Post-Midterm Flashcards

1
Q

Computational thinking

A

A way that humans (not computers) think
-solving problems, designing systems, understanding human behaviour by drawing on concepts fundamental to computer science
-abstraction, decomposition, evaluation, pattern recognition, logic, algorithm design

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2
Q

Computational thinking Learning (with/about/from)

A

in K-12 curriculum CT is Learning ABOUT and WITH technology

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3
Q

Jeannette Wing

A

Computational thinking will be a fundamental skill used by everyone in the world by the middle of the 21st C
-CT is thinking like a computer scientist
-Abstraction is the most important and high level thought process inn CT
-Computational thinking (concept)–>Operationalization–> computer science

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4
Q

CT Concept: Logic and Logical Thinking

A

-Analyzing situations to make a decision or reach a conclusion about a situation
-Boolean logic: AND, OR, NOT

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5
Q

CT Concept: Decomposition

A

-Breaking down complex ideas down into subcomponents (or more manageable parts)
-ex. concept mapping, building a garden box with steps

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6
Q

CT Concept: Pattern Recognition

A

-Looking for similarities
-ways to organize information
-forming categories
-helps us organize the world and make predictions
-can lead to definition of generalizable solution that can leverage automation
-repeating patterns (incorporate iteration/recursion)

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7
Q

CT Concept: Algorithm Design

A
  • set of rules to be followed
    -algorithms: a series of logical, precise, repeatable steps that delivers an expected result
    -recipe with steps to take
    -3 basic building blocks: Sequence, selection and repetition
    -if-then-else (conditional checks), do-while, for, repeat, repeat-until (looping actions - perform repetitive actions)
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8
Q

CT Concept: Abstraction and generalization

A

-Carefully selecting the qualities we care about and ignoring the rest of the details
-ex. 3 min thesis, synopsis
-Abstraction: information hiding (black-boxing details allows one to focus on input and output)

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9
Q

CT Concept: Evaluation

A

-solutions must be evaluated for correctness and appropriateness based on goals and constraints
-more than analysis and analytical thinking- efficiency contraints (time to completion, resource usage and human factors, user experience considerations

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10
Q

CT Concept: Automation

A

-Computing is the automation of our abstractions
-working toward a solution that will be executed by a machine
-recognizing when automation is needed and what abstractions and data representations will best help develop an automated solution

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11
Q

CT skills include

A
  1. Gathering and organizing data to investigate questions and communicate findings
  2. expressing procedures as algorithms (a series of logical, precise, repeatable steps that delivers an expected result) to reliably create and analyze processes
  3. Create computational models that use data and algorithms to simulate complex systems
  4. Using and comparing computational models to develop new insights about a subject
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12
Q

Operationalize a concept

A

the process of defining a fuzzy concept to make it clearly distinguishable or measurable, and to understand it in terms of empirical observations
-articulate the operationalization process: operational definition

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13
Q

Operational Definition

A

a description of something in terms of the operations (procedures, actions, processes) by which it could be observed and measured

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14
Q

Computational thinking (concept–>Operationalization through–>Computer Science (knowledge and skills to build Computational models)–>Measure learning (processes and product of building computational models–>

A

-

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15
Q

CT Practice: Problem Decomposition

A

-breaking a problem down into smaller subproblems makes the problem more tractable and problem-solving process more manageable
-writing pieces of code separately and bring parts together when solution is composed

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16
Q

CT Practice: Creating computational artifacts

A

-creating solutions to be executed by a computer is often the natural end goal of CT and problem solving
-often simulation or model or interactive prototype to eventually be a physical artifact

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17
Q

CT Practice: Testing and Debugging

A

-Evaluating one’s solution for accuracy, detecting flaws in a faulty solution and fixing them

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18
Q

CT Practice: Iterative Refinement (incremental development)

A

-similar to problem decomposition
-it focuses less about making sub-problems and more on growing the solution or program iteratively with frequency testing and debugging in between to develop improvements

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19
Q

CT Practice: Collaboration and creativity

A

-Norms of collaboration in pair programming require programmers to alternate between taking the lead on typing or reviewing code are beneficial to problem solving processes

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20
Q

Assistive technology (AT)

A

-AT used in the classroom to support needs of students with disabilities
-tool for communication, social interaction, physical access to resources
AT: any item, piece of equipment, product system (commercial/off the shelf, modified, customized) used to maintain or improve the functional capabilities of children with disabilities

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21
Q

Low-Tech AT

A

-devices and tools that support students but do not require extensive training or high cost, easily accessed and replaced
-consider low-tech first to meet students’ needs
-ex. pencil grips, graphic organizers, highlighting pens, adapted paper

