Chapter 5: Managing Instructional Materials Flashcards

1
Q

Storyboards

A

Define the flow of activities of a process. Quick sketches/drawings of how an individual will interact with the technology.

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2
Q

First step in designing a technical class

A

Define what the boundaries/scope of the training will be.

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3
Q

Whiteboard

A

Where slides appear, media files are shared and figures and illustrations can be drawn on-the-fly.

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4
Q

Chat

A

To send messages via web-based software

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5
Q

Student Monitoring

A

Area of the interface where users can “raise their hand”, flag a color indicator or participate in polling.

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6
Q

Demonstration Area

A

Where an instructor can share their desktop on-screen.

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7
Q

Role Configuration

A

Moderator, Instructor, Host, Student, etc.

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8
Q

Representational Art

A

Represents the actual technology, line drawings of concepts, and screen captures or photographs from the technology. Shows learners how the concept is applied.

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9
Q

Decorative Visuals

A

Clip art and figures that don’t add value to the lecture.

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10
Q

Organizational Artwork

A

Organizes concepts, ideas and related material.

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11
Q

Relational Graphics

A

Bar Charts, Pie Charts, and other graphics that show quantitative relationships.

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12
Q

Mnemonic Visual

A

Uses a phrase or word to represent a word/concept that is being learned.

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13
Q

Transformational Artwork

A

Shows changes over time. (I.E. Timelines)

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14
Q

First-Time, First-Use Penalty

A

The first time that an endeavor is attempted by a person/organization, there will likely be additional time and cost involved.

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15
Q

Parkinson’s Law

A

Work expands to fill the time allotted to it.

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16
Q

Standard Operating Procedures

A

Rules for instructional designers to define the expectations and procedures for the content of the course development.

17
Q

Learning Curve

A

A dip in performance as a result of learning a new technology.

18
Q

The virtual classroom environment is an extension of the _______.

A

Learner Materials