Learning Theories and Classroom Management

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A comprehensive vocabulary review of core educational theories and classroom management frameworks, including Behaviorism, Cognitivism, Constructivism, Humanism, Experiential Learning, Bloom's Domains, Sociocultural Theory, Gagne's Conditions, Spiral Curriculum, Multiple Intelligences, Psychosocial Stages, Assertive Discipline, Dreikurs, Ginott, Kounin, Choice Theory, RTP, and Applied Behavior Analysis.

Last updated 6:25 AM on 10/18/26
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239 Terms

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Behaviorism

A learning theory stating that learning occurs through observable behaviors shaped by environmental experiences and reinforcement.

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Classical Conditioning

A form of learning through association where a person learns to connect one stimulus with another, producing a learned response.

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Operant Conditioning (Behaviorism)

A learning process occurring through consequences where individuals learn from the results of their actions; good consequences encourage behavior repetition, while bad consequences discourage it.

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Observational Learning

A process in which learning takes place by observing and imitating the behaviors of others.

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Ivan Petrovich Pavlov

A major proponent of behaviorism who discovered the foundational concept of classical conditioning.

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Edward Lee Thorndike

A behavioral psychologist who developed the Law of Effect, explaining how consequences influence future actions.

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John Broadus Watson

A prominent behavioral psychologist recognized as the Father of Behaviorism.

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Burrhus Frederic Skinner

An American psychologist and behaviorist (March 20, 1904 – August 18, 1990) best known for developing the theory of Operant Conditioning and inventing the Skinner Box.

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Operant Conditioning (Instrumental Conditioning)

A type of learning where voluntary behavior is shaped and controlled by its consequences; rewards increase the behavior, whereas punishment decreases it.

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Reinforcement (Operant Conditioning)

Any consequence or stimulus following a response that increases the likelihood of that behavior occurring again.

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Positive Reinforcement

The addition of a pleasant or rewarding stimulus (such as praise, grades, or stickers) after a behavior to increase the frequency of that behavior.

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Negative Reinforcement

The removal of an unpleasant stimulus (such as dropping extra work or stopping nagging) after a behavior to increase the frequency of that behavior.

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Primary Reinforcers

Innate biological reinforcers that satisfy basic physical survival needs, such as food and warmth.

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Secondary Reinforcers

Conditioned stimuli that acquire reinforcing value through learning and association, such as money, grades, and praise.

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Premack Principle

A behavioral principle stating that a preferred, high-probability activity can be used to motivate a less preferred activity ("First work, then play").

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Punishment (Operant Conditioning)

Any consequence following a response that serves to decrease the likelihood of that behavior occurring in the future.

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Positive Punishment

The presentation or addition of an unpleasant stimulus (such as scolding or extra tasks) following a behavior to decrease its occurrence.

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Negative Punishment

The removal or withdrawal of a pleasant stimulus (such as taking away a phone or recess) following a behavior to decrease its occurrence.

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Limitations of Punishment

Behavioral drawbacks including only suppressing behavior temporarily, potentially causing fear or aggression, and failing to teach desirable replacement behaviors.

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Neutral Operants

Environmental responses that neither increase nor decrease the future probability of a behavior being repeated.

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Skinner Box

Officially known as an operant conditioning chamber, an experimental apparatus invented by B.F. Skinner to study operant conditioning in animals.

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Lever (Skinner Box)

The primary response mechanism inside a Skinner Box that the subject presses to trigger an outcome.

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Food Dispenser (Skinner Box)

A mechanical component of the Skinner Box that delivers a food pellet or water as a reinforcing stimulus.

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Signal Lights / Speaker (Skinner Box)

Discriminative cues inside the Skinner Box that signal whether pressing the lever will produce a reward or avoid punishment.

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Electric Grid (Skinner Box)

The floor of the operant chamber capable of delivering a mild electric shock to study aversive conditioning.

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Shock Generator (Skinner Box)

The control device that regulates the timing, duration, and strength of the electrical stimulus delivered to the Skinner Box grid.

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Continuous Reinforcement Schedule

A schedule of reinforcement in which the desired behavior is rewarded every single time it occurs.

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Fixed Ratio Schedule

An intermittent reinforcement schedule where a reward is delivered only after a specific, predetermined number of correct responses.

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Variable Ratio Schedule

An intermittent reinforcement schedule where a reward is provided after an unpredictable, varying number of responses.

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Fixed Interval Schedule

An intermittent reinforcement schedule where a reward is delivered for the first correct response after a set, unvarying amount of time.

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Variable Interval Schedule

An intermittent reinforcement schedule where a reward is delivered for the first response after unpredictable, varying time intervals.

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Law of Effect

Edward Thorndike's principle stating that actions followed by rewards are more likely to be repeated, while actions with unpleasant results are less likely to recur.

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Cognitivism

A learning theory focusing on internal mental processes, examining how learners think, understand, remember, organize, and apply information.

