Module+1+Glossary

=AGlossary of Terms=

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=Glossary of Terms EDU 643=


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__**Activity Analysis** - Aaron Hughes__ "A focus on understanding the rich contexts in which people live and work; used to examine to examine the activities in which experts engage, the tools they use, and the social context and interrelationships among participants in real-world environments." (Christensen, P. 29)

__ADDIE - Kenton Larsen__ A simplified instructional design model that incorporates analysis, design, development, implementation, and evaluation.

__**Advance Organizers - Gib Lucas**__ Short sets of verbal or visual information presented prior to learning a larger body of content. McTighe and Seif, P. 1

__Authentic Learning Tasks - Kenton Larsen__ Complicated learning tasks that are reflective of real-world experiences. - __**Backward Design - Gib Lucas**__ The backwards design model centers on the idea that the design process should begin with identifying the desired results and then "work backwards" to develop instruction rather than the traditional approach which is to define what topics need to be covered. []

__**Branching programming** - Cari Vanderheyden__ The student is given a piece of information, provided with alternative answers to questions, and, on the basis of his decision, detoured, if necessary, to remedial study or sent on to the next section of the program. "pedagogy". //Encyclopædia Britannica. Encyclopædia Britannica Online.// Encyclopædia Britannica Inc., 2012. Web. 30 Apr. 2012 <[]>.

__Cognitive task analysis (CTA) - Ken Campbell__
 * Cognitive task analysis:** Having clear understanding of the required knowledge used during a learning objective or situation.

__Constructivism - Alise Benzie__ A collection of __opinions about learning and education,__ __sometimes a theory.__

__Content and learning analyses - Ken Campbell__
 * Content and learning analyses:** Relationships that can help analyze skill levels that are required prior to engaging in learning activities.

__Criterion-Referenced Testing - Kenton Larsen__ Measures how well a __person__ can perform behaviors or tasks, regardless of others, as opposed to norm-referenced testing.

__Deductive thought__ as described in Cochran, David and Conklin, Jack. (2007)A New Bloom. Learning and Leading with Technology. 22-25.) - Sarah Smith "is required when a person creates"

__**Diagnostic Assessments - Gib Lucas**__ Provide information to assist teacher planning and guide differentiated instruction. [|http://books.google.com/books?hl=en&lr=&id=QDwqACGdf0IC&oi=fnd&pg=PA174&dq=seven+practices+for+effective+learning&ots=9qkf0utlYe&sig=OLxaK5r05k_3ALvdAVC28El0GWk#v=onepage&q=seven%20practices%20for%20effective%20learning&f=false]

__Educational Problems__- Frances Palmateer Problems "where it is not possible to define or anticipate all the task requirements or conditions under which the tasks may need to be performed" (Christensen, p. 26)

__Electronic Performance Support Systems - Kenton Larsen__ "Computer-based systems designed to __provide__ workers with the help they need to perform certain job tasks at the time they need that help, and in the form that will be most helpful." (Reiser, P. 63)

__Empirical Approach - Kyle McKay__ "The empirical method is generally taken to mean the approach of using a collection of data to base a theory or derive a conclusion in science." Source: Empirical Approach

__Events of Instruction-__ Frances Palmateer Teaching activities that Gagne "...considered essential for promoting the attainment of any type of learning outcome." (Reiser, P.60)

__Formative Evaluation - Kenton Larsen__ Evaluating the worth of instruction and materials while they're "in progress." Contrast with "summative evaluation."

__Front-End Analysis__ - LaToya Claiborne Where the main problem identification is performed, such as analyzing the job and selecting the tasks to train (Reiser, pg. 62)

__Gagne's 5 Domains-__Sarah Smith "Verbal information, intellectual skills, psychomotor skills, attitudes, and cognitive strategies, each of which required a differenttest of conditions to promote learning" pg 60 A History Of Instructional Design

__Haristic - Kenton Larse__ Experience-based techniques for learning, discovery, and problem-solving.

__** Heuristic: cont'd ** (re:: p. 28, Christensen: “The Role of Theory…” RITA PROKOPETZ __ Heuristic may be defined as a "rule of thumb" – a guide one should follow during decision-making and problem solving. Wikipedia defines heuristics (in psychology) as simple, efficient rules, hard-coded by learned/evolutionary processes, which attempt to explain how people facing complex problems make decisions and problem solve. According to Wikipedia, the concept was originally introduced by Nobel laureate [|Herbert Simon] (1916 – 2001). ( Source: [] and [])

__**Holistic Assessment** - Aaron Hughes__ An assessment that measures the overall achievement of a student towards reaching their learning objectives as opposed to looking at individual objectives separately. Evaluating the entirety and overall quality--Gayle Mercer

__ Inductive thinking ( __ as describe in Cochran, David and Conklin, Jack. (2007)A New Bloom. Learning and Leading with Technology. 22-25.) - Sarah Smith "a lower level cognitive task"

__Instructional Design and Technology - Kenton Larsen__ "The analysis of learning and performance problems, and the design, development, implementation, evaluation, and management of instructional and non-instructional processes and __resources__ intended to improve learning and performance in a variety of settings, particularly educational institutions and the workplace." (Reiser, P. 57)

__Instructional Media - Kyle McKay__ //"A good aid is like a window, it should not call attention to itself, it should just let in the light."// //Source: Instructional Media //
 * Instructional media** encompasses all the materials and physical means an instructor might use to implement instruction and facilitate students' achievement of instructional objectives.

