Curriculum Planning, Motivation, and Learning Processes Flashcards

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Comprehensive vocabulary flashcards covering curriculum design structures, motivation theories (content and process), the physiological learning loop, stages of learning, and core laws of learning.

Last updated 6:28 AM on 6/6/26
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48 Terms

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Curriculum Planning and Development

The systematic process of designing and organizing educational programs to meet specific learning goals and objectives, involving content, instructional strategies, assessment methods, and resources.

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Curriculum Designs

Observable as "programs" and content organizers, referring to how educators conceptualize and arrange major components like subject matter, instructional methods, materials, and learner activities.

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Subject-Centered Design

A curriculum design that focuses on specific subject areas as the primary organizing principle, such as a math curriculum with sequential progression.

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Learner-Centered Design

A design that places the learner at the center, emphasizing individual needs, interests, and abilities through personalized learning plans.

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Problem-Based Design

A design where learning revolves around real-world problems or scenarios to promote critical thinking and problem-solving skills.

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Competency-Based Design

A curriculum that emphasizes the mastery of specific skills or competencies rather than strictly adhering to traditional grade levels.

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Interdisciplinary Design

A design that integrates multiple subject areas to emphasize connections and promote holistic understanding, such as STEAM subjects.

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Spiral Design

A curriculum that builds upon previously learned concepts by revisiting and expanding on them over time at increasing levels of complexity.

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Identifying a Philosophy

The first step in the chronological sequence of curriculum design, which involves grounding the educational program in foundational beliefs.

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Assessment of Needs

The third step in curriculum design focused on pinpointing performance gaps and contextual demands.

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Prescribed Curriculum

A curriculum type predetermined and mandated by educational authorities that specifies content, objectives, and instructional methods.

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Adaptive Curriculum

A curriculum designed to adjust dynamically based on individual student needs and progress, often utilizing technology and personalized platforms.

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Context Evaluation (CIPP Model)

Evaluates the environment of the curriculum, focusing on goals, beneficiaries, needs, resources, problems, background, and environment.

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Input Evaluation (CIPP Model)

Evaluates the ingredients of the curriculum, focusing on plans, stakeholders, strategies, budget, coverage, and research.

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Process Evaluation (CIPP Model)

Evaluates the ways and means of implementation, focusing on actions, development, monitoring, and feedback.

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Product Evaluation (CIPP Model)

Evaluates the accomplishment of goals and final outcomes, focusing on impact, effectiveness, transportability, and sustainability.

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Unitary Teaching

A traditional approach where a single teacher delivers instruction to the entire class, acting as the primary source of information and controlling the pace.

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Unit Teaching

An instructional approach involving breaking the class into smaller groups based on ability levels or interests to provide tailored, individualized instruction.

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Motivation (Kelly, 1974)

The forces that maintain and alter the direction, quality, and intensity of behavior.

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Intrinsic Motivation

Motivation driven by internal desires and rewards, providing feelings of competence, personal control, pride, fun, and challenge.

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Extrinsic Motivation

Motivation driven by external rewards—such as money, praise, and awards—or external reinforcers like policies and disciplinary actions.

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Hawthorne Effect

A phenomenon where individuals modify their behavior and perform better because they are aware they are being observed or studied.

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Maslow’s Need Hierarchy

A content theory stating individuals must fulfill five basic needs to be motivated: Physiological, Safety, Love and Belonging, Esteem, and Self-Actualization.

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Herzberg’s MotivationFactors

Intrinsic factors to the work itself, including recognition and achievement, which lead directly to satisfaction and motivation.

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Hygiene Factors (Herzberg)

Extrinsic factors like salary and job security; their absence leads to dissatisfaction, but their presence does not necessarily motivate.

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Vroom’s Expectancy Theory

A process theory where motivation is determined by Expectancy (effort→performance\text{effort} \rightarrow \text{performance}), Instrumentality (performance→outcome\text{performance} \rightarrow \text{outcome}), and Valence (value of outcome).

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Overpaid Inequity (Equity Theory)

Occurs when Person’s OutcomePerson’s Inputs>Other’s OutcomeOther’s Inputs\frac{\text{Person's Outcome}}{\text{Person's Inputs}} > \frac{\text{Other's Outcome}}{\text{Other's Inputs}}.

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Underpaid Inequity (Equity Theory)

Occurs when Person’s OutcomePerson’s Inputs<Other’s OutcomeOther’s Inputs\frac{\text{Person's Outcome}}{\text{Person's Inputs}} < \frac{\text{Other's Outcome}}{\text{Other's Inputs}}.

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Reinforcement Theory Quadrants

Behavioral interventions consisting of Positive Reinforcement, Punishment, Negative Reinforcement, and Extinction.

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Learning Process Loop

A continuous cyclical loop consisting of four phases: Perceiving (Input), Deciding (Processing), Acting (Output), and Feedback.

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Retention Pyramid (Top and Bottom)

A model showing average retention rates ranging from Lecturing (5%5\text{\%}) at the top to Teaching Others (90%90\text{\%}) at the base.

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Cognitive Domain

A domain of learning involving mental activities like recalling, calculating, analyzing, and problem-solving.

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Psychomotor Domain

A domain of learning involving physical tasks such as dancing, swimming, or driving a car.

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Affective Domain

A domain of learning involving emotional responses like liking, appreciating, fearing, or worshiping.

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Acquisition Stage

The first stage of learning where a new task is introduced and the learner makes initial errors.

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Generalization Stage

Also called transfer of training, it is the ability to carry out a task in a different situation or with different objects than those used during initial learning.

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Training

Formal classroom activities concerned with teaching specific, factual, narrow-scoped subject matter and technical skills.

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Development

A broad focus covering conceptual or theoretical subject matter and the cultivation of personal attitudes.

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Education

The presentation of fundamental, well-known material by faculty to students, encompassing both teaching and training activities.

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Success Factor: Attitude

Based on the values matrix (A=1,B=2, etc.A=1, B=2 \text{, etc.}), this element equals A-T-T-I-T-U-D-E=100%\text{A-T-T-I-T-U-D-E} = 100\text{\%}.

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Law of Readiness (Thorndike)

A primary law stating learning is most effective when the learner is ready and motivated to engage in the process.

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Law of Exercise (Thorndike)

A primary law stating that connections between stimuli and responses are strengthened through meaningful practice or repetition.

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Law of Effect (Thorndike)

A primary law stating that behaviors followed by satisfying consequences are more likely to be repeated.

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Law of Primacy (William James)

A secondary law stating that the first learning experience on a topic creates the strongest, most lasting impression.

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Law of Recency (Hermann Ebbinghaus)

A secondary law stating that information most recently learned is best remembered and recalled.

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Activist (Learning Style)

A learner according to Honey and Mumford who learns by doing and likes to dive into new experiences and brainstorming.

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Theorist (Learning Style)

A learner according to Honey and Mumford who needs to understand the logic and theory behind actions, requiring models and structured info.

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VARK Model Types

Developed by Neil Fleming (1992), it identifies four types of learners: Visual, Auditory, Reading and Writing, and Kinesthetic.