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Comprehensive vocabulary flashcards covering communication processes, linear, interactive, and transactional models, intercultural communication, persuasion techniques, argument structure, and logical fallacies.
Communicare
The Latin origin of the word communication, meaning "to share."
Communication (OED Definition)
The imparting, conveying, or exchanging of ideas, knowledge, and information according to the Oxford English Dictionary.
Dynamic (Property of Communication)
A characteristic of communication describing it as changing, evolving, and able to be experienced by actively participating in it.
Transactive (Property of Communication)
A characteristic of communication where participants react to messages simultaneously while they are being sent.

The Communication Process
A continuous, contextual cycle where a source encodes a message, transmits it through a channel to a receiver who decodes it, and returns feedback to the source.
Encoding
The process of taking an intended message and transferring or converting it into the proper format for sharing with an audience.
Channel
The specific method or medium chosen to convey a message, such as face-to-face, telephone, or email.
Decoding
The process of receiving, understanding, and accurately processing the information shared by the sender.
Feedback
The response that allows a sender to gauge how successful communication was and adjust future interactions.
Linear Communication Model
A category of communication models that describes communication strictly as a one-way process from sender to receiver.

Aristotle's Communication Model
The oldest linear model focusing on public speaking, consisting of five elements: Speaker, Speech, Occasion, Audience, and Effect.

Lasswell's Communication Model
A linear model used to analyze persuasive messages through five questions: Who (Communicator), Says what (Message), In which channel (Medium), To whom (Receiver), and With what effect (Effect).

Shannon-Weaver Communication Model
Considered the "Mother of all communication models"; a linear model showing how a message moves from an Information Source/Sender via a Transmitter/Encoder through a Channel disrupted by Noise to a Reception/Decoder and Destination/Receiver.

Berlo's SMCR Communication Model
A linear model emphasizing how the distinct characteristics of the Source, Message, Channel, and Receiver affect mutual understanding.
Interactive Communication Model
A model describing communication as a two-way process where both sender and receiver participate actively.

Osgood-Schramm Communication Model
An interactive, circular communication model where both participants alternate roles taking turns encoding, decoding, and interpreting messages without fixed positions.
Transactional Communication Model
A category of communication models viewing communication as a simultaneous, continuous, and dynamic exchange between parties.

Barnlund's Communication Model
A transactional model positing that communication involves the continuous exchange and interpretation of public, private, and nonverbal behavioral cues within a specific context.
Public Cues
In Barnlund's model, information openly accessible to everyone, including environmental conditions, announcements, signs, and background noise.
Private Cues
In Barnlund's model, personal information known only to specific individuals, such as internal thoughts, personal feelings, or shared secrets.
Nonverbal Behavioral Cues
In Barnlund's model, non-spoken messages communicated through physical demeanor, facial expressions, gestures, posture, and eye contact.

