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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.