EIPT 5533 :: Calvin Ly

Author: Calvin Ly [giodesigns.com]


EIPT 5533 Concept List

1. Anchored Instruction
Instruction built around some type of anchor. The instruction anchors or situates learning in meaningful, problem-solving contexts. Students engage in activities that help them develop general skills and acquire concepts that allow them to think effectively about a problem. Sustained exploration of a particular problem is key, and the opportunity to look at that problem from multiple perspectives is also important. Can be applied to any subject area.

2. Authentic Activity
An activity that is real for students. These activities are meaningful for students and relate to their lives. Authentic activities can be real experience or simulate real experience. It can also be activities that would be done in an authentic (outside of class) situation. An example would be teaching kids math by using money and changes. If I had $1.00 and spent $0.50, how much would I have left?

Activities that focus on active learning in real-world contexts and require higher-order thinking. Studetns engage in production, not activities that are remote from the actual learning of the concept.

3. Authentic Assessment
Authentic assessment also attempts to determine how well as student can use knowledge, rather than simply memorize facts. It emphasizes higher level thinking skills and is performance based. Examples include portfolios, presentations, journals, and projects.

4. Cognitive Apprenticeship
The gaining of experience with experts in the field through activities and social interaction. The students will learn from a master and be able to think like the master.

5. Community of Learners (COL)
A collection or group of people who share in the process of learning and understanding.
A setting that encourages the potential of all learners, and nurtures each student's uniqueness. The community shares a common purpose in continous improvement and lifelong learning. Having a connection with learners and teachers is essential in this community, and purposely building this connection is necessary.

6. Cooperative and Collaborative Learning

Collaboration is a philosophy of interaction and personal lifestyle whereas cooperation is a structure of interaction designed to facilitate the accomplishment of an end product or goal.

Collaborative learning (CL) is a personal philosophy, not just a classroom technique. In all situations where people come together in groups, it suggests a way of dealing with people which respects and highlights individual group members' abilities and contributions. There is a sharing of authority and acceptance of responsibility among group members for the groups actions. The underlying premise of collaborative learning is based upon consensus building through cooperation by group members, in contrast to competition in which individuals best other group members. CL practitioners apply this philosophy in the classroom, at committee meetings, with community groups, within their families and generally as a way of living with and dealing with other people.

Cooperative learning is defined by a set of processes which help people interact together in order to accomplish a specific goal or develop an end product which is usually content specific. It is more directive than a collaboratve system of governance and closely controlled by the teacher. While there are many mechanisms for group analysis and introspection the fundamental approach is teacher centered whereas collaborative learning is more student centered.

The information was obtained on November 4, 2002: http://www.lgu.ac.uk/deliberations/collab.learning/panitz2.html

7. Distributed Intelligence
The idea that, in living systems, knowledge distributed across a system organizes itself into a whole greater than the sum of its parts. Such intelligence is said to exceen the grasp of any individual constituent.
Distributes intelligence focuses on the social nature of learning and the shared meaning created within the learning group.

8. Expert System
Computer-based system in which gets all the information about a person and narrowing down the questions to find a problem or solution. An example would be finding your perfect career. There would be questions asked about your interests, work setting, salary, etc. At the end of the questionairre, the computer would compile all of your answers and find the best career that best fits you.

9. Generative Learning
Approaches in which learners "encounter the content in such a way that they are encouraged or allowed to construct their own idiosyncratic meanings from the instruction by generating their own educational goals, organization, elaborations, sequencing and emphasis of content, monitoring of understanding, and transfer to other context" (Smith & Ragan, 1999).

10. Higher-order Thinking Skills (HOTS)
HOTS involve thinking about thinking, or the ability for "self-awareness, self-inquiry or dialogue, self-monitoring, and self-regulation" (Lambert & McCombs, 1998, p.507).

