EDUC 4143 FalshCards

Accommodation
Learning by changing existing knowledge structures.
Acculturation
Blending a native culture with a new culture, keeping elements of both.
Adolescence
A transitional period of physical and psychological development beginning around 11 to 13 years, extending through the teenage years.
Affective Domain
Feelings, emotions, values, and attitudes.
Assimilation
Learning by adding new knowledge to existing knowledge.
Biracial or Multiracial
Having ancestors from two or more racial groups.
Cognitive Domain
memory, reasoning, and thinking abilities
Constructivism

Learner-centered approach to teaching; students construct knowledge for themselves

Cultural Pluralism

A system in which many different cultural groups are valued and share power

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Culture

A way of life shared by members of a certain group, including values, beliefs, and attitudes.

Development
Changes taking place as one grows
Developmentally Appropriate or Age Appropriate

Considering the age and stage of growth of the child in providing and planning learning experiences

Diversity

Variety of different groups within the same setting

Egocentric
Self-centeredness, especially in a very young children
Ethnic Group or Ethnicity

A social group defined on the basis of its religious, national, or cultural characteristics

Ethnocentrism

Believing one’s culture is better than other cultures

Field-dependent
Perceiving as a whole and preferring to learn with others
Field-independent
Perceiving in parts and preferring to learn alone
Guided practice

Practicing under the direction of the teacher

High Level thinking skills

The ability to use basic knowledge in analyzing, evaluating or manipulating information

Interdisciplinary unit
Many subject areas are included under one topic or theme
Kinesthetic (Tactile) Learners

Students who learn best by movement

KWL
Stands for “What I Know, What I Want to Know, and What I Learned”
Maturation or Development

The process of growing and changing

Melting pot Theory
The theory that cultures should blend into the main culture, losing unique characteristics
Metacognition
Ability to monitor and think about one’s own thinking, learning, and remembering.
Modeling
The teacher or student demonstrators processes, skills, or behaviors for learning
Prejudice

Positive/negative mindset for a group of people

Psychomotor Domain
Physical activities or skills
Salad Bowl theory

the theory that cultures mix but retain uniqueness

Scaffolding
Support for learning and problem solving that is withdrawn as competence improves
Schema (Schemata)
Mental structures for organizing concepts and relationships
Self-actualization
reaching one’s fullest potential
Self-concept

one’s perception of self (neither good nor bad)

Self-efficacy

Self-confidence that one can succeed (good)

Self-esteem

feelings about oneself (can be good or bad)

Stereotype

Assumption about certain people types of people

Tactile learners
Students who learn best by touch
Zone of proximal development

different between what a student can do alone and with help from a peer or adult

Alternative Education Program (AEP)

A campus or district-level placement for disruptive students who have broken the rules or laws

Authoritarian
Requiring strict adherence to rules
Classroom climate
atmosphere or feeling from interactions within the classroom
Classroom Management

How a teacher sets up and runs a supportive classroom free from distractions and inappropriate behavior

Conflict resolution

Strategies for settling disagreements

Consequences

Results that logically or naturally follow an action

Discipline

A system of positive guidance and redirection encouraging students to regulate their own behavior

Learning Center

An area in the classroom where students can work independently at their own ability levels

Permissive

Allowing or tolerating leniency in relation to rules

Prominent
Noticeable or conspicuous
Sponge Activity
a short lesson to involve students and to “soak” up time before instruction begins
Transition

moving from one activity or lesson part to another

Acceptable Use Policy (AUP)

School district’s policy for use of school resources, especially school computers and the Internet; must ne signed by students and parents

Bookmark/Favorite
A time-saving Internet feature to keep an address or URL you wish to return to later
Distance Education

Linking students and teachers in different locations through technology to facilitate learning

Hardware
the physical parts of the computer
Hyperlink

an element in an electronic document or website that moves the viewer to another place in the same document or to an entirely different document or website

Hypertext
nonsequential text presentation
Hypermedia

Special type of database program that combines text, graphics, sound, and video elements into a product with “clickable” links to present ideas and information

Hyperstudio

Authoring system software originally designed for kids to produce hypermedia

Input device

Translates information into a form that the computer can understand, i.e. keyboard, mouse, scanner, digital cameras

Local Area Network (LAN)
A network in which the computers that are connected are close to each other, many times within the same building or campus
Linking
Navigating from one place to another on a nonlinear fashion through related topics
Network Interface card (NIC)
Connects computers to a network or shared devices, applications, peripherals
Output Device
Translates proceeded information into a form that we can understand. i.e., monitor, printer
Search String
A phrase using AND, OR, NOT, or NEAR that narrows or broadens an Internet search
Software
The programs that instruct the computer to do certain jobs
Webcam

Camera that can be connected to the Internet for continuous images

Wide Area Network (WAN)

A network that extends over a long distance

Browser

short for Web browser, it is an application program that allows users to “browse,” display, and navigate through the information an the World Wide Web

Computer Assisted Instruction (CAI)

Instruction that utilizes a computer to present information to the student as a self-learning tool such as drill/practice and tutorial software

Computer graphics
Software that produces all kinds of graphics, such as 3D animation, charts, and graphs; can be from the Internet, digital cameras, scanners, etc.
Database
Software that produces a collection of data organized according to some structure or purpose; can manipulate data in a large collection of files (the database), cross-referencing between files as needed
Desktop publishing

specialized software designed to combine text and graphics to produce high-quality output on a laser printer or typesetting machine

Drill and Practice

Software that provides repetitive practice on skills previously taught through teacher-led instruction or tutorial software

Email
Electronic correspondence used as a motivational tool for practicing reading and writing skills through activities such as E-Pals or Key Pals
Groupware

software that allows two or more networked users to work on the same document at the same time

Multimedia

Software that combines multiple types of media such as text, graphics, sounds, animation, and video into an integrated product

Productivity tools

software that increases classroom teacher’s effectiveness; for example, grade book program, puzzle makers

Simulation
Software that creates a like life but artificial environment with risks and complications removed
Spreadsheet

software based in the traditional accounting worksheet that has rows and columns that can he used to present, analyze, and compile data

Tutorial

instructional software that presents new information or skills in a series that progress through levels of difficulty and understanding

Word processing
Software designed to make the computer a useful electronic writing tool that edits, stores, and prints documents

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