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36 Cards in this Set
- Front
- Back
Elaboration Theory
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When structoring a course, material should be presented in a sequence of simple-to-complex steps.
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Gagne's Nine Steps of Instruction
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Nine basic instructional events have variations for the type of learning outcome.
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Component Display Theory (CDT)
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Focuses on the learner's control. Classifies learning into two dimensions: content and peformance. Also identifies four primary and five secondary presentation forms.
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Dick and Carey Design Model
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Focuses on breaking instruction down into a series of steps. Theses steps target the skills/knowledge to be taught and provide appropriate conditons for learning.
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Algo-Heuristic Theory
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Deals with understanding and describing the specific processes and operations of objectives, tasks, and cognitive processes.
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ADDIE
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Analysis, Design, Development, Implementation, and Evaluation.
A step-by-step process that helps training specialists plan and create training programs. |
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ARCS model for Motivation
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Attention, Relevance, Confidence, Satisfaction.
Believes that motivation is key in the learning process. |
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Criterion Referenced Instruction
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A comprehensive set of methods for the design and delivery of training programs.
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Taxonomy of Educational Objectives
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Any task stimulates one of the three psychological domains: Cognitive, Affective, and Psychomotor.
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Adavanced Organizers
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Theory in which focus is placed on making connections between old and new material. New material is presented in a simple-to-complex sequence.
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Cone of Experience
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A cone diagram depicting the percentage of what people remember based on how the information was presented and what they're able to do with the material presented.
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Concept Mapping
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Information is placed on a "visual road map" that displays main concepts and their connections to other concepts.
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Information Processing
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Includes "Chunking" and "TOTE", which focus on the fact that the short-term memory has its limitations and information should be presented in such a way that those limiations are respected.
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Dual-Coding
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Theory that believes that there are two cognitive subsystems: one dealing with nonverbal objects/events, and one dealing with language.
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Pavlov / Classical Conditioning
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When a subject is presenting with a stimulus, a response results. It's possible to condition a subject to give a set response to a unrelated stimulus.
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Thorndike / Instrumental Conditioning
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Focuses on the "Law of Effect", which states: all behaviors are learned by trial and error, or reward and punishment.
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Watson / Classical Conditioning (with emotion)
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Learning is strictly based on people's experiences and how they react to them.
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Skinner / Operant Conditioning
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Based on the ABC's: Antecedant, Behavior, and Consequence.
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Action Research
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Describes how humans and organizations behave in the outside world and also helps humans and organizations change and reflect on their own systems.
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Anchored Instruction
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Focuses on creating interesting, realisitic contexts that encourage active contruction of knowledge.
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Andrgogy
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Theory that states that adults learn differently from youths.
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Cognitive Apprenticeship
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A learner shadows a mentor and learns skills and concepts through their relationship with the mentor.
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Cognitive Flexability
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Learners should be able to readily process and reproscess knowledge to suit various situations.
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Generative Learning
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Focuses on making new knowledge into old knowledge by generating links between the two.
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CSCL
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Computer supported collaborative learning environments.
A computer network that supports groupwork through a shared interface (like WebCT). |
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CSILE
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Computer Supported Intentional Learning Enviroments.
A computer network that is specifically designed to function as a learning enviroment where all users contribute. (Like myspace, but with an educational purpose). |
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Conversation Theory
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Learning occurs through discussion of the material.
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Discovery Learning
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The "Do-It-Yourself" approach to learning. You're given the materials and a goal, but the process of getting from point A to point B is your job.
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Problem-Based Learning
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Students are placed in an active role of a problem and use their problem-solving skills to learn from the situation.
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Project Based Learning
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Involves projects that are centered on challenging problems or questions.
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Play Learning
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Learners play games or simulations to learn.
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Role Play Learning
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Learners act out roles to develop particular skills and meet learning objectives.
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Instructional Systems Design
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The process that provides a means for the sound decision making to determine the who, what, where, why, when, and how of training.
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4C/ID Model
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4 Components/Instructional Design
A process involing learning tasks, supportive information, procedural information and part-task practice ordered by difficulty. |
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Organizational Elements Method
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Provides a systematic framework of designing and implementing effective means to achieve desirable end results.
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Rapid Protoyping
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Uses a formative model based on usability testing of protoypes.
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