1.1 Lecture Flashcards

1
Q

What is the AECT definition of Educational Technology?

A

The study and ethical practice of facilitating learning and improving performance through technological processes and resources.

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2
Q

What are the three main ways to integrate technology into education?

A

Learning ABOUT Technology
Learning FROM Technology
Learning WITH Technology (Mindtools)

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3
Q

What was Sidney Pressey’s Automated Teaching Machine (1920s)?

A

A behaviorist-inspired assessment machine designed for individualized learning, with added incentives like candy.

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4
Q

What was LaZerte’s Problem Cylinder (1930)?

A

A mechanical teaching device from the early 20th century, part of a larger movement that produced 700 patents in educational technology from 1890-1930.

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5
Q

What was B.F. Skinner’s Teaching Machine (1954)?

A

A machine that provided programmed instruction, allowing students to learn at their own pace and reinforcing correct responses through immediate feedback.

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6
Q

What are some key ideas from Skinner’s Teaching Machine?

A
  1. Immediate knowledge leads to better learning.
  2. Quick feedback reduces anxiety.
  3. Students can progress at their own pace.
  4. Small, structured steps guide learning (programmed instruction).
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7
Q

What was PLATO (1960)?

A

A computer-based teaching system developed at the University of Illinois, featuring a plasma screen, touch overlays, online forums, email, instant messaging, and early learning management systems.

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8
Q

How did PLATO contribute to modern EdTech?

A

It introduced features like online discussions, instant messaging, and course management, which are now common in modern LMS platforms.

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9
Q

What was the focus of Learning ABOUT Technology in the 1980s?

A

Teaching the fundamentals of computer hardware and programming, leading to the Maker Movement with robotics, 3D printing, and coding.

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10
Q

What is Learning WITH Technology (Mindtools)?

A

Using technology as cognitive tools to enhance problem-solving and critical thinking, such as word processors, spreadsheets, and concept mapping tools.

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11
Q

Who proposed the theory of Constructivism?

A

Jean Piaget.

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12
Q

What are Piaget’s four stages of cognitive development?

A
  1. Sensorimotor (0-2) - Learning through sensory experience.
  2. Preoperational (2-7) - Symbolic but egocentric thinking.
  3. Concrete operational (7-12) - Logical reasoning with tangible objects.
  4. Formal operational (12+) - Abstract and hypothetical thinking.
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13
Q

How does Vygotsky’s Social-Constructivism differ from Piaget’s Constructivism?

A

Piaget focused on individual knowledge construction, while Vygotsky emphasized learning through social interaction with peers and mentors.

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14
Q

What is the Zone of Proximal Development (ZPD)?

A

The range of tasks a learner can perform with guidance but not yet independently.

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15
Q

What are Bruner’s three modes of representation?

A
  1. Enactive - Learning through action.
  2. Iconic - Learning through images.
  3. Symbolic - Learning through abstract symbols and language.
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16
Q

What is Discovery Learning (Bruner)?

A

A method where learners solve problems and discover new knowledge by drawing on past experiences and manipulating information actively.

17
Q

What is Constructionism (Seymour Papert)?

A

A theory that emphasizes learning by constructing tangible artifacts (e.g., programs, robots, models) in a social environment.

18
Q

How is LEGO Robotics related to brain-based learning?

A

It aligns with brain-based learning principles by engaging learners physically, socially, and emotionally while recognizing individual learning styles.

19
Q

What are key brain-based learning principles in EdTech?

A
  1. Learning is both physical and cognitive.
  2. The brain is social, benefiting from collaboration.
  3. Learning is meaningful when connected to experiences.
  4. Patterns aid retention.
  5. Emotion enhances learning.
  6. Safe, non-threatening environments foster better learning.
20
Q

What is the importance of the Maker Movement in education?

A

Encourages hands-on, experiential learning through activities like coding, robotics, and 3D printing.

21
Q

How does Mindtools promote active learning?

A

By shifting control to students, encouraging them to create rather than consume information (e.g., concept maps, simulations, multimedia projects).