PRAXIS 3 Flashcards

(40 cards)

1
Q

ASEBA (Achenbach System of Empirically Based Assessment)

A

Suite of behavioral rating forms for assessing social-emotional and behavioral functioning.
Includes:

CBCL: Parent form
TRF: Teacher Report Form
YSR: Youth Self ReportUsed For:
➔ Broad-spectrum behavioral screening; compares scores to normative samples.

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2
Q

Needs Assessment

A

Needs Assessment:
➔ Systematic process for identifying gaps between current conditions and desired outcomes.
Used for program development and evaluation.

Example:
➔ Survey staff and students to identify mental health service gaps before designing a school-wide SEL initiative.

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3
Q

Ecological Assessment: ICEL Framework

A

ICEL = Instruction, Curriculum, Environment, Learner
➔ Helps determine if learning issues are due to environmental factors or internal.

Example of ICEL Use:
➔ If a student is struggling, examine:

Instruction: Is it effective?
Curriculum: Is it appropriate?
Environment: Are there distractions?
Learner: Do they have the skills?

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4
Q

Stanford-Binet Breakdown:

A

Cognitive test ➔ Assesses 5 factors:

Fluid reasoning
Knowledge
Quantitative reasoning
Visual-spatial
Working memory

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5
Q

Universal Nonverbal Intelligence Test (UNIT):

A

Fully nonverbal, ideal for language-diverse students
(including deaf). Measures memory, reasoning.

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6
Q

Standard Response Protocol (SRP):

A

➔ Common language for crisis response:

Hold
Secure
Lockdown
Evacuate
Shelter

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7
Q

Virginia Model for Threat Assessment:

A

➔ Focuses on behavior (not labels), context, and early intervention to prevent violence.

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8
Q

Contingency Reward:

A

➔ Deliver a reward only if a specific behavior occurs.
Example: “You earn tokens for every 5 minutes seated.”

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9
Q

Premack Principle (“Grandma’s Rule”):

A

➔ Use a high-frequency behavior to reinforce a low-frequency one.
Example: “You can play video games after you finish homework.”

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10
Q

Punishment vs. Negative Reinforcement:

A

Punishment = decrease behavior
Negative Reinforcement = remove something aversive to increase behavior
Example: Taking away homework (negative reinf.) for good behavior

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11
Q

Right Hemisphere:

A

➔ Visual-spatial, creativity, emotion, big-picture processing. Novel and nonverbal problem solving

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12
Q

Left Hemisphere:

A

➔ Language, logic, analytical thinking, detail-oriented.

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13
Q

Cerebellum:

A

➔ Balance, coordination, fine motor control.

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14
Q

Hippocampus:

A

➔ Memory formation.

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15
Q

Amygdala:

A

➔ Emotion processing, especially fear and aggression.

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16
Q

Occipital Lobe:

A

➔ Vision.

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17
Q

Temporal Lobe:

A

➔ Hearing, language, memory.

18
Q

Parietal Lobe:

A

➔ Spatial orientation, touch, body awareness.

19
Q

Frontal Lobe:

A

➔ Planning, decision-making, movement, personality. Related to EF and ADHD

20
Q

Victor Frankl’s Logotherapy:

A

➔ Focuses on finding meaning in life, even in suffering.

21
Q

Humanistic Psychology Principles:

A

➔ Emphasizes growth, free will, self-actualization.
Key figures: Carl Rogers (unconditional positive regard), Maslow (hierarchy of needs)

22
Q

Key SEL Skills:

A

Self-awareness
Self-regulation
Social awareness
Relationship skills
Responsible decision-making

23
Q

Gifted IQ Score Range:

A

➔ Typically ≥ 130 (2 SDs above mean)

24
Q

Standard Score (SS) Breakdown:

A

➔ Mean = 100, SD = 15
< 70 = Extremely Low
70–79 = Low
80–84 = Below Average
85–115 = Average
116–129 = High average
130+ = Gifted range

25
T-Score Breakdown:
➔ Mean = 50, SD = 10 < 40 = Below Average / Weakness 40–59 = Average 60–64 = Mildly elevated (at-risk) 65–69 = Clinically significant 70+ = Highly significant
26
Validity:
➔ Does the test measure what it’s supposed to? Types: Content (covers full range) Construct (matches theoretical trait) Criterion (predicts outcomes) Acceptable: r ≥ 0.60
27
Reliability:
➔ Consistency of measurement. Types: Test-retest: stability over time Inter-rater: agreement between raters Internal consistency: items measure same construct Acceptable: r ≥ 0.80
28
Correlation Coefficient (r):
➔ Measures strength of relationship between two variables. Closer to ±1 = stronger 0 = no relationship 0.7+ = strong 0.3 = moderate 0.1 = weak
29
Simultaneous Processing:
➔ Integrating stimuli into a unified whole (e.g., recognizing patterns or solving puzzles).
30
Metacognitive Processing:
➔ Thinking about one’s own thinking; involves planning, monitoring, and evaluating strategies.
31
Nonverbal Processing:
➔ Interpreting and responding to visual-spatial, facial, and body language cues.
32
Cognitive Processing:
Mental actions like attention, memory, reasoning, and problem-solving.
33
Event Recording:
➔ Count how often a behavior occurs; best for discrete, countable behaviors (e.g., raising hand).
34
Narrative Recording:
➔ Open-ended, descriptive notes of everything observed over a time period (running record).
35
Interval Recording:
➔ Divide time into intervals. Whole-interval: behavior must occur for the entire interval. Partial-interval: behavior occurs at any point in the interval. Momentary time sampling: record if behavior occurs at the exact moment the interval ends.
36
ERIKSON Trust vs. Mistrust (0–18 months):
➔ Develops trust when caregivers are responsive.
37
ERIKSONAutonomy vs. Shame/Doubt (1–3 years):
➔ Learns independence; failure may lead to shame. Age: 1–3 years • Key Idea: Toddler wants independence. • Example: “I do it myself!” • Memory Tip: “Toddlers want to do it AUTOmatically.
38
ERIKSON Initiative vs. Guilt (3–6 years):
➔ Begins to assert control and initiate activities. • Age: 3–6 years • Key Idea: Preschoolers start planning and doing. • Example: Pretend play and asking lots of questions. • Memory Tip: “Preschoolers take INITIATIVE like little bosses.”
39
ERIKSON Industry vs. Inferiority (6–12 years):
➔ Mastery of skills and social comparison; success leads to competence. • Age: 6–12 years • Key Idea: School-age kids focus on doing things well. • Example: Proud of school projects or sports. • Memory Tip: “SCHOOL kids INDUSTRIOUSLY do homework.
40
ERIKSON Identity vs. Role Confusion (12–18 years):
➔ Develops personal identity; explores roles and values. • Age: 12–18 years • Key Idea: Teens explore who they are. • Example: Trying new styles, friends, beliefs. • Memory Tip: “TEENS try on IDENTITIES like outfits.”