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59 Cards in this Set

  • Front
  • Back

Attribution Theory

Someone's beliefs about their success or failures influences innovation.

Behavioral Approach

Behavior strategy that uses rewards and punishment as motivation.

Classroom Discussion Model

Strategy where students read or listen and then create questions at their own three levels of thinking (factual, interpretive, and evaluative).

Cognitive Approach

An approach that focuses on people's desire to make sense of their own world.

Convergent Questions

Questions with one answer (usually from facts).

Deductive Strategy

When a lesson begins with the teacher giving information and then students using concepts in guided and independent practice.

Deficiency Needs

For one to move on to grow, the four lower level needs of Maslow's hierarchy of needs must be met (survival, safety, belonging, and esteem).

Discovery Learning

Students must discover information themselves through inquiry rather than a teacher teaching directly or explicitly.

Discussion

Directed interactions between teachers and students or students and students that must be planned ahead of time.

Disequilibrium

Mental imbalance often times created from inductive strategies.

Divergent Questions

Open ended questions with many different answers.

Equilibrium

A mental balance.

External Locus of Control

A person's successes and failures are caused by outside factors that the person has no control over.

Extrinsic Motivation

Motivation from outside environmental factors (rewards and punishment).

Growth Needs

These higher three needs (intellectual achievement, aesthetic appreciation, and self actualization) can be met after the lower three have been met.

Halt Time

Giving students time to digest a lesson before moving on.

Humanistic Approach

People's desire to improve themselves is used as motivation.

Inductive Strategy

An approach that beings with unknowns and then moves to knowns or finding answers. This is a student centered approach.

Instability

A characteristic that can be changed in a situation.

Instructional Strategy

Meets the needs, goals, and objectives of learners.

Internal Locus of Control

A person's successes or failures are due to one's own abilities or efforts.

Intrinsic Motivation

Motivation that come from within.

Learned Helplessness

Belief that all efforts to succeed will fail.

Learner-centered (Student-centered)

A teaching approach that puts the needs of the learner as the direct focus.

Learning (Mastery) Goals

Goals that focus on the end result of a skill rather than on the process of getting there.

Maslow's Hierarchy of Needs

Seven levels of human needs that must be each met at their level before advancing to the next level.

Maslow's Deficiency Needs

Survival, safety, belonging, and self-esteem.

Maslow's Growth Needs

Intellectual, achievement, aesthetic appreciation, and self-actualization.

Metacognitive Skills

Thinking about a person's own thinking.

Models of Teaching

Strategies created for a purpose in which many subject areas can be employed.

Monitoring

Gaining feedback from students constantly about their learning progress on a concept before moving on to the next.

Negative Reinforcement

Removing something that is disliked to increase a desirable behavior.

Pacing

The momentum of a lesson.

Performance Goals

Goals based on how a student is doing at a particular time.

Positive Reinforcement

Giving something that a student wants to increase a desired behavior.

Presentation Punishment

Decreasing a behavior by presenting something disliked.

Punishment

A consequence used to reinforce a decrease of an undesirable behavior.

Reinforcement

Rewards for a desirable behavior.

Removal Punishment

Taking about something that is liked to see a decrease in a undesirable behavior.

Risk-free Environment

A place where a student feels safe and confident to take chances.

Role-Play

Acting something out or pretending that a situation is real.

Selective Attention

Paying direct attention to something while ignoring another.

Self-concept

How one views themselves and their abilities.

Self-efficacy

Believing that one can accomplish something.

Self-esteem

How a person feels about themselves.

Simulation

A scenario that reflects the real world where skills are used to reach a goal.

Stability

A characteristic of a situation that is unchangeable.

Teacher-as-audience

The teacher observes while the student either demonstrates, explains, or performs something.

Teacher-as-coach

When the teacher gives immediate feedback to the students as encouragement.

Teacher-as-facilitator

When the teacher provides the structure for learning.

Teacher-as-guide

When the teacher is a mediator and helps students obtain information on their own.

Teacher-centered

The teacher gives information and the learners passively receive the knowledge.

Wait Time

The time between a teacher posing a question and calling on a student for feedback or a response.

Competitive Learning

Not recommended because it can have negative effects on student's self-esteem. When specific skills are needed or to motivate a student.

Individualistic Learning

Teachers should use this with teaching gifted or low achieving students a special skill.

Cooperative Learning

Teachers should use this when they want students to learn more and learn effective social skills.

Direct Instruction

The teacher is the primary person teaching the students.

Indirect Instruction

The teacher and the student's share in the learning process.

Motivation

What makes a person want to do something.