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Appendix: Key Terms in the Book                                 247
            44. Learning objectivesare sets of knowledge, skill, or behavior that learners are
               expected to know, understand, and/or perform as a result of learning. Learning
               objectives can be measured to determine the knowledge (cognitive) or skills
               and behaviors (affective) that learners have gained over time.
            45. Learning spaces are designed to support, facilitate, stimulate, or enhance
               learning and teaching. Learning spaces encompass formal, informal, and virtual
               environments.
            46. Learning type refers to the kind of knowledge and skills learners have to
               acquire.
            47. Logic model: This is a visual representation of the theory of change for a
               particular effort that depicts (a) key aspects of the current situation, (b) activities
               associated with the effort (inputs), (c) the anticipated results of those activities
               (outputs), and (d) short-, medium-, and long-term outcomes of the effort.
            48. Makerspaces are open community laboratories where people of similar
               interests come together to make all kinds of objects or things. Makerspaces
               typically have various kinds of fabrication technologies along with 3D printers.
               Students of all ages have made and shared various kinds of designs.
            49. Mayer’s principles of multimedia learning: The cognitive theory of multi-
               media learning centers on the idea that learners attempt to build meaningful
               connections between words and pictures, which they learn more deeply than
               they could have with words or pictures alone. It contains twelve multimedia
               learning or instructional principles which were developed from nearly 100
               studies over the past two decades.
            50. Original requirements analysis refers to the unprocessed requirements or
               demands proposed by the originator at the launching stage of the project.
            51. Primary users are those persons who actually use the artifact.
            52. Problem analysis: a structured investigation of the negative aspects of a sit-
               uation in order to establish the causes and their effects.
            53. Project is a series of activities or a structure aimed at bringing about clearly
               specified objectives within a set time and a given budget.
            54. Scenario analysis is a process of analyzing possible future events by consid-
               ering alternative possible outcomes (sometimes called “alternative worlds”)
            55. Secondary users are those who will occasionally use the artifact or those who
               use it through an intermediary.
            56. Social learning: a change in understanding that goes beyond the individual to
               become situated within wider social units or communities of practice through
               social interactions between actors within social networks.
            57. Social network: a social structure made of individuals (or organizations) called
               “nodes,” which are tied (connected) by one or more specific types of
               interdependency.
            58. Sociogram is the visualization to show the situation of the whole or the part of
               the social network. In the sociogram, the node represents the actor, the line
               represents the relationship between actors, and the arrow direction represents
               the information flow.
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