This page was created by Lorena Rojas.
Glossary
21st century instruction: Ensure that students have real-world opportunities to synthesize, apply and demonstrate their mastery of key concepts and 21st century skills. These are the skills students need to succeed in work, school and life. They include:
- Core subjects (as defined by NCLB)
- 21st century content: global awareness, financial, economic, business and entrepreneurial literacy, civic literacy and health and wellness awareness
- Learning and thinking skills: critical thinking and problem solving skills, communications skills, creativity and innovation skills, collaboration skills, contextual learning skills and information and media literacy skills
- Information and communications technology literacy
- Life skills: leadership, ethics, accountability, adaptability, personal productivity, personal responsibility, people skills, self-direction and social responsibility http://www.p21.org/storage/documents/p21-stateimp_curriculuminstruction.pdf
1:1 learning environment:
Academic rigor: Instruction that promotes learners to think critically, creatively, and more flexibly.
Adaptive /Non-Adaptive:Asynchronous: instruction: and learning that do not occur in the same place or at the same time. The term is most commonly applied to various forms of digital and online learning in which students learn from instruction—such as prerecorded video lessons or game-based learning tasks that students complete on their own—that is not being delivered in person or in real time http://edglossary.org/asynchronous-learning/
Change Management:
Competency-based Progression: Transitioning away from seat time, in favor of a structure that creates flexibility, allows students to progress as they demonstrate mastery of academic content, regardless of time, place, or pace of learning. Competency-based strategies provide flexibility in the way that credit can be earned or awarded, and provide students with personalized learning opportunities. These strategies include online and blended learning, dual enrollment and early college high schools, project-based and community-based learning, and credit recovery, among others. This type of learning leads to better student engagement because the content is relevant to each student and tailored to their unique needs. It also leads to better student outcomes because the pace of learning is customized to each student. http://www.ed.gov/oii-news/competency-based-learning-or-personalized-learning
Computational thinking: CT is a problem-solving process that includes (but is not limited to) the following characteristics: ▪ Formulating problems in a way that enables us to use a computer and other tools to help solve them ▪ Logically organizing and analyzing data ▪ Representing data through abstractions such as models and simulations ▪ Automating solutions through algorithmic thinking (a series of ordered steps) ▪ Identifying, analyzing, and implementing possible solutions with the goal of achieving the most efficient and effective combination of steps and resources ▪ Generalizing and transferring this problem-solving process to a wide variety of problems http://www.csta.acm.org/Curriculum/sub/CurrFiles/472.11CTTeacherResources_2ed-SP-vF.pdf
Device Agnostic:
Resource or devices will work/be compatible with various systems without requiring any special adaptations.
Instruction is tailored to the learning preferences of different learners
Digital Badges: Digital badges are an assessment and credentialing mechanism that is housed and managed online. Badges are designed to make visible and validate learning in both formal and informal settings, and hold the potential to help transform where and how learning is valued. https://www.macfound.org/programs/digital-badges/
Digital Citizenship: Digital citizenship can be defined as the norms of appropriate, responsible behavior with regard to technology use. http://www.digitalcitizenship.net/Nine_Elements.html
Digital Learning: Any instructional practice that effectively uses technology to strengthen a student’s learning experience. Digital learning encompasses a wide pectrum of tools and practices, https://s3.amazonaws.com/fi-courses/dlt/unit_2/CultureShift.pdf
Growth Mindset: [Learner] understand that their talents and abilities can be developed through effort, good teaching and persistence. They don't necessarily think everyone's the same or anyone can be Einstein, but they believe everyone can get smarter if they work at it. https://onedublin.org/2012/06/19/stanford-universitys-carol-dweck-on-the-growth-mindset-and-education/
Individualization: Instruction is paced to the learning needs of different learners.
Learner Agency: Requires learners to take initiative and reflect on their progress to engage strategically in their own learning without waiting to be directed.
Learner space or learner-centered community (including students, teachers, admins, parents, board members, all stakeholders): Are stimulating, engaging and supportive, provides opportunities for choosing and pursuing personalize learning goals.
Learner: students, teachers, administrators Learners drive their learning from anywhere at anytime.
Learner-centered Instruction: rigorous and based on college- and career-ready expectations; • personalized; • collaborative, relevant, and applied; and • flexible, with learning taking place anytime, anywhere. https://s3.amazonaws.com/fi-courses/dlt/unit_2/CultureShift.pdf
Learning Management System (LMS): A learning management system (LMS) is a software application or Web-based technology used to plan, implement, and assess a specific learning process. Typically, a learning management system provides an instructor with a way to create and deliver content, monitor student participation, and assess student performance. A learning management system may also provide students with the ability to use interactive features such as threaded discussions, video conferencing, and discussion forums.
Mastery-based Learning: Mastery Learning maintains that students must achieve a level of mastery (i.e. 90% on a knowledge test) in prerequisite knowledge before moving forward to learn subsequent information. If a student does not achieve mastery on the test, they are given additional support in learning and reviewing the information, then tested again. This cycle will continue until the learner accomplishes mastery, and may move on to the next stage. Mastery learning methods suggest that the focus of instruction should be the time required for different students to learn the same material and achieve the same level of mastery. This is very much in contrast with classic models of teaching, which focus more on differences in students' ability and where all students are given approximately the same amount of time to learn and the same set of instructions. https://en.wikipedia.org/wiki/Mastery_learning
Personalized Learning: Instruction is paced to learning needs, tailored to learning preferences, and tailored to the specific interests of different learners.
Professional Learning: Project-based Learning: is a teaching method in which students gain knowledge and skills by working for an extended period of time to investigate and respond to an engaging and complex question, problem, or challenge. bie.org/about/what_pbl
Real-world Connections:
- Draw from, or upon, actual objects, events, experiences and situations to effectively address a concept, problem or issue.
- It involves learning allows students to actually experience or practice concepts and skills, as opposed to learning that is theoretical or idealistic.
- It features learning projects that directly relate to, are relevant to, or provide benefit to students, their families or the community. http://resources4rethinking.ca/en/toolbox/real-world-connections
Synchronous: Instruction, and learning that occur at the same time, but not in the same place http://edglossary.org/synchronous-learning/
Ubiquitous Connectivity: Ubiquitous computing is a paradigm in which the processing of information is linked with each activity or object as encountered. It involves connecting electronic devices, including embedding microprocessors to communicate information. Devices that use ubiquitous computing have constant availability and are completely connected.
Ubiquitous computing focuses on learning by removing the complexity of computing and increases efficiency while using computing for different daily activities.
Ubiquitous computing is also known as pervasive computing, everyware and ambient intelligence. https://www.techopedia.com/definition/22702/ubiquitous-computing
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