Chapter 10 Constructivism & Designing Learning Environments Flashcards

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1
Q

View that emphasizes the active role of the learner in building understanding and making sense of information

A

Constructivism

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2
Q

Knowledge is assumed to be the individual’s construction; it cannot be judged right or wrong

A

Radical Constructivism

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3
Q

Being able to internalize or take for yourself knowledge and skill developed in interaction with others or with cultural tools

A

Appropriating

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4
Q

Community of Practice

A

Social situation or context in which ideas are judged useful or true

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5
Q

The idea that skills and knowledge are tied to the situation in which they were learned and that they are difficult to apply in new settings

A

Situated Learning

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6
Q

Problems and learning situations that mimic the ill-structured nature of real life

A

Complex Learning Environmnets

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7
Q

Aspect of learning process that relies on collaboration with others and respect for different perspectives

A

Social negotiation

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8
Q

A commitment to build shared meaning with others by finding common ground and exchanging interpretations

A

Intersubjective Attitude

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9
Q

Considering problems using various analogies, examples, and metaphors

A

Multiple Representations of Content

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10
Q

Bruner’s design for teaching that introduces the fundamental structure of all subjects early in the school years, then revisits the subjects in more and more complex forms over time

A

Spiral Curriculum

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11
Q

An interdisciplinary science of learning, based on research in psychology, education, computer, science, philosophy, sociology, anthropology, neuroscience, and other fields that study learning

A

Learning Sciences

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12
Q

Teachers and students make meaningful connections between what the teacher knows and what the students know and need in order to help the students learn more

A

Scaffolding

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13
Q

Statement of inclusive concepts to introduce and sup up material that follows

A

Advance Organizer

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14
Q

Approach in which the teachers presents a puzzling situation and students solve the problem by gathering data and testing their conclusions

A

Inquiry Learning

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15
Q

Students are confronted with a problem that launches their inquiry as they collaborate to find solutions and learn valuable information and skills in the process

A

Problem-based Learning

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16
Q

A relationship in which a less-experienced learner acquires knowledge and skills under the guidance of an expert

A

Cognitive Apprenticeship

17
Q

Learning to apply the strategies of questioning, summarizing, predicting, and clarifying; designed to help students understand and think deeply about what they read

A

Reciprocal Teaching

18
Q

A philosophy about how to relate to others-how to learn and work

A

Collaboration

19
Q

Cooperation

A

Way of working with others to attain a shared goal

20
Q

Situations in which elaboration, interpretation, explanation, and argumentation are integral to the activity of the group and where learning is supported by other individuals

A

Cooperative Learning

21
Q

Reciprocal Questioning

A

Students work in pairs or triads to ask and answer questions about lesson material

22
Q

A learning process in which each student is part of a group and each group member is given part of the material to be learned by the whole group. Students become “expert’ on their piece and then teach it to the others in their group

A

Jigsaw Classroom

23
Q

Students work in pairs within their four person cooperative groups to research a particular controversy

A

Constructive/Structured Controversy

24
Q

A broad term that describes many ways of learning in virtual or online systems

A

Virtual Learning Environments (VLE)

25
Q

Systems that deliver e-learning, provide tools and learning materials, keep records, administer assessments, and manage learning

A

Learning Management System (LMS)

26
Q

Provides tools that support individualized learning in a variety of contexts and situations

A

Personal Learning Environment (PLE)

27
Q

Framework in which knowledge is constructed through online peer interactions

A

Personal Learning Network (PLN)

28
Q

A simulation of real-world environment that immerses students in tasks like those required in a professional practicum

A

Immersive Virtual Learning Environment (IVLE)

29
Q

Interactive gaming environments constructed in virtual worlds where the learner assumes a character role, or avatar

A

Massive Multi-player Online Games (MMOG)

30
Q

Online communities for video game users where they can share knowledge, strategies, role-play scenarios, game modifications, or fan fiction stories and novels based on the games they are playing

A

Affinity Groups

31
Q

The thought processes involved in formulating problems so you can represent their solution steps and algorithms for computing

A

Computational Thinking