Health Education - Module 5: Teaching Strategies

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39 Terms

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Lecture

Most efficient means of introducing learners to new topics; Used to stimulate students’ interest in a subject

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Lecture

Integrate and synthesize a large body of knowledge from several fields or sources. Valuable when there are recent knowledge advances and when up-to-date textbooks are not available

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Hierachial or Classical Lecture

Information is grouped, divided, and subdivided in typical outline form

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Problem-centered Format

The problem is posed, and various hypotheses and solutions are developed

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Comparative Framework

Used when the objective is to differentiate between two entities

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Thesis Format

Involves the lecturer taking a position on an issue or a particular viewpoint on a subject and then supporting or justifying that viewpoint or position with evidence or logic

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Tradiation Oral Essay

Teacher is the orator and is the only speaker. Often overused resulting in passive and sometimes bored learners

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Participatory Lecture

Begins with learners brainstorming ideas on the lecure topic on the basis of what they have read in preparation, then teacher organizing the students' ideas and fleshing them out with expertise

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Lecture with uncompleted handouts

Learners are supplied with handouts containing the lecture outline in some detail with blank spaces for learners to fill in information.

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Feedback Lecture

Consist of mini-lectures interspersed with 10 mins. Small group discussion structured around questions related to the lecture content

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Feedback Lecture

Gives the learners the opportunity to manipulate the lecture content & apply it immediately, thus enhancing learning & memory

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Mediated lecture

Use of media such as film, slides, or web-based images along with traditional lecture. Used for web-based courses as well as classroom courses.

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Function of Questioning

To assess a baseline of knowledge; Used to review content

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Audio Visuals

Address all modes of learning - cognitive, affective, and psychomotor

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Cooperative Learning

Based on the premise that learners work together & are responsible for not only their own learning but also for the learning of other group members. Involves structuring small groups of learners who work together toward achieving shared learning goals.

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Simulations

Controlled representations of reality. Exercises that learners engage in to learn about the real world without the risks of the real world.

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Simulation Game

Focus on content or on process learning

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Content Game

Focus on teaching or reinforcing factual information Eg: chemistry game (Chemical Elements Bingo)

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Process Game

Emphasize problem solving or application of information

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Role-Playing

Learners spontaneously act out roles in an interaction involving problems or challenges in human relations.

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Role-Playing

Effective in helping people gain skill in interpersonal and therapeutic relationships & in teaching them how to handle interpersonal conflicts. Helps people develop the quality of empathy

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Case Study

Analysis of an incident or situation in which characters & relationships are described, factual, or hypothetical events transpire, & problems need to be resolved or solved.

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Case Study

Encourage independent study and critical thinking, and to safely expose learners to real-world situations they will encounter in the future.

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Problem-Based Learning

Approach to learning that involves confronting students with real life problems that provide a stimulus for critical thinking & self-taught content

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Problem-Based Learning

Based on the premise that students, working together in small groups facilitated by an educator, will analyse a case, identify their own needs for information, & then solve authentic problems like those that occur in everyday life.

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Problem-Based Learning

It is a teaching/learning strategy that is probably most applicable to academic settings, although it can be used in staff development courses.

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Self-Learning Modules

Also called Self-Directed Learning Modules, Selfpaced Learning Modules, Self-Learning Packets, & Individualized Learning-Activity Package.

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Self-Learning Modules

It is a self-contained unit or package of study materials for use by an individual.

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Computer-Assisted Instruction (CAI)

Applications can be used in classrooms and laboratories, clinical units, or homes. Forms includes CD-ROMs, DVDs, and Webbased products.

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Drill and Practices

Simplest level of CAI. Student have already learned certain information, either through computer programs or other teaching methods, and are now presented with repetition and application of the information.

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Tutorials

The program tutors or teaches the student a body of knowledge by presenting information and asking questions, giving hints if the student gets stuck.

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Computerized Testing

Can be used to evaluate student learning in courses, for remediation purposes, or to assess student preparedness for licensing examinations.

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Multimedia Presentations

Is a mammoth complex of computer connections across continents, connecting many millions of computers.

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E-mail

Can be used to provide greater collaboration between teachers and students and among students.

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Listserv

Group of people who have similar interest and want to share information and experiences regarding those interests in a type of discussion groups.

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Chatrooms

Is a platform for synchronous discussions that take place via the internet.

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World Wide Web

A collection of millions of "documents" found on web pages that interface with the internet. Use of search engine that indexes Web pages for you and gives you the Uniform Resource Locator (URL) for each page.

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Virtual Reality

Computer-based, simulated, three dimensional environment in which the participant interacts with virtual world

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Fidelity

Degree to which simulation accurately mimics the real world simulation that is supposes to represents.