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Jean Piaget

A Swiss psychologist (1896–1980) known as the Father of Cognitive Development who discovered that children's thinking develops gradually through interaction with their environment.

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Theory of Cognitive Development

Jean Piaget's developmental framework explaining how children actively construct their thinking abilities, logic, and understanding through interactions with surroundings.

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Schema (Piaget)

A mental framework or cognitive structure that helps individuals organize and interpret information.

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Assimilation (Piaget)

The cognitive process of taking in and fitting new information directly into an existing schema.

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Accommodation (Piaget)

The cognitive process that occurs when a learner modifies an existing schema or forms a new schema to fit new information.

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Equilibration (Piaget)

The self-regulatory cognitive process of balancing assimilation and accommodation to achieve stable mental understanding.

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Sensorimotor Stage

The first stage in Piaget's theory of cognitive development, spanning from Birth to 2 Years.

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Preoperational Stage

The second stage in Piaget's theory of cognitive development, spanning from 2 to 7 Years.

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Concrete Operational Stage

The third stage in Piaget's theory of cognitive development, spanning from 7 to 11 Years.

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Formal Operational Stage

The fourth and final stage in Piaget's theory of cognitive development, spanning from 12 Years and Above.

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Constructivism

A learning theory stating that individuals actively build knowledge and understanding through experiences and interactions, using prior knowledge as a foundation.

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Cognitive Constructivism

Jean Piaget's perspective that learners do not passively absorb knowledge, but actively construct it internally through "Learning by Doing."

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Social/Sociocultural Constructivism

Lev Vygotsky's theory proposing that human knowledge and learning are actively co-constructed through social interactions, cultural context, and language rather than discovered independently.

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The More Knowledgeable Other (MKO)

In Vygotsky's theory, anyone possessing a higher ability level or better understanding than the learner regarding a specific task, process, or concept.

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Zone of Proximal Development (ZPD)

The sweet spot for learning, defined as the difference between what a learner can do independently and what they can achieve with guidance and collaboration from an MKO.

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Discovery Learning (Jerome Bruner)

An inquiry-based approach where learners actively construct knowledge by using prior experience and intuition to discover facts, relationships, and concepts for themselves.

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Guided Discovery Method

A student-centered teaching method in which educators provide targeted examples or scenarios instead of explicit rules to lead students to understanding.

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Free Discovery Method

An unstructured, student-centered learning approach where learners explore concepts, materials, or environments completely at will.

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Humanism (Educational Philosophy)

A student-centered philosophy focusing on the "whole child," emphasizing emotional and social growth, and treating teachers as facilitators rather than lecturers.

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Abraham Maslow (Humanism)

A primary humanistic theorist who developed the Hierarchy of Needs and proposed that the ultimate goal of learning is self-actualization.

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Carl Rogers (Humanism)

A humanistic psychologist who developed the Person-Centered Theory, advocating that teachers should act as facilitators who guide rather than control learning.

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Self-Actualization (Maslow)

The highest level of human development where individuals achieve their full potential, pursue personal growth, and fulfill their talents.

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Person-Centered Theory

Carl Rogers' theoretical model proposing that students learn best in an environment where they feel valued, respected, and supported.

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Teachers as Facilitators (Humanistic Principle)

The pedagogical role where the educator guides, supports, and creates an emotionally secure environment rather than lecturing or directing rigidly.

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Humanistic Theory of Learning

A framework developed by Carl Rogers emphasizing personal growth, self-awareness, and the development of the whole person within an empathetic educational environment.

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Self-Directed Learning

A humanistic learning principle encouraging students to take personal initiative, set individual learning goals, and assume responsibility for their education.

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Social Learning Theory

A theory developed by Albert Bandura in the 1960s proposing that people learn behaviors, skills, and values by observing, imitating, and modeling others.

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Albert Bandura

The psychologist who developed Social Learning Theory in the 1960s, demonstrating the power of observational learning and modeling.

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Modeling (Social Learning Strategy)

An instructional technique where teachers demonstrate tasks, skills, or behaviors for students to observe and imitate directly.

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Peer Learning (Social Learning Strategy)

A collaborative approach where students learn from their classmates through peer discussions, shared feedback, and group work.

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Role-Playing (Social Learning Strategy)

A classroom strategy where students act out real-life situations to develop social skills, empathy, and practical understanding.

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Observation (Social Learning Strategy)

An educational method where students watch demonstrations, videos, or concrete examples before attempting a task themselves.

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Positive Reinforcement (Social Learning Strategy)

The practice of providing praise and rewards to encourage and reinforce appropriate behavior and successful learning.

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Experiential Learning (David Kolb)

The process of learning through direct experience, reflection, and application, enabling learners to gain knowledge and skills through active participation.

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Experiential Learning Theory (ELT)

David Kolb's theory defining learning as a continuous process in which knowledge is created through the active transformation of experience.