11. Instructional Technology
Technology is the things that makes accomplishing a task easier.
Instruction, according to Webster's dictonary, is the "process or act of imparting knowledge and information".
Therefore, Instructional Technology is the field which studies, uses, and applies the things which make the process of imparting, communicating, and transferring knowledge and information easier.
The information was obtained on October 31, 2002: http://www.arches.uga.edu/~carap/IT/defining.html

12. Intelligent Tutoring Systems
Intelligent tutoring systems (ITS) are a new generation of computer systems for support and improvement of learning and teaching. The usual definition of an ITS characterizes it as a system based on some kind of knowledge which includes domain, teachers' and students' knowledge.
The information was obtained on October 31, 2002: http://www.pmfst.hr/~stankov/zn_radovi/2000/INES2000.pdf

13. Learner Control
A method in which learners control instruction during computer assisted/interactive hypermedia instruction is coined learner control. This includes time on task, instructional sequencing, presentation mode (video, audio, graphics, or text), amount of rehearsal, depth and breadth of study, and content type (rules, main ideas, example, or rehearsal) (Gay, 1986).

Learner control is a concept of learner independence and learner autonomy exerting control over the context and the methods of learning and effecting the learning process and the accomplishment of the course work (Student7, 1997).

Learner-controlled instruction is an instructional strategy (or tactic or approach) that emphasizes "the learner's freedom to choose their learning activities to suit their own individual preferences and needs" (Williams, 1993).

Learner control is the degree of decision making a learner has (or exerts) in the learning process (Student2, 1997).

The information was obtained on October 31, 2002: http://www.edb.utexas.edu/mmresearch/Students97/Katz/def.html
http://www.stirlinglaw.com/deborah/lcwhat.htm

14. Media Attributes

Media attributes is a way of selecting a medium of delivery that is most beneficial to the learner. For example, attributes of the internet could be the scope of the internet. If the instruction is made for a larger population, then the scope would be crucial. Another attribute would be the number of learners who have internet access.

Salomon, “media attribute theory”, holds that 1.) Both the media and human mind employ symbols to represent, store, and manipulate information 2.) That some of the symbol systems employed in cognition are acquired from the symbols employed by media, (Smith & Ragan, 1994).

“Though a variety of media can often be used to deliver the same type of instruction, individual media have attributes that determine their capability for handling specific instructional strategies” (Group 6, 1997).

Smith, P.L., & Ragan, T.J. (1993). Designing Delivery and Management Strategies. In Linda Sullivan (Eds.) Instructional Design (pp.343-360). New Jersey: Prentice-Hall.

Group 6. (1997). Media Typologies: Media Attributes. Available: HYPERLINK http://home.att.net/~arlington/mattrib.html http://home.att.net/~arlington/mattrib.html . (Feb. 23, 2001).

15. Microworlds
Microworlds are closed artificial environments with rules of their own. Ferguson (1992)
Microworlds are explorative learning environments, and they are artificial worlds, then, abstract worlds that allow a free combination of possible and impossible concepts. It should have high-levels of user interaction (ex. simulation, virtual reality, role-playing games).

The information was obtained on October 31, 2002: http://www.izhd.uni-hamburg.de/paginae/Book/Ch2/Microworlds.html

16. Mindtools
Something that helps you think and learn. It helps you get further cognitivly. An example would be a calculator or pencil. It's not just about using the tool, but it's about how you use the tool.

17. Multiple Perspectives
Seeing and hearing things in more than one perspective.
Multiple perspectives is a broad term to encompass multiple and possibly heterogeneous viewpoints, representations, and roles, that can be both collaborative and non-collaborative context.

18. Problem-Based Learning

Problem-Based Learning (PBL) is an instructional strategy that promotes active learning. PBL can be used as a framework for modules, courses, programs, or curricula.

Following are characteristics of PBL:
- Learning is student centered.
- Learning occurs in small student groups.
- Teachers are facilitators or guides.
- Problems form the organizing focus and stimulus for learning.
- Problems are a vehicle for the development of clinical problem-solving skills.
- New information is acquired through self-directed learning.

The information was obtained on October 31, 2002: http://www.samford.edu/pbl/what.html

19. Reciprocal Teaching
A method of teaching in which allows the learner to take the role of the teacher. Palincsar (1986) describes the concept of reciprocal teaching:

"Definition: Reciprocal teaching refers to an instructional activity that takes place in the form of a dialogue between teachers and students regarding segments of text. The dialogue is structured by the use of four strategies: summarizing, question generating, clarifying, and predicting. The teacher and students take turns assuming the role of teacher in leading this dialogue.
Purpose: The purpose of reciprocal teaching is to facilitate a group effort between teacher and students as well as among students in the task of bringing meaning to the text. Each strategy was selected for the following purpose:

Summarizing provides the opportunity to identify and integrate the most important information in the text. Text can be summarized across sentences, across paragraphs, and across the passage as a whole. When the students first begin the reciprocal teaching procedure, their efforts are generally focused at the sentence and paragraph levels. As they become more proficient, they are able to integrate at the paragraph and passage levels.

