Acceptable Use Policy - is a document stipulating constraints and practices that a user must agree to for access to a corporate network or the Internet.
Accommodation - is a change in how an assessment or instruction is given, but does not indicate a change in what is being measured or a change in the material. The accommodation should be to allow a student to participate that would otherwise not be able to. The accommodations allow the student the capability to demonstrate what they know or can do. The use of accommodations with a special needs student does not change the content of the instruction, the skill being learned, or the material being assessed. An example of an accommodation could include the use of a calculator for basic computation or giving the student extended time on a test.
Anchored Instruction - is a teaching approach that situates, or anchors, problems in authentic-like contexts that people can explore to find plausible solutions.
Assimilation - The process by which a person or persons acquire the social and psychological characteristics of a group.
Automaticity - is the ability to do things without occupying the mind with the low-level details required, allowing it to become an automatic response pattern or habit. It is usually the result of learning, repetition, and practice.
Classical Conditioning - a learning process that occurs when two stimuli are repeatedly paired: a response which is at first elicited by the second stimulus is eventually elicited by the first stimulus alone.
Constructivist learning - explains how people might acquire knowledge and learn.
Constructivists - people construct their own understanding and knowledge of the world, through experiencing things and reflecting on those experiences.
Contingencies of Reinforcement - are comprised of antecedents (events that occur immediately before a behaviour), responses or behaviours, and consequences (events that occur immediately after a behaviour).
Directed Instruction - describes a process in which individuals take the initiative with or without the help of others, in diagnosing their learning needs, formulating learning goals, identifying resources for learning, choosing and implementing learning strategies and evaluating learning outcomes.
Discovery Learning - is a technique of inquiry-based learning and is considered a constructivist based approach to education. It is supported by the work of learning theorists and psychologists Jean Piaget, Jerome Bruner, and Seymour Papert.
Events of Instruction - Gagne created a nine-step process called the events of instruction, which correlate to and address the conditions of learning.
Gagne’s Nine Events of Instruction
- Gain attention
- Inform learners of objectives
- Stimulate recall of prior learning
- Present the content
- Provide “learning guidance”
- Elicit performance (practice)
- Provide feedback
- Assess performance
- Enhance retention and transfer to the job
Firewall Software - is a system designed to prevent unauthorized access to or from a private network. You can implement a firewall in either hardware or software form, or a combination of both. Firewalls prevent unauthorized Internet users from accessing private networks connected to the Internet, especially intranets.
Inquiry-based Learning - starts by posing questions, problems or scenarios—rather than simply presenting established facts or portraying a smooth path to knowledge. The process is often assisted by a facilitator.
Learning Hierarchies - exists only in the domain of intellectual skills and refers to the structure of these skills from simple, prerequisite skills to more complex skills.
Likert Scale - a scale used to represent people's attitudes to a topic.
Long-Term Memory - A system for permanently storing, managing, and retrieving information for later use. Items of information stored as long-term memory may be available for a lifetime. Long-term memory is in contrast to short-term memory.
Mastery Learning - is a method of instruction where the focus is on the role of feedback in learning. Furthermore, mastery learning refers to a category of instructional methods which establishes a level of performance that all students must master before moving on to the next unit.
Multiple Intelligences - as a set of abilities, talents or mental skills that all individuals possess to a greater or lesser extent.
Objectivists - any of various theories asserting the validity of objective phenomena over subjective experience; especially realism an ethical theory that moral good is objectively real or that moral precepts are objectively valid.
Operant Conditioning - A process of behaviour modification in which a subject is encouraged to behave in a desired manner through positive or negative reinforcement, so that the subject comes to associate the pleasure or displeasure of the reinforcement with the behaviour.
Programmed Learning - is a research-based system which helps learners work successfully. This means the learner at all stages makes responses, and is given immediate knowledge of results.
Relative Advantage - A product's degree of superiority and attractiveness to customers over similar existing products. A competitive advantage is commonly achieved by offering consumers greater value, either by lowering prices or by supplying improved benefits and service that quantifies higher prices.
Rubric -
A heading on a document or a set of instructions or rules.
Scaffolding - refers to a variety of instructional techniques used to move students progressively toward stronger understanding and, ultimately, greater independence in the learning process.
Semantic Differential - is a type of a rating scale designed to measure the connotative meaning of objects, events, and concepts.
Sensory Registers - refers to the first and most immediate form of memory you have. The sensory register is your ultra-short-term memory that takes in sensory information through your five senses (sight, hearing, smell, taste and touch) and holds it for no more than a few seconds.
Short-Term Memory - is the capacity for holding, but not manipulating, a small amount of information in mind in an active, readily available state for a short period of time.
Social Activism - is an intentional action with the goal of bringing about social change. If you feel strongly about a cause and are working towards a change, you could be considered an activist. An activist is anyone who is fighting for change in society.
Systems Approaches to Instructional Design - is the practice of creating "instructional experiences which make the acquisition of knowledge and skill more efficient, effective, and appealing
Zone of Proximal Development - is the difference between what a learner can do without help and what he or she can do with help.
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