Dance's Helical Model
A communication model illustrating that communication develops, evolves, and expands over time like a spiral as individuals gain new knowledge and experiences.
200% Rule
An ethical communication principle asserting that both the sender and the receiver bear full (100%) responsibility for the success and clarity of the communication.
Relative Truth
An ethical communication concept recognizing that individual points of view may not be shared by others, meaning conclusions are relative to one's perspective.
Globalization
The growing interdependence of the world's economies, cultures, and populations driven by cross-border trade, technology, information, and employment (Peterson Institute; Kopp, 2019).
Global Village
A term coined by Marshall McLuhan (1964) describing how modern media and technology link the planet into a single community, eliminating constraints of space and time.
Culture
The complex whole of knowledge, beliefs, art, morals, law, customs, values, and behavioral norms shared by a group that influences actions and perceptions (Tyler, 2012; Spencer-Oatey, 2008).
Cultural Adaptation
The process of developing an appreciation for, adopting, or practicing the behaviors, cuisine, fashion, or mindsets of another culture through continuous exposure.
CRAAP Test
An evaluative framework used to determine the credibility and quality of information based on Currency, Relevance, Authority, Accuracy, and Purpose.
Rhetorical Triangle
An Aristotelian model of persuasion outlining the three core appeals a speaker or writer uses to convince an audience: Logos, Pathos, and Ethos.
Logos
Aristotle's appeal to logic or reason, emphasizing the consistency, clarity, and rational support of the message.
Pathos
Aristotle's appeal to emotion, designed to evoke empathy and shared feeling in the audience.
Ethos
Aristotle's appeal to credibility and trust, dependent on establishing the speaker or communicator as an authority and expert.
Proposition of Fact
A persuasive claim focusing on demonstrating whether a statement is objectively true or false through verifiable evidence.
Proposition of Value
A persuasive claim evaluating whether an issue is good or bad, right or wrong, or better or worse against established qualitative standards.
Proposition of Policy
A persuasive claim that proposes a specific action or regulation that should be implemented to address a problem.
Foot-in-the-Door Technique
A persuasion strategy that begins by securing agreement to a minor request to increase the likelihood of agreement to a subsequent, larger request.
Yes-Yes Technique
A persuasion strategy that secures a sequence of positive affirmative responses to preliminary questions before delivering the primary request.
Planting
A persuasion tactic involving subtly introducing an idea early so that it can be elaborated on and accepted more readily later.
IOU Technique
A persuasion method that creates a feeling of social obligation by offering assistance first, prompting a reciprocal favorable response later.
A-R-E Structure
The foundational components of an argument comprising Assertion (main claim), Reasoning (logical justification), and Evidence (supporting factual proof).
Deductive Reasoning
A top-down logical approach that derives specific conclusions from universally accepted general principles or established premises.
Inductive Reasoning
A bottom-up logical approach that forms general conclusions from specific instances, repeated observations, or individual data points.
Cogent Reasoning
Effective reasoning meeting three criteria: begins with justified (warranted and believable) premises, incorporates likely relevant information, and is logically valid (Cavender & Kahane, 2014).
Authorities (Evidence)
Experts who offer specialized knowledge, adding credibility and depth to an argument to enhance trustworthiness.
Testimonies (Evidence)
Eyewitness or firsthand accounts that provide direct personal perspectives, boosting the authenticity and relatability of a claim.
Facts (Evidence)
Widely accepted, verified truths that are substantiated by evidence and carry inherent validation without requiring further support.
Statistics (Evidence)
Quantifiable figures gathered from surveys, experiments, and data analysis that illustrate trends, proportions, or significant relationships.
Allusions (Examples)
Persuasive references to recognized history, current events, popular culture, religion, or literature that establish parallels using shared knowledge.
Anecdotes (Examples)
Short narratives or accounts of specific events used to illustrate an arguer's point and make reasoning relatable.
Scenarios (Examples)
Hypothetical or fictional examples used to demonstrate potential outcomes, clarify complex claims, and increase persuasive impact.
GASCAP/T
An acronym denoting seven key argumentation strategies: Generalization, Analogy, Sign, Consequence, Authority, Principle, and Testimony.
Logical Fallacies
Flaws or errors in the structural logic of an argument that undermine and invalidate its claims.
Ad Hominem (Argument Against the Person)
A logical fallacy where an arguer attacks an opponent's character or personal traits instead of refuting their actual argument.
Circular Reasoning
A logical fallacy in which the claim is restated as its own premise and justification without introducing outside proof.
Non Sequitur
A logical fallacy meaning "it does not follow," in which a stated conclusion has no logical connection to the preceding premises.
Ad Baculum
A logical fallacy that attempts to win an argument through intimidation, coercion, or the threat of force.
Hasty Generalization
A logical fallacy in which a broad, sweeping conclusion is drawn from an inadequate or unrepresentative sample size.
Argument from Ignorance
A logical fallacy asserting that a proposition is true because it has not been proven false, or false because it has not been proven true.
Bandwagon Argument
A logical fallacy claiming that an idea or action is valid merely because it is widely practiced or supported by many people.
Appeal to Pity
A logical fallacy that attempts to distract from logical justification by exploiting an audience's feelings of guilt or sympathy.
Appeal to Unqualified Authority
A logical fallacy that attempts to substantiate a claim using the testimony of a figure who lacks expertise in the relevant subject area.
Fallacy of Division
A logical fallacy assuming that whatever characteristic applies to an entire group or whole must automatically apply to each constituent part.
Red Herring
A logical fallacy that diverts attention from the core issue by introducing an irrelevant, distracting tangent.
Appeal to Novelty (What Is New Is Good)
A logical fallacy asserting that a claim, practice, or item is inherently superior simply because it is modern or newly created.