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22
Q

Mid-tech AT

A

-Generally doesn’t require extensive training to use and is reasonably prices
-has power sources but not overly complex
-ex. single-phrase communication systems, digital recording devices, talking calculators, audiobooks
-considered high tech if user must program the device

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23
Q

High-tech AT

A

-best suited for people with significant disabilities or have extensive functional needs
-requires training and is more costly
-ex. powered wheelchair, speech-to-text, eye gaze systems, head pointers
-costly due to small market and large research and development costs incurred in design and manufacture of devices
-low tech alternatives should be available in case of tech difficulties

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24
Q

Selection of AT devices

A

-Person making decision needs knowledge of device and the needs of individual
Considerations:
-budget available and cost of tech
-scope of training required by used and facilitator
-environment where AT will be used
-capacity to modify or personalize AT
-preferences and attitudes of all stakeholders of the ATZ

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25
Q

AT selection/Evaluation

A

SETT framework (student, environment, task, tool), MPT (matching person technology)
-Environmental factors: cultural expectations, legislation and policy, attitudes toward AR of other stakeholders
-maintenance of devices, teacher support to best use AT

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26
Q

Inclusive Education

A

-Education environments that accommodate for the needs of all students within mainstream classrooms (prevent marginalized/excluded groups being discriminated against and denied)
-children should learn together whenever possible, regardless of any difficulties or differences they may have

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27
Q

Features of Inclusive Ed

A

-attendance at the local school
-welcoming all children in the school
-all students situated in the mainstream classroom
instruction and curricular modified or adapted for all students
-support for social inclusion in the classroom
-Appropriate resources and training to support inclusion

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28
Q

Inclusive Education and Assistive Technology

A

-Belonging: ensure students in inclusive classrooms have a sense of belonging (value difference, social relationships, engagement, contribute)
-Planning: UDL framework, consider tech to cater needs of all students)
-teaching and learning: where students are at, high-quility teaching processes, how to monitor progress and evaluation

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29
Q

UDL Principles and Practices

A

Universal Design for Learning

-curricula developed for “average” student but there is no average
-the power to be very flexible, allow choices/different paths (universal and everybody learns)

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30
Q

Elements of Belonging and Assistive Technology

A

-Difference is valued
-school climate
-social relationships
-contribution and engagement

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31
Q

UDL 3 Broad Principles

A
  1. Multiple means of representation: symbols, language, diagrams, physical manipulatives
  2. Multiple means of action and expression
  3. Provide multiple means of engagement (methods, materials, media, assessment)
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32
Q

AT: Text-to-Speech (TTS)

A

-converts digital text into speech (read text out loud)
-allows students to work more independently (confident, motivated)
-decoding is a sub-skill of reading

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33
Q

AT: Word Prediction

A

-Predicts a word as students start to type and provides spoken feedback
-spelling can stop students from writing or slow the process (eliminate frustration)
-software becomes more accurate over time
-not fixing grammar but reads sentences out to you

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34
Q

AT: Visual thinking tools

A

-Images and text for understanding, creating, explaining, communicating, problem solving
-concept mapping

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35
Q

AT: Speech recognition

A

-Speech to text, spoken work to digitized text
-learning punctuation and editing their work
-shift to expressing thoughts and knowledge
-increased legibility, greater writing output

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36
Q

Artificial Intelligence (AI)

A

-they make data-driven decisions as opposed to rule-based decisions
-users need to be conscious of how data flows through AI systems and question where the data comes from

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37
Q

AI Training data

A

-AI systems learn from diverse data sets during their initial training phase to acquire knowledge
-where is data coming from

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38
Q

AI: Input Data

A

AI systems analyze incoming data
-typically comes from human users (what you type into Chatgpt)

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39
Q

AI: Output Data

A

AI produced predictions, recommendations, or decisions (a list, an essay etc.)

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40
Q

AI Steps

A

1: Training Data set
2: Learning algorithm (what patterns are observed), rigorous training and testing
3: Classification (what it is, what it is not)

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41
Q

AI or not AI

A
  1. Does it sense or observe its environment? What data was used to make this possible
  2. Is it trained to make its own decisions?
  3. Can it learn/adapt over time
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42
Q

Generative AI

A

-Creates new and transformative things
-supervised (we are tagging images and building data set on what it is and what is not)
-unsupervised (put in a whole bunch of data and it will classify its own patterns)

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43
Q

ChatGPT

A

-a fine-tuned language model trained to produce text
-reinforcement learning with human feedback
-not a search engine, not a continually evolving data set

44
Q

AI Foundational Models: Core AI models:

