PRE-FINAL HEALTH ED.

Cards (56)

  • syllabus
    plan the entire course, outline and program of study
  • course code, course title, credit

    syllabus should contain
  • teaching plan
    educators plan, used interchangeably with lesson plan
  • educational or instructional objectives
    identify the intended outcomes
  • behavioral or learning objectives
    - modifier behavioral or learning, action- oriented
    - guide or compass of the educator
  • goal
    final desired outcome
  • objective
    statement of specific and short-term behavior
  • Taxonomy
    Classification categorization or arrangements of things
  • Cognitive Domain
    "thinking domain" most influential mapping
  • Affective Domain
    Involves increased internalization of emotions, attitudes, and values
  • Psychomotor Domain
    "skills domain" Involves motor skills and physical movements
  • Three Domains of Learning
    Cognitive, affective, and psychomotor
  • Bloom Taxonomy
    Classifies cognitive abilities from simple to complex
  • Six Levels of Cognitive Behavior
    Knowledge, comprehension, application, analysis, synthesis, evaluation
  • Knowledge Level
    memorize and recall specific information
  • Comprehension Level
    understand or appreciate what is being communicated
  • Application Level
    use ideas concepts abstraction and principles
  • Analysis Level
    recognize, examine scrutinize and structure information
  • Synthesis Level
    put together or merge parts and elements
  • Evaluation Level
    Ability to assess the value of something
  • Receiving Level
    Showing awareness of an idea or fact
  • Responding Level
    Reacting to an experience and enjoying it
  • Valuing Level
    Accepting the worth of an idea or theory
  • Organization Level
    Sorting and categorizing values
  • Characterization Level
    Integrating values into a total philosophy
  • Affective Questioning

    Increases interest and motivation to learn about feelings
  • Case Study
    Develops critical thinking by exploring beliefs and attitudes
  • Role-playing
    Practices new values and applies problem-solving
  • Simulation Gaming
    Uses process games for goal-directed activities
  • Group Discussion
    Clarifies personal and social values for self-awareness
  • Imitation
    follows observed movements, execution based on needs
  • Manipulation
    uses written procedures as guide, time and speed vary
  • Precision
    more coordinated actions, fewer errors
  • Articulation
    coordinated actions with limited errors, professional competence
  • Naturalization
    Automatic actions with high coordination, minimal errors, professional performance
  • Demonstration Phase
    Instructor demonstrates procedure smoothly skillfully and successfully for student observation
  • Guided Practice
    Learners explore and manipulate equipment post-demonstration, feedback given immediately
  • Mastery
    Skilled, smooth, dexterous performance, final phase of skill development
  • Social Learning Theory
    Bandura's theory: people learn by observing others' behavior
  • Skill Performance Checklist
    describe step-by-step procedure execution, used for learning assessment