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Concrete Experience (CE)

The first stage of Kolb's Experiential Learning Cycle, characterized as having a new experience or interpreting an existing experience in a new way ("Do it").

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Reflective Observation (RO)

The second stage of Kolb's Experiential Learning Cycle, defined as reflecting on and thinking critically about the concrete experience ("Think It").

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Abstract Conceptualization (AC)

The third stage of Kolb's Experiential Learning Cycle, defined as forming ideas, concepts, and conclusions based on the reflection ("Learn from it").

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Active Experimentation (AE)

The fourth stage of Kolb's Experiential Learning Cycle, defined as applying newly acquired concepts to novel situations and problem-solving ("Apply It").

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Diverging Learning Style (Kolb)

A learning style characterized as "Feel and Watch," where learners rely on concrete experience and reflection, excel in brainstorming, and view situations from multiple angles.

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Assimilating Learning Style (Kolb)

A learning style characterized as "Think and Watch," where learners excel at understanding conceptual models, logical thinking, and organized theoretical information.

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Converging Learning Style (Kolb)

A learning style characterized as "Think and Do," where learners thrive on solving technical problems and applying theoretical ideas to practical situations.

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Accommodating Learning Style (Kolb)

A learning style characterized as "Feel and Do," where learners rely on hands-on trial-and-error experiences and enjoy taking new, active approaches.

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Bloom's Domains of Learning

A comprehensive classification framework that organizes educational objectives into three domains: cognitive, affective, and psychomotor.

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Benjamin Bloom

An educational psychologist who, alongside his colleagues in 1956, published the Taxonomy of Educational Objectives to standardize educational goals.

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Taxonomy of Educational Objectives (1956)

The foundational publication by Benjamin Bloom and colleagues that established a shared professional language for instructional design and assessment.

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Cognitive Domain (Thinking Domain)

Bloom's learning domain dedicated to intellectual skills, mental knowledge acquisition, and critical thinking.

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Affective Domain (Feeling Domain)

Bloom's learning domain dealing with emotions, attitudes, appreciation, values, and emotional development.

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Psychomotor Domain (Skills Domain)

Bloom's learning domain focused on motor movements, physical coordination, and bodily technical skills.

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Knowledge (Bloom 1956)

The lowest tier in the 1956 cognitive taxonomy, defined as recalling specific facts, terminology, and criteria.

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Comprehension (Bloom 1956)

The second tier in the 1956 taxonomy, defined as translating, interpreting, and extrapolating meaning from information.

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Application (Bloom 1956)

The third tier in the 1956 taxonomy, defined as using abstractions, rules, or methods in concrete, practical situations.

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Analysis (Bloom 1956)

The fourth tier in the 1956 taxonomy, defined as dissecting material into constituent elements, clarifying relationships, and recognizing organizational principles.

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Synthesis (Bloom 1956)

The fifth tier in the 1956 taxonomy, defined as combining distinct parts to produce a unique, original structure or whole.

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Evaluation (Bloom 1956)

The highest tier in the original 1956 taxonomy, defined as making qualitative and quantitative judgments against defined standards.

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Remember (Bloom Revised 2001)

The first level of the 2001 revised taxonomy, defined as retrieving, recognizing, and recalling relevant knowledge from long-term memory.

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Understand (Bloom Revised 2001)

The second level of the 2001 revised taxonomy, defined as determining the meaning of instructional messages through interpreting, exemplifying, or summarizing.

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Apply (Bloom Revised 2001)

The third level of the 2001 revised taxonomy, defined as executing or implementing a procedure in a given situation.

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Analyze (Bloom Revised 2001)

The fourth level of the 2001 revised taxonomy, defined as breaking material into constituent parts and determining how they relate through differentiating, organizing, or attributing.

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Evaluate (Bloom Revised 2001)

The fifth level of the 2001 revised taxonomy, defined as making judgments based on criteria and standards through checking or critiquing.

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Create (Bloom Revised 2001)

The highest level of the 2001 revised taxonomy, defined as putting elements together to form a functional whole, or reorganizing them into a new structure through generating, planning, or producing.

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Sociocultural Theory (Lev Vygotsky)

A developmental theory emphasizing that learning occurs through social interaction, is situated in cultural-historical contexts, and is mediated by tools and signs.

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Social Interaction (Vygotskian Tenet)

The principle that human mental functions develop socially first through collaboration and communication with teachers, parents, and peers before becoming internalized.

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Culture (Vygotskian Tenet)

The societal context that shapes how people think, learn, problem-solve, and communicate, influencing every learner's cognitive growth.

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Language (Vygotskian Tenet)

The primary symbolic tool for thinking and learning through which dialogue and discussion foster higher-order mental processes.

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Internalization (Vygotsky)

The cognitive process of transforming socially negotiated knowledge and assisted skills into independent personal understanding.

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Scaffolding (Vygotskian Context)

Instructional assistance provided to help a student successfully complete a task within their ZPD, directly mirroring Vygotsky's concept of mediation.