Feedback Playbook — Presentation Outline Flashcards

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Vocabulary flashcards covering the core metaphors, research base, reflection routines, and structural elements of 'The Feedback Playbook: Teaching Students to Learn with Knowt' presentation.

Last updated 7:01 PM on 10/14/26
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22 Terms

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The Scoreboard (Metaphor)

The metaphor representing instant feedback; it indicates the outcome of a play or question (win/loss or correct/incorrect), but fails to explain what went wrong.

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The Film Room (Metaphor)

The core metaphor representing reflection; it is the space where learners review the replay, diagnose missed assignments or mistakes, and fix them before future performance.

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Retrieval Practice (Testing Effect)

The research-backed principle cited from Henry Roediger and Jeffrey Karpicke demonstrating that pulling information out of the brain strengthens long-term memory far more than passive rereading.

4
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Bench vs. Field

The session's contrast between passive rereading ('reading the playbook on the bench') and active retrieval practice ('running the play at practice').

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Rewind the Tape

The first Film Room reflection prompt corresponding to 'What do I need to fix?', used immediately after an incorrect response to identify the specific error, misread, or missed assignment.

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Draw Up the Right Play

The second Film Room reflection prompt corresponding to 'Why is this answer correct?', completed before proceeding to explain the accurate logic or procedure in the student's own words.

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Halftime Adjustment

The third Film Room reflection prompt corresponding to 'What changed in my thinking?', used at the end of a round or after a second attempt to evaluate shifts in reasoning.

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Key to the Game

The fourth Film Room reflection prompt corresponding to 'What do I need to remember next time?', used at the close of a study session to establish an actionable rule for future study.

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Keys List

A personalized running log maintained in a Google Doc, notebook, or starred cards that compiles the takeaways from the 'Key to the Game' prompt for pre-session review.

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Drill Upgrades

Question modification routines—specifically Compare, Justify, and Refine—designed to elevate AI-generated flashcards from simple recall into higher-order reasoning prompts.

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Compare (Drill Upgrade)

A question modification framework utilizing the stem 'How is ___ different from ___, and why does it matter?' to prompt analytical differentiation between related concepts.

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Justify (Drill Upgrade)

A question modification framework utilizing the stem 'Which ___ is most important, and why?' requiring students to prioritize options and defend their judgment with reasoning.

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Refine (Drill Upgrade)

A question modification move based on the prompt 'Here's an almost-right answer. Make it more precise,' challenging learners to identify and correct near-miss definitions.

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The 3-Rep Rule

The design guideline advising educators to upgrade exactly three flashcards per set—one Compare, one Justify, and one Refine—rather than attempting to modify every card.

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The Scrimmage

The opening interactive Knowt quiz designed with tricky trivia questions to recreate the habit of clicking quickly through wrong answers without analyzing mistakes.

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Training Camp

The 20-minute Explore & Create segment where participants build a Knowt set, craft three upgraded cards, and draft a student Feedback Playbook.

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Scout Report

A peer review routine where attendees inspect another participant's work to leave feedback consisting of what is working and a suggested adjustment.

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Trading Card

A 5×8 physical card placed on each attendee chair featuring a 'rookie card' profile on the front and the Film Room Four prompts, Padlet QR code, and a mini Playbook on the back.

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Learn Mode (Knowt)

A practice study mode that mixes varied question formats and continues presenting cards until the user demonstrates mastery over the content.

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Spaced Repetition (Knowt)

A study mode that schedules retrieval practice across spaced intervals over time, ideal for revisiting entries on the Keys List to establish long-term memory.

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Broadcast Scoreboard Bug

A persistent corner graphic showing the quarter and time (e.g., Q1 11:03), designed as a television-style progress bar for tracking presentation pacing.

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Telestrator Circles

Hand-drawn yellow circles and arrows superimposed on screenshots during Knowt demonstrations to mimic a sports broadcast breakdown of plays.