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103 Cards in this Set

  • Front
  • Back
Achievement
The amount a student has learned in a subject area.
Algorithm
A set of rules or procedures for performing a task.
Authentic assessment/ Performance assessment
Demonstrating a skill or solving a problem in a real-life situation.
Deductive reasoning
Moving from a general rule or Decree to more specific Details.
Empathetic listening
Communicating understanding of students' feelings by putting yourself in their place.
Formative assessment
Measurement taking place both before and during instruction to guide lesson pace and planning.
Holistic evaluation
Judging the overall quantity of project or paper.
Inductive reasoning
Moving from specific information to a general conclusion.
Inquiry or Discovery learning
Obtaining information by asking a question or investigating a problem.
Instructional strategy
Plan for how a lesson will be taught.
Mnemonic
A memory aid including tricks to aid in recall of information.
Needs assessment
Discovering what is needed as a first step in determining a plan of action to address a problem or instructional goal.
Nonverbal cues
Physical acts that send a message.
Percentile score
Test score in comparison to other scores.
Pretest
A sample test given before content is presented to assess student knowledge of a topic.
Restating
To say in another way.
Rubric
Set of scoring guidelines for evaluating student work to ensure consistency in grading.
Summative assessment
Measurement following instruction to summarize students' learning and the teacher's instructional methods.
Acceptable Use Policy (AUP)
School district's policy for use of school resources, especially school computers and the internet; must be 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 a 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
Nosequential test presentation.
Hypermedia
Special type of database program that combines text, graphics, soundm 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
Navagating from one place to another in a nonlinear fashion through related topics.
Network Interface Card (NIC)
Connects computers to a network or shared devices, applications, peripherals.
Output device
Translates processed 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.
Technology literacy
Skills required for competent use of technology.
Information literacy
Knowing how to define, locate, use, and analyze information to accomplish a goal.
Visual literacy
Interpreting the meaning of visual messages and using them to communicate.
Browser
Short for Web browser, it is an application that allows users to "browse", display, and navigate through the information on the World Wide Web. Browsers are capable of displaying both graphics and text. Mosaic was the first widely distributed browser, other common browsers include Netscape Navigator, Internet Explorer, Opera, Mozilla, and Firefox.
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 graphics; can be from the internet, digital cameras, scanners, or from some software applications that include clipart within the program.
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 typeseting 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 (similar to penpals).
Groupware (also known as collaborative software)
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, animations, and video into an integrated product.
Productivity tools
Software that increases classroom teacher's effectiveness; for example, grade book programs, puzzle makers, drill sheet generators, and test generators.
Spreadsheet
Software based on the traditional accounting worksheet that has rows and columns that can be used to present, analyze, and compile data.
Simulation
Software that creates a lifelike but artificial environment with risks and complications removed.
Tutorial
Instructional software that presents new information or skills in a series of steps that process 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.
Advanced organizer
Structure providing a preview of the upcoming lesson.
Analogy
A logical comparison inferring that if two things are known to be alike in some ways, then they must be alike in other ways.
Collaborate (Collaboration)
To work together.
Critical thinking
Evaluating information and logically solving problems.
Curriculum
What we teach.
Discourse
Verbal expression in speech or writing.
Domain
Related area.
Eclectic
Using a variety of sources.
Empower (Empowerment)
To have control or be confident in one's own abilities.
Explicit
Clearly defined or direct.
Feedback
Information about the result of a performance.
Graphic organizer
Visual overview that shows the relationship of important concepts-for example, webbing or mapping.
Heterogeneous grouping
Grouping students with unlike characteristics or abilities.
Homogeneous grouping
Grouping students with like characteristics or abilities.
Implicit
Implied or suggested but not directly indicated.
Impulsivity
A tendency or respond quickly without thinking.
Instruction
How we teach the curriculum.
Internalize
To take in or absorb and make part of one's beliefs or attitudes.
Learner-Centered or Student-Centered
Teaching sytle focusing on the needs of students.
Modality (Modalities)
Preferred way(s) of learning such as seeing (visual), hearing (auditory, touching (tactile), or moving (kinesthetic).
Objectivity
Perceiving something without being influenced by personal opinions.
Paradigm
An example, pattern, or framework of thinking.
Pedagogy
The art, profession, or study of teaching.
Precocious
Advanced in development
Proficiency
Correctly demonstrating a skill.
Project learning
An in-depth study in an area of interest done independently or in small groups.
Rationale
Reason behind a lesson or rule.
Reflection
To think back and carefully consider specifics of teaching and learning.
Rote learning
Memorizing facts or associations.
Scope
Amount covered by a given activity or subject.
Self-directed learning
The process of gradually shifting responsibility for learning to the students through activities that engage them in increasingly complex patterns of thought.
Student ownership
Taking control of the learning process.
Subjectivity
Based on personal opinions or feelings rather than on external facts or evidence.
Teacher-centered
Traditional teaching style in which teachers make all of the decisions focusing on the subject.
Technology
Any device used to complete an objective task (not exclusively computers).
Terminology (terminologies)
Vocabulary of technical terms used in a particular field.
Vicarious leaning
Learning by watching someone else, without direct experience.
Accountability
Holding teachers and schools responsible for student learning.
Administrators
Superintendent, principals, and other supervisors who carry out policies of the school board in a school district.
At-risk
Describes a student with a greater than usual chance of having difficulty in school due to factors such as limited English proficiency, cultural diversity, poverty, race, homeless, or teen pregnancy.
Charter school
Experimental schools operating by contract or charter receiving public funds but following different rules than public schools.
Compensatory education
Special programs for at-risk students such as remedial instruction, special activities, or learning experiences.
Confidentiality
Keeping certain information private only between people involved.
Ethics
Principles of good behavior, explaining how one should act in certain situations.
Inclusion
Including special needs students in regular classroom for all or part of the day.
Mentor
An established teacher given the job of advising a new teacher or a person who serves in a counseling role for a student.
Modification
Adjustment for students who are in need.
Novice
Someone who is new or inexperienced.
Professionalism
Conforming to the technical or ethical standards of a career.
Title I
Federally funded programs for students needing extra help.
Compulsory education
School attendance required by law for every child, ages 6-19.