A • B • C • D • E • F • G • H • I • J • K • L • M • N • O • P • Q • R • S • T • U • V • W • X • Y • Z
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A
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Access The learner’s right to be presented with the general curriculum in a way that makes it understandable for him.
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Affective Networks Networks in the brain that enable us to engage with learning, networks specialized to evaluate patterns and impart emotional significance to them.
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Assistive Technology Any item, piece of equipment or system that is used to increase, maintain or improve functional capabilities of individuals with disabilities.
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Auditory Learner A learner who processes information most effectively by hearing, this may include discussion, reading aloud, lecture and music.
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Barrier Any condition that makes it difficult for a student to make progress or to achieve an objective, as related to learning this can include a variety of things such as physical, emotional, instructional, environmental etc.
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Brain Based Learning This learning theory is based on the structure and function of the brain. As long the brain is not prohibited from fulfilling its normal processes, learning will occur.
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Brain Research The study of the nervous system and neuroscience.
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CAST Center for Applied Special Technology www.cast.org .
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Decoding The process by which the nervous system extracts meaning from external patterns, as in word decoding.
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Differentiated Instruction A process to teaching and learning for students of differing abilities in the same class. The intent of differentiating instruction is to maximize each student’s growth and individual success by meeting each student where he or she is and assisting in the learning process.
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Digital Media Audio, video or text presented through an electronic format.
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Diversity Differences between students in ability/disability, culture, language, race, background etc.
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Engagement Voluntary attention to and interest in a learning task shown by the learner.
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Executive Function Disorder A disorder disrupting higher level cognitive abilities such as self-regulation, prioritization of work, awareness of time, abstract reasoning, logical analysis, hypothesis testing and cognitive flexibility.
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Flexible When applied to digital curriculum, flexible means that the curriculum is designed to be adjustable from the beginning so that it can adapt to the needs of diverse learners without significant add-ons.
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Frontloading A teaching strategy which involves providing central content information before the lesson begins, this encompasses thorough planning and preparation in anticipation of the learning needs of the students.
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General Curriculum The overall plan for instruction adopted by a school or school system. Its purpose is to guide instructional activities to provide consistency of expectations, content, methods and outcomes across differing classrooms.
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Graphic Organizer A visual and graphic display that depicts the relations between facts, terms and ideas within a learning task. Graphic organizers are also sometimes referred to as knowledge maps, concept maps, story maps, cognitive organizers, advance organizers or concept diagrams.
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Guided Practice A teaching strategy which employs posing questions that gradually leads students from easy or familiar examples to new understandings.
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Information Processing Process by which we take in and remember information.
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Instructional Media The materials that teachers use to teach and students use to learn (e.g. printed text, digitized text, speech, images).
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Interactive White Board A presentation device that interfaces with a computer and data projector, creating a large image displayed on its surface.
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Kinesthetic Learner A learner who processes information most effectively with a hands-on approach through moving, doing and touching. They may find it harder to sit still and may become distracted by their need for activity and exploration.
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Materials In education, publications such as textbooks, trade books or videos that students use in their work.
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Media The various means of communication including text, image, speech, video, sculpture, theatre etc. In the UDL context, we differentiate between traditional or "fixed" media in curriculum and digital media because digital media are flexible and can be adjusted.
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Method An action by a teacher intended to produce or facilitate student learning.
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Multimedia Individual forms of instructional media (text, video, audio) combined to represent information in multiple ways.
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Multiple Means of Engagement Employing various strategies designed to recruit a learner’s motivation, attention, interest and persistence in learning.
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Multiple Means of Expression Allowing the learner to use assorted methods to demonstrate understanding of what he has learned.
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Multi-Sensory Teaching A teaching approach that helps a child learn through more than one of the five senses e.g. using touch or motion as well as sight or sound to convey or master a concept.
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Performance-Based Assessment A method for measuring knowledge or ability based on a student’s performance on a test or given task.
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Planning Process It applies UDL to planning and developing curricula in ways that promote access, participation and progress in the general education curriculum for all learners.
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Recognition Networks Networks in the brain that enable us to identify and understand information, ideas and concepts, networks specialized to sense and assign meaning to patterns we see, hear, taste, touch and smell.
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Scaffold A temporary assistive component of an instructional material or method that helps a learner complete the learning task successfully, intended to be removed when mastery is attained. Training wheels on a bicycle are a scaffold, the act of providing temporary assistance in a way designed to let the learner progress.
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Self Regulation The regulation by a person of one’s own behavior without external control or monitoring the regulation by a person of one’s own behavior without external control or monitoring.
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Standards Subject matter benchmarks to measure students' academic achievement, guidelines published by professional organizations or enacted by government specifying what is to be taught and learned.
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Strategic Networks Networks in the brain that enable us to plan, execute and self-monitor actions and skills, networks specialized to generate and oversee mental and motor patterns.
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Strategy Action or activity leading to the completion of an objective.
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Streaming Media Audio or video media that is constantly received by and presented to an end-user while being delivered by a streaming provider. The name refers to the delivery method of the medium rather than to the medium itself.
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Tactile Having to do with the sense of touch.
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Universal Design for Learning (UDL) A framework for designing curricula that enables all individuals to gain knowledge, skills and enthusiasm for learning.
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UDL Guidelines Foundation of UDL which proposes providing multiple means of representation, expression and engagement to the learner in order to overcome barriers to learning.
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Visual Learner A learner who processes information most effectively by seeing, this may include pictures, graphs, body language, facial expressions. Ideally a visual learner should be seated with an unobstructed view to instruction.
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Visual Organizer A tool or strategy to organize visual information, including graph paper, highlighters, place markers and scratch paper.
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Web 2.0 A computer site that allows its users to interact with each other as contributors to the website's content in contrast to websites where users are limited to the passive viewing of information that is provided to them.
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Word Map It is a visual organizer that promotes vocabulary development.
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