__Intellectual Skills-Chanell Rice__ A skill that requires some unique cognitive activity; involves manipulating cognitive symbols, as opposed to simply retrieving previously learned information. "E-Learning Glossary." //E-learning Glossary//. Web. 15 May 2012. .

__**Iteration** RITA PROKOPETZ__
 * Iteration ** means the act of repeating a process in order to approach a desired result. Each repetition of the process is called "iteration"; its results are the starting point for the next iteration. A Wiki is an example of iterative design.

__**Iterative** (re: transcript of video paragraph 3) RITA PROKOPETZ__
 * Iterative design ** is an approach of incrementally developing and refining a design based on feedback and evaluation. Iterative design can apply to a learning experience, the creation of media, or the development of learning systems .(source: [] )

__Knowledge management - Ken Campbell__
 * Knowledge management: ** "Involves identifying, documenting, and disseminating explicit and tacit knowledge within an organization in order to improve the performance of that organization." (Reiser, Pg 64)

__Learning Hierarchy-Chanell Rice__ A graphic display of the relationships among learning objectives in which some learning objectives must be mastered before others can be learned. "HRD 408: Glossary of Terms." //HRD 408: Glossary of Terms//. Web. 14 May 2012 . . __**Linear programming** - Cari Vanderheyden__ Immediately reinforces student responses that approach the learning goal. Responses that do not lead toward the goal go unreinforced. "programmed learning". //Encyclopædia Britannica. Encyclopædia Britannica Online.// Encyclopædia Britannica Inc., 2012. Web. 30 Apr. 2012 <[|http://www.britannica.com/EBchecked/topic/478285/programmed-learning]>.

__Metacognition - Kenton Larsen__ "Knowing about knowing" - arguably the highest form of thinking. My favorite example of "meta" - [|Garry Shandling's first sitcom].

__Norm-Referenced Testing - Kenton Larsen__ Measures how well a person can perform behaviors or tasks in relation to others, as opposed to criterion-referenced testing.

__Objective- Alise Benzie__ The goal students should be able to achieve after completing a lesson or unit of study.

__Problem Situation - Kenton Larsen__ The place that Christensen suggests one starts instructional design. Involves asking, "What theory or models would be most useful and appropriate to help address this problem?" (Christensen, P. 25)

__Programmed instructional materials__- Frances Palmateer Instructional materials that "...present instruction in small steps requiring overt responses to frequent questions, provided feedback and allow for learner self-pacing."

__Programmed instructional materials - Andy Hughes:__ I would like to add that this is a systematic approach where behavioral learning objectives are broken down, and the small steps necessary to achieve these objectives are worked into a "small but effective self-instructional system." (Reiser, P. 63)

__Rapid Prototyping - Kenton Larsen__ "Involves quickly developing a prototype product in the very early stages of an instructional design project and then going through a series of rapid tryout and revision cycles until an acceptable version of the product is produced." (Reiser, P. 63)


 * __ Rhizome __**__ (Christensen’s article p. 27 – Figure 2) RITA PROKOPETZ __
 * Rhizome ** is a stem of a plant usually found underground, and often sending out roots and shoots from its nodes. What is remarkable about a rhizome is that when separated into pieces, each piece may be able to give rise to a new plant. This pprocess of "vegetative reproduction" is used to propagate certain plants. Ginger is an example of a rhizome. Trudy K. Christensen uses the rhizome to illustrate the “main metaphor” under constructivism. (Source: __ []) __

__**Situated Cognition** - Aaron Hughes__ The belief that "learning should be taking place in the context in which it is used." (Christensen, P. 30)

__Summative Evaluation - Kenton Larsen__ Evaluating the worth of instruction and materials when they're completed. Contrast with "formative evaluation."

__Team Based Learning__ - LaToya Claiborne To coconstruct knowledge as a learning team (Christensen Pg. 28)

__Training Problems__ -Frances Palmateer Training problems are those problems that where the "the nature of the task can be defined and the conditions under which it must be performed can be specified" (Chritensen, p. 26)

__UBD- Roshel Salvador__ Stands for **Understanding by Design**- It is a tool utilized for educational planning focused on "teaching for understanding". UBD emphasizes on "backward design" where one looks at the outcomes first, which then allows the educatoris to then design the units, assessments and classroom instruction.This framework was designed by Grant Wiggins and Jay McTighe. [|(Source- http://en.wikipedia.org/wiki/Understanding_by_Design])

__** Vicarious learning ** (sorry! I can’t recall where I saw the term – I came across it at least twice...) RITA PROKOPETZ __
 * Vicarious Learning **, a term originally coined by Bandura (1962), refers to learning of behavior (re: studies of videos of aggressive behaviour). The term is also used to refer to the instruction method that occurs when learners see and/or hear a learning situation (which includes live vicarious learning, such as, students watching other students interacting with the instruction in front of the class. (source: [|ttp://www.learnlab.org/research/wiki/index.php/Vicarious_learning])

__Widget- Roshel Salvador__ [|(Source- http://en.wikipedia.org/wiki/Web_widget])
 * Widget**: In computer term, it is a small applications that can be installed and executed within a web page. Other terms to describe a widget are: portlet, web part, gadget, bage, etc. Widgets often take form of on-screen devices, such as clocks, tickers, flight arrival information, daily weather, and so forth