Question generating reinforces the summarizing strategy and carries the learner one more step along in the comprehension activity. When students generate questions, they first identify the kind of information that is significant enough to provide the substance for a question. They then pose this information in question form and self-test to ascertain that they can indeed answer their own question. Question generating is a flexible strategy to the extent that students can be taught and encouraged to generate questions at many levels. For example, some school situations require that students master supporting detail information; others require that the students be able to infer or apply new information from text.

Clarifying is an activity that is particularly important when working with students who have a history of comprehension difficulty. These students may believe that the purpose of reading is saying the words correctly; they may not be particularly uncomfortable that the words, and in fact the passage, are not making sense. When the students are asked to clarify, their attention is called to the fact that there may be many reasons why text is difficult to understand (e.g., new vocabulary, unclear reference words, and unfamiliar and perhaps difficult concepts). They are taught to be alert to the effects of such impediments to comprehension and to take the necessary measures to restore meaning (e.g., reread, ask for help).

Predicting occurs when students hypothesize what the author will discuss next in the text. In order to do this successfully, students must activate the relevant background knowledge that they already possess regarding the topic. The students have a purpose for reading: to confirm or disprove their hypotheses. Furthermore, the opportunity has been created for the students to link the new knowledge they will encounter in the text with the knowledge they already possess. The predicting strategy also facilitates use of text structure as students learn that headings, subheadings, and questions imbedded in the text are useful means of anticipating what might occur next.
In summary, each of these strategies was selected as a means of aiding students to construct meaning from text as well as a means of monitoring their reading to ensure that they are in fact understanding what they read.

Research Base: For the past five years, Palincsar and Brown (1985) have conducted a series of studies to determine the effectiveness of reciprocal teaching. The initial studies were conducted by adult tutors working with middle school students in pairs and by Chapter 1 teachers working with their small reading groups averaging five in number. The students were identified to be fairly adequate decoders but very poor comprehenders, typically performing at least two years below grade level on standardized measures of comprehension. Instruction took place over a period of 20 consecutive school days. The effectiveness was evaluated by having the students read passages about 450 to 500 words in length and answer 10 comprehension questions from recall. The students completed five of these passages before reciprocal teaching instruction began and one during each day of instruction. Performance on these assessment passages indicated that all but one of the experimental students achieved criterion performance, which we identified as 70 percent accuracy for four out of five consecutive days.

These results were in contrast to the group of control students, none of whom achieved criterion performance. In addition, qualitative changes were observed in the dialogue that occurred daily. For example, the experimental students functioned more independently of the teachers and improved the quality of their summaries over time. In addition, students' ability to write summaries, predict the kinds of questions teachers and tests ask, and detect incongruities in text improved. Finally, these improvements were reflected in the regular classroom as the experimental students' percentile rankings went from 20 to 50 and above on texts administered in social studies and science classes.

When the same instructional procedure was implemented in larger classes with groups ranging in size from 8 to 18, 71 percent of the students achieved criterion performance as opposed to 19 percent of the control students who were involved in individualized skill instruction. Furthermore, teachers observed fewer behavior problems in their reciprocal teaching groups than in their control groups." (pp. 19-20)|

The information was obtained on October 31, 2002: http://www.ncrel.org/sdrs/areas/issues/students/atrisk/at6lk38.htm

20. Scaffolds
According to Smith & Ragan, scaffolding is "the cognitive processing support that the instruction provides the learners, allowing them to learn complex ideas that would be beyond their grasp if they depended solely on their own cognitive resources, selectively aiding the learners where needed".

21. Self-regulated Learning

According to Corno and Mandinach, Self-regulated learning is an "effort to deepen and manipulate the associative network in a particular area (which is not necessarily limited to academic content), and to monitor and improve that deepening process" (1983).

