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49 Cards in this Set

  • Front
  • Back
attribution theory
a person's beliefs influences motivation
behavior approach
the use of rewards and punishment to influence action
classroom discussion model
strategy where students design their own questions while reading and/or listening
cognitive approach
motivation emphasizing a desire to make sense of the world
convergent questions
question with only one right answer
deductive strategy
strategy involving teachers giving information, then students applying concepts
deficiency needs
4 lower level needs that must be satisfied before moving to growth (surviva,safetyl, belonging & esteem)
discovery learning
when students must learn by discovering by themselves.
discussion
interactions betwen the teacher/student or student/student, usually planned to promote higher level thinking
disequilibrium
an imbalance between cognitive schemes & environmental information
divergent questions
questions with more than one right answer; open ended question
eternal locus of control
belief that outside environmental factors deteremine success or failure
extrinsic motivation
introduction of outside factors to stem motivation
growth needs
3 higher level needs of Maslow that are never completely fulfilled
halt time
stopping a lesson so the students can take in the information just learned before proceeding
humanistic approach
motivational approach driven by people's desire to improve themselves
inductive strategy
when instructions begins with curious events and then moves to finding the answers
instability
having characteristics that are changeable
instructional strategy
teaching that meet the needs and objectives of the students
internal locus of control
belief that one's efforts determine success or failure
intrinsic motivation
internal factors that help stem motivation
learned helplessness
expecting to fail
learner-centered
(student centered)
placing instuction on the needs of the learners
learning goals
(mastery goals)
goals that focus on mastering a skill
Maslow's heirarchy of needs
theory based on the a learner's motivation of needs
metacognitive skills
thinking about one's own thinking
models of teaching
instructional strategies created for a specific purpose
monitoring
constantly gaining feedback from students
negative reinforcement
removing something that is is disliked inorder to increase behavior
pacing
the feel or movement of the lesson
performance goals
a goal based on doing a particular task well
positive reinforcement
giving something valued to increase behavior
presentation punishment
presenting somthing disliked to decrease behavior
punishment
consequences resulting in decrease of behavior
removal punishement
taking away pleasure to decrease behavior
risk-free environment
place where someone feels secure enough to make chances
role-play
placing yourself in a particular situation or acting out a scenario
selective attention
focusing on one person or situation while ignoring another
self-concept
how you look at yourself
(neither good nor bad)
self-efficacy
confidence in abilities (good)
self-esteem
how you feel about yourself (good or bad)
simulation
a scenario involving real world where skills are used to process a goal
stability
perceived to be unchangeable
teacher-as-audience
teacher is an observer when the student completes a product
teacher-as-coach
role where teacher gives immediate feedback when new skills are attempted
teacher-as-facilitator
role where teacher provides structure and helps with questions
teacher-as-guide
role where teacher mediates and helps student to gain the information on their own
teacher-centered
teacher gives knowledge and the student receives
wait time
time between the teacher asking a question and then calling on a student.