health educ week 8 to 9 Flashcards

1
Q

are used to identify the intended outcome of the educational process that guide the design of the curriculum units.

A

EDUCATIONAL OBJECTIVES

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2
Q

describes the teaching activities, specific content areas, and resources used to facilitate effective instructions.

A

INTRUCTIONAL OBJECTIVES

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3
Q

is action oriented, describes precisely what the learner will be able to do following a learning situation.

A

BEHAVIORAL / LEARNING OBJECTIVES

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4
Q

– is the final outcome to be achieved at the end of the teaching learning process which are broad and long-term targets both by learner and teacher (few days, weeks or months).

A

Goal

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5
Q

in contrast to goal is a specific, single concrete behavior, which are short- term and should be achieved by the learner at the end of one teaching session before they are considered competent (a step-by-step leading to general overall long-term goal).

A

OBJECTIVE

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6
Q

demonstrates the kind of behaviors the teacher will accept as evidence that objectives have been achieved

A
  1. PERFORMANCE
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7
Q

describes the situation which the behavior will be observed or the performance will be expected to occur

A
  1. CONDITION
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8
Q

describes with accuracy or within what time frame the learner must be able to perform the behavior to be considered competent

A
  1. Criterion
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9
Q

is a blueprint to achieve the goal and objectives that have bee developed. This plan should indicate the following EIGHT BASIC ELEMENTS:

A

TEACHING PLAN

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10
Q
  • lecture and one-on-one are the most frequently used methods of teaching in the cognitive domain. Verbal, written and visual tools are all successful in enhancing the teaching methods to help learners master cognitive content.
A
  1. COGNITIVE DOMAIN
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11
Q

known as the “FEELING” domain where learning involves an increasing
Internalization of feelings expressed as emotions, interest, beliefs, attitudes, values and appreciations. The affective domain includes emotional and social development goals to help learners realize their own attitudes and values.

A
  1. AFFECTIVE DOMAIN
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12
Q

– is known as the “SKILLS” domain where learning involves acquiring fine and gross motor abilities such as walking, handwriting, manipulating objects or performing
A procedure.

A
  1. PSYCHOMOTOR DOMAIN
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13
Q

is the way information is taught that brings the learner into contact with what is to be learned.

A

TEACHING METHOD

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14
Q

are the objects or vehicles used to transmit information to supplement the act of teaching. (books, printed handouts, videos, podcasts, posters)

A

INSTRUCTIONAL MATERIALS

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15
Q

defined as a highly structured method of teaching by which the educator verbally transmits information directly to a group of learners for the purpose of instruction. Three main parts of lecture are INTRODUCTION, BODY and CONCLUSION

A

LECTURE

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16
Q

– a method of teaching whereby learners get together to actively exchange information, feelings, and opinion with one another and with the educator

A

GROUP DISCUSSION

17
Q

Which may be given informally, involves face-to-face delivery of information specifically design to meet the needs of an individual learner.

A

ONE-ON-ONE INSTRUCTION

18
Q

the learner is carried out as an attempt to establish competence by performing a task with cues from the educator as needed.

A

RETEURN DEMONSTRATION

19
Q

is a method of instruction requiring the learner to participate in a competitive activity with a preset rule. The goal is for the learners to win a game by applying knowledge and rehearsing skills previously learned.

A

GAMING

20
Q

is a trial-and-error method of teaching whereby an artificial experience is created that engages the learner in an activity that reflects real-life conditions but without the risk-taking consequences of an actual situation.

A

SIMULATION

21
Q

is a method of instruction by which the learners actively participate in an unrehearsed dramatization, where participants are ask to play an assigned character as they think the character would act realistically.

A

ROLE PLAY

22
Q

called identification and emanates from learning and developmental theories which explain how people acquire new behaviors and social roles. This teaching method is known to achieve behavior change in the affective domain.

A

ROLE MODEL

23
Q

is a teaching method used by the instructor to provide or design instructional activities that guide the learner to independently achieving the objective of learning.

A

SELF-INSTRUCTION

24
Q
  • Are the objects or the objects or vehicles by which information is communicated.
  • Printed, demonstration, and audiovisual media are the tools used to enhanced teaching and learning.
  • They provide the nurse educator with tools to deliver education messages creatively, clearly, accurately, and in a timely manner.
A

RESOURCES

25
Q

needs and abilities of various learners (sensory and motor abilities, reading skills, motivational level/locus of control, developmental stages, learning styles, gender, socioeconomic characteristics, and cultural backgrounds).

A
  1. CHARACTERISTICS OF THE LEARNER
26
Q

Print materials are the most common form through which information is communicated, but demonstration tools and non-print media are popular and useful choices. Educator should be flexible in considering a multimedia approach to complement methods of instruction.

A
  1. CHARACTERISTICS OF THE MEDIUM
27
Q

Identifying the type of learning domain (cognitive, affective, psychomotor) as well as the complexity of behaviors to be achieved to meet identified objectives.

A

CHARACTERISTICS OF THE TASK

28
Q

refers to the most concrete form of stimuli that can be used to deliver information.

A

REALIA

29
Q

a term that implies to a less concrete, more abstract form of stimuli to deliver a message (moving or still photographs, audiotapes projecting true sounds, real life drawings).

A

ILLUSIONARY REPRESENTATION

30
Q
A
31
Q
A