Principles and Practice of Teaching (EDC 232) Practice Flashcards

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These cards cover the foundational principles and practices of teaching, including educational theories like Bloom's Taxonomy, integrated pedagogies, learning through play, and the Ghanaian National Teachers' Standards.

Last updated 12:10 PM on 8/12/26
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42 Terms

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Teaching (Farrant, 1982)

A process that facilitates learning.

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Teaching (Tamakloe, Amedahe & Atta, 2005)

An activity of imparting knowledge, skills, attitudes and values to learners.

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Jug and Mug Approach

A traditional teaching view where teachers are seen as repositories of knowledge (Jug) who pour knowledge into learners (mug).

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Instruction

An activity mainly concerned with the development of knowledge and understanding about a system, thing, or process; it is considered a part of teaching.

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Pedagogy

Derived from roots meaning "to guide a child" or "teach a child," it refers to the theories, methods, techniques, and strategies used in teaching both adults and children.

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Andragogy

A term coined in the $1800s$ by Alexander Knapp and popularized in the $1960s$ by Malcolm Knowles, referring to methods, techniques, and strategies used to teach adults.

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Teaching Method

The orderly plan, procedure, organization, or arrangement of instructional activities in order to attain maximum learning outcomes.

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Teaching Techniques

The exact, precise, or specific ways a teacher applies or performs a teaching method, serving as the building blocks of learning.

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Teaching Strategies

A generalized plan for a lesson that includes structure, desired learner behavior, and the sequencing of appropriate techniques to achieve success.

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Teaching Skills

The ability or competence to perform tasks such as learning plan preparation, questioning, and using teaching resources effectively.

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Teacher-centred Method

Also known as the teacher transmission method, where the teacher takes the central role and the main attention is on what is taught rather than the learner.

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Integrated Pedagogies

A pedagogical plan that incorporates a rich set of teaching, learning, and technological techniques to achieve desired outcomes.

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Competence

The natural mobilisation and use of a set of resources (knowledge and know-how) with the view of addressing a situation and responding appropriately.

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Active Learning

Any instructional approach that engages or actively involves learners in calculations and thinking about what they are doing ($meta-cognition$).

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Collaborative Learning

An instructional situation in which learners work together in small groups to achieve a common goal, focusing on social interaction.

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Cooperative Learning

A structured form of group work where learners pursue common goals while being assessed individually, emphasizing $positive interdependence$.

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Experiential Learning

Learning that occurs in a natural setting through play, reflection, and performing activities both inside and outside the classroom.

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Guided Discovery

An approach attributed to Jerome Bruner where teachers provide support like hints and scaffolding to help learners develop ownership by discovering knowledge.

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Pure Discovery Learning

A situation where the learner is not provided with target information and must find it independently using only provided materials.

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Enquiry-Based Learning

A learner-centred approach where units of work are organized around relevant, authentic, and open-ended questions.

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Problem-Based Learning

A subset of enquiry-based learning involving reflecting on real-life problems in small self-directed groups with the teacher as a facilitator.

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Project-Based Learning

A type of enquiry-based learning where the production of a realistic product or project is the fundamental idea around which learning is structured.

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Motor-physical Play

Play involving running, jumping, and games like hide and seek, providing opportunities to develop muscle strength, coordination, and turn-taking.

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Exploratory Play

When learners experiment with ideas or open-ended materials (sand, water, clay) to investigate cause and effect.

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Constructive/Creative Play

Play where learners build things and order collections (bottles caps, rocks) to discover patterns such as seriation and classification.

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Symbolic/Expressive/Narrative Play

Play that uses art materials or musical toys to enable learners to express feelings and develop symbolic communication.

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Socio-Dramatic Play

Where learners pretend or act out stories with defined roles (e.g., Mother and baby) and plots to understand social behavior.

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STEP

An acronym for factors to consider when modifying games: $S$ize/Shape of playing surface, $T$asks/rules, $E$quipment, and $P$eople playing.

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Taxonomy of Educational Objectives

A hierarchical model used to organize educational learning objectives into levels of complexity and specificity.

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Cognitive Domain

The domain of knowing, revised by Anderson & Krathwohl ($2001$) into six levels: Remember, Understand, Apply, Analyze, Evaluate, and Create.

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Affective Domain

The domain of feeling, categorized by levels: Receiving, Responding, Valuing, Organizing, and Characterizing.

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Psychomotor Domain

The domain of doing, categorized by Bloom's Taxonomy into: Imitate, Manipulate, Perfect, Articulate, and Embody.

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SMART Objectives

An acronym for setting goals: $S$pecific, $M$easurable, $A$chievable, $R$elevant, and $T$ime-bound.

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Classroom Management

The wide variety of skills and techniques teachers use to keep students organized, orderly, focused, attentive, and academically productive.

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Assertive Approach (Canter Model)

A management style where teacher and learners agree on clear rules and consequences for behavior.

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Business Academic Approach (Emmer-Everton Model)

Management focused on keeping learners busy with high 'time on task' to prevent misbehavior.

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Behaviour Modification (Skinner-Bandura Model)

Based on the belief that behavior is shaped by consequences, using rewards and punishments to modify actions.

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Group Managerial Approach (Kounin Model)

Focuses on responding immediately to group misbehavior to prevent problems from spreading, using 'desist techniques'.

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Professional Learning Community (PLC)

A collaborative approach to professional development where groups of educators meet regularly to share expertise and engage in collective problem solving.

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Reflective Practice

An active process of evaluating one's own teaching practice and devising strategies to make things better.

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Reflective Practitioner

An individual who thinks back on what happened, asks "why?", and constantly evaluates and refines their practice.

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National Teachers' Standards (NTS)

The determiner of what/who a good teacher is in Ghana, setting minimum practice levels across three domains: Professional Values and Attitudes, Professional Knowledge, and Professional Practice.