TEACHING METHOD Flashcards
(24 cards)
a highly structured method by which the educator verballt ransmits informtion directly to a group of learners for thepurpose of instruction
LECTURE
- learners get together to actively exchange information, ideas, feelings, and opinions with one another andwith the educator.
GROUP DISCUSSION
uses group work activities when teaching students and professionals belonging to a variety of healthdisciplines.
COOPERATIVE LEARNING
requires students to work as individuals and as a team to research critical and controversial issues or trends andthenpresent “pro” and “con” arguments in support of various points of view.
DEBATE
- a method to stimulate ;earnes to gather and apply information to solve problems basedonrealistic patient scenarios
PROBLEM-BASED LEARNING
a structured, evidence-based, innovative teaching strategy meant to engage students inactivelearning and enrich their experiences by working together to achieve one or more common learning objectives.
TEAM-BASED LEARNING
a discussion question and gives students time to individually think through a responseorwrite an answer to the question.
THINK-PAIR-SHARE/WRITE-PAIR-SHARE
is associated with students acquiring knowledge and skills through shared learning of matchedequals
PEER ASSISTED LEARNING
a student-centered method that can be used at different levels of education and with different disciplines toteachtopicsin classroom and workplace settings.
JIGSAW
- uses visual graphics (two-dimensional drwings or diagrams) to help students logically organize ideasandunderstand relationships between topics
CONCEPT MAPPING
also known as case study or case method. Learners focus onreal or invented case scenarios
simulating life or world situations to understand and solve complex problems, dilemmas, or issues
CASE-BASED LEARNING
involving experiential activities that provide students with a rich and robust form of learning that takesplacein the community.
SERVICE LEARNING
consists of one or several sessions in which a small group of staff nurses or students discusses issues that emergefrom assigned course content of practical relevance.
SEMINAR
involves face-to-face delivery of information specifically designed to meet the needs of anindividual
learner
ONE-TO-ONE INSTRUCTION
demo- done by educator. Retdem- carried out by the learner
DEMO AND RETURN DEMO
actively participate in a competitive activity with present rules
GAMING
- is a trial-and-error method of teaching in which an artificial experience is created that engages the learner inanactivity that reflects real-life conditions but without the risk-taking consequences of an actual situation.
SIMULATION
- instruction by which learners actively participate in an unrehearsed dramatization.
ROLE PLAY
helps individual to consider their experiences to gain insights and perspective about themselves andtheirpractice for the purpose of promoting theit professional growth.
SELF-REFLECTION
- conciously and deliberately think about and analyze what they are doing or have done.
REFLECTIVE LEARNING
develop self-awareness and to be able to critically reflect on experiences, present and past, thatallowfor lifelong learning.
REFLECTIVE PRACTICE
someone whom others look at as an example of behavior and/or success to be imitated – a person tobeemulated.
ROLE MODEL
learner-centered teaching methos used by the educator to provide or design instructional activitiesthatguide the learner in independently achieving the objectives of learning.
SELF-DIRECTED LEARNING
referred to as online learning, distance learning, e-learning, web-based learning, distance education, andvirtual learning, is an ideal way to maximize resources and to transmit current information to people separated by spaceandtime.
REMOTE LEARNING