Chapter 10 Flashcards

1
Q

Advance organizer

A

Introductory material presented before new content to provide a framework for understanding.

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2
Q

Affinity groups

A

Groups formed based on shared interests, goals, or characteristics.

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3
Q

Appropriating

A

Adopting or adapting knowledge or skills for one’s own use.

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4
Q

Cognitive apprenticeship

A

Learning approach where novices learn from experts through guided participation in authentic tasks.

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5
Q

Collaboration

A

Working together with others to achieve a common goal or task.

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6
Q

Community of practice

A

Group of individuals who share a common interest or profession and collaborate regularly to learn from each other.

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7
Q

Complex learning environments

A

Settings where learners engage in challenging tasks that require critical thinking, problem-solving, and collaboration.

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8
Q

Computational thinking

A

Problem-solving approach that involves breaking down complex problems into smaller, manageable parts and using algorithms to solve them.

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9
Q

Constructive/structured controversy

A

A theory of learning that emphasizes the active construction of knowledge by learners through exploration, reflection, and interaction with the environment.

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10
Q

Constructivism/constructivist approach

A

Learning theory that emphasizes the active construction of knowledge by learners through exploration, reflection, and interaction with the environment.

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11
Q

Cooperation

A

Working together toward a common goal, often involving sharing resources and information.

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12
Q

Cooperative learning

A

Instructional approach where students work together in small groups to achieve shared learning goals.

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13
Q

Immersive virtual learning environment (IVLE)

A

Digital or physical environments designed to fully engage learners in an interactive and experiential learning experience.

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14
Q

Inquiry learning

A

Learning approach where students actively explore questions, problems, or scenarios to develop their understanding.

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15
Q

Intersubjective attitude

A

A mindset characterized by openness to understanding and respecting others’ perspectives and experiences.

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16
Q

Jigsaw classroom

A

Cooperative learning technique where each member of a group becomes an expert on a specific topic and teaches it to the rest of the group.

17
Q

Learning management system (LMS)

A

A digital platform used to deliver, manage, and track online learning activities and resources.

18
Q

Learning sciences

A

Interdisciplinary field that studies how people learn and how to design effective learning environments and experiences.

19
Q

Massive multi-player online games (MMOG)

A

Online video games that allow large numbers of players to interact and collaborate within a virtual world.

20
Q

Multiple representations of content

A

Presenting information or concepts in different formats to facilitate understanding and retention.

21
Q

Personal learning environment (PLE)

A

Customized digital environments where learners manage their learning resources, tools, and networks.

22
Q

Personal learning network (PLN)

A

A network of individuals, resources, and communities that learners use to support their personal learning and professional development.

23
Q

Problem-based learning

A

An instructional approach where students learn through solving real-world problems, often collaboratively and with guidance from the instructor.

24
Q

Radical constructivism

A

A theory of learning that emphasizes the individual’s active construction of knowledge and the subjective nature of reality, suggesting that knowledge is continually evolving.

25
Q

Reciprocal questioning

A

A cooperative learning technique where students take turns asking each other questions to deepen understanding and promote critical thinking.

26
Q

Reciprocal teaching

A

A cooperative learning strategy where students take turns acting as the teacher by summarizing, questioning, clarifying, and predicting while discussing the content.

27
Q

Scaffolding

A

Support provided by a teacher or more knowledgeable peer to help learners achieve a task or understand a concept beyond their current ability level, gradually reducing support as learners gain competence.

28
Q

Situated learning

A

A learning theory emphasizing that learning is context-dependent and situated within authentic, meaningful activities and environments.

29
Q

Social negotiation

A

The process of negotiating meaning and understanding through social interactions with others, often involving discussions, debates, and collaboration.

30
Q

Spiral curriculum

A

A curriculum design where key concepts and skills are revisited and expanded upon at increasing levels of complexity over time, allowing for deepening understanding and mastery.

31
Q

Virtual learning environments (VLE)

A

Online platforms or spaces where teaching and learning activities take place, often providing tools for communication, collaboration, content delivery, and assessment.