A

fundamental machine learning models serving as building blocks for various AI applications

45
Q

AI Foundational Models: Versatility

A

designed for a wide range of tasks, from natural language processing to computer vision

46
Q

AI Foundational Models: pre-trained knowledge

A

trained on extensive data, enabling faster development of specialized AI system

47
Q

AI Foundational Models: customization

A

can be fine-tuned for specific applications and industries

48
Q

Data-Driven AI

A

Large data set and criterion for improvement a computer can gradually find a model that optimizes its predictions
gradient: for each system parameter, the direction of maximal change

49
Q

Knowledge-Based AI

A

Human knowledge and expertise can be represented in a form that can be processed by computer programs

50
Q

Student focused AIED

A

Intelligent Tutoring systems (ITS)
AI assisteed apps
AI assisted simulations
AI to support disabilities
Automatic essay writing
chatbots
automatic formative assessment
learning new orchestrators
Dialogue-based tutoring systems
Exploratory learning environments
AI assisted lifelong learning assistants

51
Q

Teacher focused AIED

A

Very few available

Plagiarism detection
Smart curation of learning materials
classroom monitoring
automatic summative assessment
AI teaching and assessment assistant
classroom orchestration

52
Q

Institution focused AIED

A

allocation of financial aid, course planning, scheduling, timetabling, identifying dropouts/students at risk

Admissions
E-proctoring

53
Q

Digital Citizenship and Copyright: Citizenship

A

state of being. citizen of a particular social group
political or national community
citizenship carries both rights and responsibilities

54
Q

Copyright

A

-teachers/school may communicate, reproduce on paper/electronic short excepts from a copyrighted work for purpose of research, private study, criticism, review, news reporting, education, satire, parody

55
Q

Copyright

A

-cannot copy multiple short excerpts if copying entire work
-short except is = or < 10% of copyrighted work
one chapter from book, entire news article, poem, musical score
-no one-time use materials copied (workbook)

56
Q

Face-to-face learning

A

-traditional teaching, direct instruction, lecturing
-counterpoint to online learning
-online instruction is supplemental (struggling or high achieving students)

57
Q

Online Learning

A

-structured learning environment
-students engage with teachers in 1+ courses online
-planning and implementation of instruction and assessment of student learning in relation to outcomes of AB curriculum

58
Q

Learning Management System (LMS)

A

Online and blended learning require management system
-LMS: a software application that us used to administer, track, report and deliver training
ex. Google Classroom, eClass

59
Q

LMS common functions

A

-track attendance
-record marks/calculate averages
-act as database for activities/docs/media
-depot for uploads
-student and teacher communication

60
Q

Blended learning

A

30-80% face-to-face/online
-face-to-face and online activities are integrated
-hybrid learning, mixed-mode learning

61
Q

Synchronous Learning

A

-learning is defined and learned event where learner and instructor are in the same place at the same time

62
Q

Asynchronous Learning

A

instructor facilitated
-not conducted in real time, students and teacher can engage in course related activities at their convenience, not during specific coordinated class sessions

63
Q

Models of Blending: Rotation Model

A

students rotate on a fixed schedule from one delivery method to the next (online, self-paced and face-2-face
-face-2-face teacher oversees everything

64
Q

Models of Blending: the MOOC Classroom

A

Massive open online course
-lectures viewed asynchronously
-labs semi synchronous
-assessments are completed online
other activities are completed online

65
Q

Issues with Blended/Online Learning

A

-Lack of automation: current blending requires a lot of human intervention
-Lack of large scale blended learning experiences and surveys: lack of publications/growing outside of universities
-Lack of resources and managerial decision power
-Lack of privacy/security
-Lack of internet and technology access

66
Q

Reasons to use blended learning

A

-increased student motivation and engagement
-provides students with immediate feedback
-reduced operational costs (after initial setup)
-personalized learning experience
-enhance competency-based learning

67
Q

Models of Blending: Self Blend

A

students opt to take online courses, allows students to take subjects not offered in school district
-students take initiative (student led interest)
-often in rural communities

68
Q

Models of Blending: Flex

A

allows for asynchronous learning
-assignments completed independently on computers
-students work at their own pace
-teacher supervises everything and provides one-on-one or group interaction when needed

69
Q

Models of Blending: Online Driver

A

-Most reliant on technology
-teacher takes facilitator role
-students decide where to work
-all instruction completed virtually
-may only meet instructor during exam period

70
Q

Concerns and limitations of online learning

A

-budget and infrastructure
-tech failure
-burn out (lots of preplanning)
-plagiarism and copyright
-privacy and security

