for a learner to gauge on how well they understand the material.
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Learning Preferences: Describe how learners gather, sift through, interpret, organize, come to conclusions about, and “store” information for further use.
Low-Stakes Quiz: A form of evaluating a student with little or no impact on their overall grade.
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Maslow's Hierarchy of Needs: Is a motivational theory that suggest that we strive to meet our basic needs but we ultimately desire to meet our higher need of Self Actualization which we can do by reaching all steps of his pyramid which includes (Physiological needs, Safety needs, Love & Belonging and Esteem).
Mastery: Highly skilled in a particular area.
Mental Models: A physiological representation how someone perceives something in the real world.
Metacognition: Being aware of ones own learning process.
Minute Paper: A short in class writing assignment which takes one minute or less to allow students to reflect on the lesson for that day.
Mobile Learning: Learning that is taught using portable devices.
Motivation: The general desire or willingness of someone to do something.
Muddiest Point: A monitoring technique where students can write down the difficult parts of the lesson.
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Newspaper Headline: An activity where students write a short sentence to describe what they learned during the classroom lesson.
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Objective: Something that you plan to do or achieve.
Online Learning: A method of learning that is taught using the internet.
Open Educational Resources (OER): Any type of educational material that are freely available for teachers and students to use, adapt, share, and reuse.
Open Pedagogy
Outcome: Result of an action.
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Passive Learning- A form of learning where students receive information from the instructor but, they do not receive feedback from the instructor. The student is responsible for making sure they understand the material.
Pedagogy: The science of teaching.
Peer Instruction: A teaching method where students analysis another students work to provide feedback.
Plagiarism: The act of copying someone else work with the intention to use it as your own without acknowledgement to the original owner.
Portfolio: A collection of finish products.
Postcards:
Prior Knowledge: Information stored from previous experiences.
Problem-Based Learning: A learning method that allows students to learn by solving a problem.
Project-Based Learning: A learning method that allows students to learn by completing project.
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Qualitative: A scientific method that refers to measurements by quality and characteristics not by numeric value.
Quantitative: A scientific method that refers to measurements by numeric value not by quality and characteristics.
Quiz-Share-Repeat
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Real-World Examples: Give actual situations that occurred in the real world.
Relevance
Retrieval Practice:
Rote Learning: Repetition allows individuals to be able to retain information.
Rubric: A set of guidelines that relates to a task.
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Scaffolding: A strategy where the instructor gives the student support through each task until the student learns the material.
Schema: Knowledge that the someone has about a subject before entering into the classroom.
Self-Assessment: Assessing your own abilities/work.
Share Notes: A strategy where individuals collaborate together on information regarding the class.
Snowball Discussion: An activity where a student will teach another student information about a topic.
Social Learning:
Socrative Method: An augmentative learning strategy that creates an question and answer dialogue that promotes critical thinking.
Spacing
Spiral Curriculum: Each time an individual hears the same topic they will build upon the knowledge that was previously learned.
Storyboarding: A graphic visualization of the information/ story that the individual is trying to convey.
Summative Assessment: An assessment where the students learning is evaluated at the end of the course.
Survey: An individual collects data to receive an outcome.
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Taxonomy of Significant Learning
Think-Pair-Share: A collaborative activity where students think about the given topic and then pair up with another student and share their thoughts.
Transfer
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Universal Design for Learning: Is a way of thinking about teaching and learning that helps give all students an equal opportunity to succeed.
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Values Continuum: A strategy that helps students determine there problems by figuring out where they are currently on the line with their values.
Vocabulary: List of words
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Whiteboard Stations: A white surface that can be used for drawing or writing.
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You-Y'all-We
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Zone of Proximal Development: Establishing what a student can do with help or without help.
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