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  1. Authentic Activity / Authentic Assessment
    An authentic activity is an activity, which is truly applicable as it deals with real life situations and thus helps students to become engage as they see the value of the subject material (Woolfolk, 1998).

    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. Students engage in production, not activities that are remote from the actual learning of the concept.

    Authentic assessment 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.

    Evaluation that addresses what was learned and the process through which it was learned in a method similar to the practice activities, provides information about the particular tasks at which students succeed or fail, and evaluates tasks that are worthwhile, significant, and meaningful (Wiggins, 1990).
  2. 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.
  3. Computer Mediated Communication (CMC)
    Computer-Mediated Communication is a process of human communication via computers, involving people, situated in particular contexts, engaging in processes to shape media for a variety of purposes. (December, 1997) http://www.december.com/cmc/mag/1997/jan/december.html

    C omputer-mediated communication refers to both task-related and interpersonal communication conducted by computer. This includes communication both to and through a personal or a mainframe computer, and is generally understood to include asynchronous communication via email or through use of an electronic bulletin board; synchronous communication such as "chatting" or through the use of group software; and information manipulation, retrieval and storage through computers and electronic databases (Ferris, 1997). http://www.december.com/cmc/mag/1997/jan/ferris.html
  4. Critical Thinking
    "Critical thinking is the use of those cognitive skills or strategies that increase the probability of a desirable outcome. It is used to describe thinking that is purposeful, reasoned and goal directed - the kind of thinking involved in solving problems, formulating inferences, calculating likelihoods, and making decisions when the thinker is using skills that are thoughtful and effective for the particular context and type of thinking task. Critical thinking also involves evaluating the thinking process - the reasoning that went into the conclusion we've arrived at the kinds of factors considered in making a decision. Critical thinking is sometimes called directed thinking because it focuses on a desired outcome " (Halpern, 1996).

    "The purpose of critical thinking is, therefore, to achieve understanding, evaluate view points, and solve problems. Since all three areas involve the asking of questions, we can say that critical thinking is the questioning or inquiry we engage in when we seek to understand, evaluate, or resolve." (Maiorana, 1992)

    Attributes of a critical thinker:
    - asks pertinent questions
    - assesses statements and arguments
    - is able to admit a lack of understanding or information
    - has a sense of curiosity
    - is interested in finding new solutions
    - is able to clearly define a set of criteria for analyzing ideas
    - is willing to examine beliefs, assumptions, and opinions and weigh them against facts
    - listens carefully to others and is able to give feedback
    - sees that critical thinking is a lifelong process of self-assessment
    - suspends judgment until all facts have been gathered and considered
    - looks for evidence to support assumption and beliefs
    - is able to adjust opinions when new facts are found
    - looks for proof
    - examines problems closely
    - is able to reject information that is incorrect or irrelevant (Ferrett, 1997)

    http://www.kcmetro.cc.mo.us/longview/ctac/definitions.htm
  5. Distance Education

    Distance education is defined, for the purposes of accreditation review, as a formal educationalprocess in which the majority of the instruction occurs when student and instructor are not in thesame place. Instruction may be synchronous or asynchronous. Distance education may employ correspondence study, or audio, video, or computer technologies (Commission of colleges, 1997). http://www.sacscoc.org/pdf/distance.pdf

    The California Distance Learning Project (CDLP) defines distance Learning (DL) as an instructional delivery system that connects learners with educational resources. DL provides educational access to learners not enrolled in educational institutions and can augment the learning opportunities of current students. The implementation of DL is a process that uses available resources and will evolve to incorporate emerging technologies. http://www.cdlponline.org/dlinfo/cdlp1/distance/Introduction.htm
  6. 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.
  7. HyperText / HyperMedia
    Hypermedia (hyperlink): An icon, image, or specially marked text located on a World Wide Web page that summons new information to the screen when the user selects it.
  8. Instructional Strategy
    Refers to the method of instruction selected to maximize student learning. The best instructional technique is determined by the objective(s) to be learned. There are many choices available to the educator. For example, class lecture (i.e., one-way communication), interactive lecture (i.e., tendency toward more two-way exchange of information), laboratory assignments, poster displays, multimedia presentations, printed materials (e.g., handouts, books, journals), small group sessions (e.g., discussion, problem-solving, problem-based learning), consultations (e.g., friends, family), and projects
  9. Interaction / Interactivity
    Interaction: In this category, we include development of on-line activities for the learners. This could include answering questions of different types, manipulating simulated objects, assembling products, and playing games. Typically, planning and implementing these activities is more time-consuming than simpler presentation screens and, consequently, deserves special attention in the budgeting process. Estimate the development time of such activities and distribute the time among the available developers.

    Interactivity: One of the potentially most beneficial aspects of multimedia learning is its ability to engage learners in meaningful activities through various forms of interactivity. These include making choices and decisions, composing, taking notes, making evaluations and judgments, constructing, drawing, and controlling. A variety of interaction types should be sought. Consider every interaction in a program and whether it is important, whether it is relevant to the objectives, and activities. Whenever possible interactivity should promote deeper processing of the information being learned.
  10. Learner Centered Design
    Learner centered design is defined as a design process where the primary use of the artifact generated during the design process is for learning, rather than performance. The best examples of learner centered designs will be anchored in a theory of learning, that is an understanding ofwho the targeted learners are and what their needs are. (Hsi, 2003) http://www.chi2003.org/docs/t15.pdf
  11. Metacognition
    Metacognition is often simply defined as "thinking about thinking." It refers to higher order thinking which involves active control over the cognitive processes engaged in learning. Activities such as planning how to approach a given learning task, monitoring comprehension, and evaluating progress toward the completion of a task are metacognitive in nature
  12. 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.
  13. Scaffolds / Scaffolding
    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".
  14. 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
  15. Transactional Distance
    Distance learning as an online transaction: “…interplay between people who are teachers and learners, in environments that have the special characteristics of being separate from one another, and a consequent set of special teaching and learning behaviors. It is the physical distance that leads to a communications gap, a psychological space of potential misunderstanding between the behaviors of instructors and those of the learners, and this is the transactional distance” (Moore, 1996, p. 200).