When students are self-regulated learners, they set higher academic goals for themselves, learn more effectively, and achieve at higher levels in the classroom.

Self-regulated learning includes the following elements:

    - Self-Motivation
    - Goal setting
    - Planning
    - Attention control
    - Application of learning strategies
    - Self-monitoring
    - Self-evaluation


22. Situated Cognition
Situated Learning occurs when students work on "authentic tasks" whose execution takes place in a "real-world" setting. It does not occur when students are taught decontextualized knowledge and skills. SL (Situated Learning) can occur when students serve as "apprentices" to a discipline rather than as recipients of academic knowledge and as solver of contrived problems (Brown, Collins, Duguid). SL is required if what the students learn is to be useful. If how people solve problems is determined by the specific situation which the problem present itself, then learning how to solve problems also has to be achieved in those situations.

The information was obtained on October 31, 2002: http://www.fask.uni-mainz.de/user/kiraly/English/On_Learning/cognition/SL.html

23. Substantive Conversation
The engagement of students in extended conversational interchange with a teacher and/or their peers for a sustained period of time about the ideas of a subject matter in a way that builds a shared and improved way of understanding and clarification of the subject. In short, students talk to learn and understand (Newmann & Wehlage, 1993).

Excerpt: “Student-centered pedagogy will be more heavily underscored in 21st century schools. The model of the teachers as content specialists who possess relevant knowledge that they transmit to students through telling is replaced by an approach in which teaching is more of a guiding function. The student becomes the primary actor. Substantive conversation replaces conventional classroom talk and didactic instruction. Learning is seen as the construction of understanding, and teaching is viewed as facilitating this development. The focus is on learning, not on the delivery system (Murphy, 1999).

Murphy, J. F. (1999). Core strategies for reforming schooling. Available: http://www.aasa.org/publications/sa/1999_12/murphy.htm. (Feb. 28, 2001)

Newmann, F. M., & Wehlage, G. G. (1993). Five standards of authentic instruction. Educational Leadership, 50(7). Available: http://www.ascd.org/pdi/demo/diffinstr/newmann.html. (Feb. 25, 2001)

The information was obtained on October 31, 2002: http://students.ou.edu/D/Kathleen.H.Dunlap-1/conlist.html

24. Systematic Design
Systematic design is a process of designing solutions that are functional and appealing, and it's a way of establishing problem-solving procedures that are used to guide in making decisions about design problems. It is also a process of planning and figuring out the best solution for that particular design.

The information was obtained on November 4, 2002: (Smith & Ragan, 1999). Instructional Design

25. Visual Literacy
Based on the idea that visual images are a language, visual literacy can be defined as the ability to understand and produce visual messages. Work in the field has centered on development of educational programs that train students' abilities to evaluate and create visual messages, as well as improvement of students' reading and writing skills through the use of visual literacy techniques. Visual literacy as a field of research, study, and teaching becomes increasingly important with the ever-expanding proliferation of mass media in society. As more and more information and entertainment is acquired through non-print media (such as television), the ability to think critically and visually about the images presented becomes a crucial skill.

The information was obtained on October 31, 2002: http://www.ivla.org/vl.htm


Two more concepts that should belong to this list:

26. Aritficial Intelligence

Artificial intelligence is a way of making computers behave on their own without the control of humans. In other words, computers have the capibility to making their own decisions and behaving in a way that's similiar to humans.

According to Marvin Minsky, artificial intelligence "is the science of making machines do things that would require intelligence if done by men" [Minsky, 1963, pp. 23].

27. Design Patterns
A pattern (or design pattern) is a written document that describes a general solution to a design problem that recurs repeatedly in many projects. Patterns use a formal approach to describing a design problem, its proposed solution, and any other factors that might affect the problem or the solution. A successful pattern should have established itself as leading to a good solution in three previous projects or situations.

The purpose of design patterns is to capture software design know-how and make it reusable. Design patterns can improve the structure of software, simplify maintenance, and help avoid architectural drift. Design patterns also improve communication among software developers and empower less experienced personnel to produce high-quality designs.

The information was obtained on November 4, 2002: http://www.ipd.uka.de/~tichy/patterns/overview.html