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Chapter 3
Educational Technology Chapter 3
| Term | Definition |
|---|---|
| Logo | High level programming language originally designed as an artificial intelligence language but later popularized by Seymour Papert as an environment to allow children to learn problem solving behaviors and skills |
| Automaticity | A level of skill that allows a person to respond immediately with the correct answer to a problem |
| Intelligent Tutoring System | Sophisticated kinds of branching tutorial software that adapt the sequence of instruction to the needs of each learner |
| Simulation | Type of software that allows users to work with a computerized model of a real or imagined system in order to learn how the system works |
| Instructional Games | Type of software function designed to increase motivation by adding game rules to a learning activity |
| Problem Solving Software | Instructional software function that either teaches specific steps for solving certain problems |
| Rubric | An assessment instrument designed to measure complex behaviors such as writing |
| Vlog | A combination of the terms video and blogging, a video version of the blog in which posts are video clips instead of text entries |
| Music Literacy | The ability to read standard music notation |
| Netbook | A handheld computer that is like a notebook computer but with fewer features |