71
Q

Print-based learning

A

-without reliable internet access
-all materials printed (needs to be engaging)
-needs a strong component of teacher interaction

72
Q

Digital games Learning and technology

A

Learning FROM and WITH technology

73
Q

Learning with entertainment games

A

-entertainment games repurposed in an educational setting
-COTS (commercial off the shelf)

74
Q

Learning from educational Games

A

-EDUtainment
-games developed especially to teach something
-COTS or developed by individual/uni etc.
-math-blaster, Oregon trail

75
Q

Learning from playing games

A

-analysis of informal learning that takes place during rhe playing of games for fun
-memory skills, perceptual skills, attention skills, reasoning (problem-solving), motor skills
*Serious games: primary purpose to experience something- pulse for Dr’s

76
Q

Learning inspired by games

A

using games in context of understanding learning and problem solving
-sliding puzzle, towers of Hanoi, chess

77
Q

Learning about games

A

studying them in that context (like books, literature and media

78
Q

Learning about game design principles

A

-how game design principles might be applied in learning situations
-levelling up, badges etc.
-good digital games incorporate good learning principles
-gamification

79
Q

Learning within game communities

A

groups and communities that form both online and in the world
-they can result in communities of practice, focuses around a game
-collaboration, communication, supportive learning

80
Q

Learning with game creation

A

-learning processes that take place in the construction of games (design, development, building)
-building a digital game involves development and use of computational thinking skills (high-level thinking)

81
Q

Gamification

A

uses the elements of games in non-game contexts
-goals and rules, conflict, points, badges
-reward cards -gamification in marketing (Starbucks rewards)
-Fitbit (gamification in fitness)

82
Q

Game elements: Goals and rules

A

purpose, focus, a way to measure success

83
Q

Game elements: Conflict, competition, cooperation

A

not too difficult or easy

84
Q

Game elements: Points, badges, leaderboards

A

-encourages competition
give feedback

85
Q

Game elements: Feedback

A

progress bars, regualr and frequent
can continue learning in more focused way
teachers can better support students

86
Q

Game elements: Levels

A

master specific set of skills before going on to next harder task (scaffolding)

87
Q

Game elements: story/narrative

A

context
understand how everything is connected
characters/plot/tension

88
Q

Game elements: curve of interest

A

opportunities to catch learners interest early on and keep it
consider motivation

89
Q

Game elements: Aesthetics

A

art, beauty, symmetry, visual appeal and visual cues
site that is user friendly

90
Q

Game elements: time

A

motivated action
see the result of their choices

91
Q

Game elements: replay or do-over

A

allow students to fail (discovery based learning)

92
Q

Gamification- Motivation

A

self-determination theory- to be motivated to do something

93
Q

extrinsic motivation

A

when you do something to attain a separable outcome
to gain something you want or avoid something negative

94
Q

Intrinsic Motivation

A

doing an activity for its inherent satisfaction rather that for separable consequences
(something you enjoy doing)

95
Q

Most important types of learning and games

A

Learning from Educational games
learning from playing games
learning from game design principles
learning with game creation

96
Q

Principle of online games: Achievement

A

learners are continuously rewarded for skill mastery and advancing knowledge
sense of competence and feeling appreciation for their participation

97
Q

Principle of online games: Interactions

A

learners grow though interactions with others including technology
-collaboration with peers- students learn from each other and extend their knowledge

98
Q

Principle of online games: Multiple routes

A

learners given more than one way to progress and learn
-increases learner autonomy
increased student motivation and engagement

99
Q

Principle of online games: practice

A

learners spend time practicing in an interesting context
creates a safe context for learning

100
Q

Principle of online games: Probing

A

learners engage in cycles in inquiry, hypothesis building and doing
-build, test and explore
environment to test hypothesis, learn the results and build new hypothesis to test later

101
Q

Principle of online games: Challenge

A

the game should push learners outside of their current comfort zone in an attainable manner
pleasantly frustrating tasks, challenge to match learners’ abilities to accomplish tasks while providing motivational tension

102
Q

Course Design: Levelling Up

A

Achievement
Multiple Routes
Practice

levels gradually increase in difficulty

103
Q

Course Design: Badges and Awards

A

Achievement
Challenge

for skill mastery for advancement of knowledge

104
Q

Course Design: Mastery-focused

A

Probing
Challenge

ability to resubmit work
experience earned only when project meets states requirements

105
Q

Course Design: Quests

A

Interactions
Practice

small group work
sharing recent technologies and their uses for learning

106
Q

Course Design: Boss Level

A

Practice
Probing

final project
challenge to develop, implement and evaluate a learning activity