PST UNIT 4 Flashcards

(66 cards)

1
Q

this is a dynamic environment filled by students with diverse learning styles

A

Classroom

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2
Q

This is the most common type of teaching strategy and classified as an authoritative teaching procedure

A

Lecture Strategy

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3
Q

an uninterrupted verbal presentation by a lecturer

A

Formal

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4
Q

conventional presentation with questions, comments, and brief discussions

A

Informal

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5
Q

defined as a process of learning that takes place when students work together in groups of 8 -10

A

Small group learning

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6
Q

group process where all ideas are accepted and recorded

A

Brainstorm session

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7
Q

two or three people are asked to discuss an issue for a few minutes; comments are collected and summarizes then shared

A

Buzz Group

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8
Q

students are selected from the class, sit in front of the class as a planel and discuss the topic

A

Fishbowl

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9
Q

involves group using problem-based learning

A

Problem-based tutorial group

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10
Q

group discussion of a paper presented by a student

A

Seminar

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11
Q

a technique that involves grouping of ideas that are written on small slips of paper

A

Snowballing

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12
Q

involves mini-project work and followed by reportin gto the whole class

A

Syndicate

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13
Q

requires a brief, factual response, and a correct answer

A

Narrow questions

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14
Q

requires a more wide-ranging answer and can be answered in a number of different ways

A

Broad questions

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15
Q

useful at the start of the discussion to assess knowledge

A

Recall questions

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16
Q

the students directly evaluate the subject

A

Questions with direct observation

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17
Q

must be brief, direct, and firmly anchored in context

A

Clear questions

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18
Q

attentively stimulates a number of thinking functions including analysis, comprehension, synthesis, and evaluation

A

Listening

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19
Q

this is effective for Q & A slides where clicking on the different answers to a posed question that takes a person to different slides and then returns to the questions slide

A

Hyperlink function

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20
Q

a combination of audio, visual, and kinesthetic learning that increase the effectiveness of abosrobing materials to learners

A

E-Learning

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21
Q

This type of learning is an innovative type of learning that gives an easy access for learners that is delivered via the internet

A

E-Learning

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22
Q

E-learning is real time learning

A

Synchronous learning

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23
Q

learners and the teacher interact at the same time from different locations; they can share their own ideas

A

Synchronous learning

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24
Q

It is a pause-and-resume kind of learning

A

Asynchronous learning

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25
the learners and the teacher cannot be online at the same time
Asynchronous learning
26
Many prefer this type of E-learning because it facilitates the sharing of information outside the constraints of time
Asynchronous learning
27
a way of learning and sharing information and documents through the different medium like mails, and social media.
E-Learning
28
a systematic attempt to collect data and evaluate information about a particular problem
Research
29
Involves the systematic collection and analysis of data using computational, statistical, and mathematical tools to derive results
Quantitative Research
30
seeks to describe the current status of a variable or phenomenon
Descriptive design
31
is mostly observational in nature
Data collection
32
explores the relationship between variables using statistical analyses
Correlational Design
33
seeks to establish a cause-effect relationship between variables and the researcher doesn't manipulate the variable
Quasi-Experimental design
34
What is Quasi-Experimental design often reffered?
Casual Comparative
35
often called the experimentation
Experimental design
36
use the scientific method to establish cause-effect relationship among a group of variables in a research study; researcher manipulates the variable
Experimental design
37
It involves the studied use and collection of a variety of empirical materials which may include case study, personal experience, etc.
Quantitative research
38
this method is used to understand people's beliefs, experiences, attitudes, etc.
Quantitative research
39
immersion of the researcher to the target participants' environment to understand the goal
Ethnography
40
The researcher does not rely on interviews or surveys but a first hand experience with the environment
Ethnography
41
done by in-depth interview, read documents, and look for themes to illustrate individual story.
Narrative
42
used to describe an event, activity, or phenomenon
Phenomenological
43
it uses a combination of methods such as conducting interviews, reading documents, or visiting places | it is composed of 5-25 sample sizes
Phenomenological
44
provides an explanation or theory behind the events
Grounded Theory
45
It uses primarily interviews and existing documents to build a theory based on the data. | Sample sizes are often larger and they are usually 20 -60
Grounded Theory
46
involves a deep understanding through multiple types of data sources.
Case Study
47
It can be explanatory, exploratory or describing an event. It focuses in explaining organization, entity, company or event.
Case Study
48
The incorporation of various qualitative and quantitative strategies within a single project
Mixed-method research or Triangulation
49
begins at the point of theory or phenomenon and test if that theory is valid in the given circumstances
Deductive research
50
begins with the collection of data but ends developing a new theory
Inductive
51
begins with the data and ends with the empirical generalizations
Descriptive research
52
Recording classroom-based activities in a digital format that the students can then watch over the web, on a computer or their mobile device | also known as E-learning; need live audiences ## Footnote This lecture captures technology records the presenter's audio and video including any visual aids, synchronizes them and webcasts the stream live or archives for on-demand playback
Live lecture capture
53
a digital video recording on the computer and usually includes audio narration; usually used in tutorials, training videos, video lessons, and recorded presentations
Screencast
54
defined as condensed and studio-recorded lectures made available via the web as multimedia presentations | can be made without live audiences
Web Lecture
55
consists of a series of prepared speeches which focus on a particular issue rather than a more general theme
Symposium
56
representation of information or data in a graphic format designed to make that information easier to understand
Infographics
57
This visual medium provide a stronger sense of connection to the ideas for those who are more comfortable with visual learning than traditional lecture or readings
Infographics or Graphics Info
58
In infographics, you must keep the icon color, style and shape?
Consistent
59
This teaching strategy provides the student an opportunity to explore realistic situations by interacting with other people | This activity engages the student's feelings and emotions
Role-Playing
60
incorporates the aesthetics and functionality of games to engage, educate, and motivate learners | Examples are Jeopardy and Kahoot!
Gamification
61
users perform and progress towards defined learning outcomes
Challenges/tasks
62
accumulated as a result of executing tasks
Points
63
users pass depending on the points
Levels
64
serve as rewards for completing actions
Badges
65
a written constructive criticism or judgement based on criteria. This include the strengths, weaknesses, logical links, and significance of the journal | Students give a unique opinion and discussion of the article
Critiquing
66
Part of the critiquing where the researcher asks could the study be replicated
Reflection