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Flashcards based on lecture notes covering Edgar Dale's Cone of Experience, teaching aids, instructional technology, and various learning materials.
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Edgar Dale's Cone of Experience
A visual representation of the range of learning experiences, emphasizing experiential learning and retention.
Teaching Aids
Materials, resources, or tools used by educators to support teaching and enhance the learning process.
Teaching Devices
Technological tools or equipment used specifically in teaching and learning.
Printed Teaching Aids/Printed Instructional Materials
Textbooks, reference materials, workbooks, journals, magazines, and newspapers.
Instructional Technology (Examples)
Chalkboards, display boards, bulletin boards, posters, and graphic materials.
3 Dimensional Teaching Aids (Examples)
Specimens, objects, models, exhibitions, museums, dioramas, and mock-ups.
Simulated Patients
Simulated patients used in medical education.
AV Aids (Examples)
Overhead projectors, slide projectors, filmstrips.
Creative Materials (Examples)
Puppetry, comic strips, and cartoons.
Multimedia Technology (Examples)
LCD projectors, computers, PowerPoint presentations, and multimedia teaching devices.
Computer Assisted Technology (Examples)
iPads, internet, and web-searched materials.
Workbook Features
Sequential exercises, practice problems, self-assessment tools, and answer keys.
Journals, Magazines, Newspapers (Characteristics)
Articles authored by experts or journalists in varied formats.
Chalkboard (Definition)
Versatile medium for illustrating concepts, equations, diagrams, and text; easily erasable and reusable.
Display Board (Definition)
Large surfaces for exhibiting visual materials; customizable and engaging.
Bulletin Boards (Definition)
Displays for posting announcements, notices, and educational materials; encourages student involvement.
Graphic Materials (Definition)
Charts, graphs, diagrams, posters, infographics, illustrations, and multimedia presentations.
Charts (Definition)
Illustrative visual media using graphical elements to show patterns or trends.
Posters (Definition)
Visual tools combining text, images, and graphical elements for communication.
Slides (Definition)
Images in frames designed for projection.
Filmstrips (Definition)
Images on transparent film with synchronized audio.
Overhead Projector (Definition)
Device used to project images onto a screen.
3 Dimensional Aids (Definition)
Provide tangible representations to enhance understanding through hands-on exploration.
Specimen (Definition)
Physical objects or samples collected for scientific purposes.
Objects (Definition)
Physical entities with tangible properties like shape and size.
Models (Definition)
Representation or imitation of real objects.
Moulage (Definition)
Use of casting or molding to create lifelike substances for simulation.
Diorama (Definition)
Three-dimensional model enclosed in a glass showcase.
Mock Ups (Definition)
Created for testing, evaluation, and visualization purposes.
Simulated Patients (Definition)
Individuals trained to portray specific medical conditions for educational purposes.
Virtual Learning (Definition)
Use of digital technologies and the internet for remote learning.
Creative Materials Use in Education
Engage learners, stimulate imagination, and enhance learning experiences.
Whiteboards (Definition)
Smooth, white surface for writing with dry-erase markers.
Handouts (Definition)
Physical or digital documents distributed during instruction.
Flash Cards (Definition)
Small cards used as a study aid to memorize information.
Flip Chart (Definition)
Large sheet of paper that can be turned over.
Multimedia Technology (Definition)
Integration of various forms of media into educational content.
LCD Projectors (Definition)
Used to display digital content onto a larger screen.
Interactive Whiteboards (Definition)
Touch-sensitive displays for interacting with digital content.
Tablets (Definition)
Portable computing devices with touchscreen interfaces.
Internet-Web Searched Materials (Definition)
Educational resources accessed through web searches.
Learning Management Systems (Definition)
Software for managing educational courses and training programs.
Digital Textbooks (Definition)
Electronic versions of traditional print textbooks.