Educational Philosophies | |
---|---|
Behaviorism A learning theory asserting that behavior is shaped through conditioning, where stimuli elicit responses reinforced by rewards or consequences. |
“Learning happens when behavior changes due to rewards or consequences.” |
Essentialism An educational philosophy emphasizing a core curriculum of essential knowledge and skills (e.g., reading, writing, mathematics) to prepare students for rational living. |
“Teaches basic skills like reading, writing, and math that everyone needs.” |
Existentialism A philosophy focusing on individual freedom, where learning is subjective, and students shape their identity through choices and actions. |
“You learn by making choices and becoming who you want to be.” |
Humanism An educational approach prioritizing holistic development, fostering emotional, social, and intellectual growth to help students achieve self-actualization. |
“Learning helps you grow as a person, not just your brain.” |
Idealism A philosophy emphasizing the primacy of the mind, spiritual values, and moral truths, where education cultivates intellectual and ethical development. |
“Learning is about big ideas and doing what’s right.” |
Perennialism An educational philosophy advocating timeless, universal knowledge, often through classical texts, to develop rational thought. |
“Teaches ideas and books that are always important.” |
Pragmatism A philosophy emphasizing learning through experience, problem-solving, and practical application, where knowledge is validated by its utility. |
“You learn by doing and solving real-life problems.” |
Progressivism An educational approach focusing on student-centered learning, experiential education, and societal improvement. |
“Learning helps you grow and makes the world better.” |
Realism A philosophy asserting that education should reflect the objective realities of the natural world, teaching observable facts and universal principles. |
“Learning is about understanding the real world and true facts.” |
Social Reconstructivism An educational philosophy advocating that schools actively reform society through community-based learning and addressing social injustices. |
“Learning helps build a better society for everyone.” |
Utilitarianism A philosophy suggesting that educational practices should maximize societal benefits and happiness for the greatest number. |
“Learning should help the most people possible.” |
Teacher Movement/Movement Management | |
---|---|
Thrust Initiating an activity without assessing student readiness or context, disrupting classroom flow. |
“Starting something without checking if students are ready.” |
Dangling Abandoning an activity by starting a new, unrelated one, leaving students confused. |
“Switching tasks and leaving the first one unfinished.” |
Truncation Abruptly ending an activity without closure, causing disengagement. |
“Stopping a task suddenly without wrapping it up.” |
Flip-Flop Returning to a previous activity while engaged in a new one, creating confusion. |
“Going back to an old task in the middle of a new one.” |
Stimulus-Bound Being distracted by irrelevant stimuli, derailing the lesson focus. |
“Getting sidetracked by something unimportant.” |
Overdwelling Spending excessive time on a single topic, reducing efficiency. |
“Talking too long about one thing.” |
Overlapping Managing multiple activities simultaneously, leading to negative outcomes. |
“Trying to do too many things at once and messing up.” |
Aims of Educational Eras | |
---|---|
Pre-Spanish Era Education focused on survival skills, cultural traditions, and community conformity. |
“Teaching kids to survive and follow traditions.” |
Spanish Era Education promoted Christianity, loyalty to Spain, and basic literacy under religious instruction. |
“Teaching students to follow Christianity and obey Spain.” |
American Era Education emphasized democratic ideals, English literacy, and civic participation. |
“Teaching students to be democratic and speak English.” |
Commonwealth Era Education focused on moral character, vocational efficiency, and national identity. |
“Teaching students to be good and skilled workers.” |
Japanese Era Education aimed at cultural assimilation, promoting Japanese values and progress under occupation. |
“Teaching students to follow Japanese ways.” |
Modern Era Education emphasizes critical thinking, global competitiveness, and holistic development. |
“Teaching students to think and succeed in the world.” |
Erikson’s Psychosocial Tasks | |
---|---|
Trust vs. Mistrust (0-12 months) Infants develop trust when caregivers provide consistent care, or mistrust if needs are unmet. |
“Babies learn to trust if they’re cared for well.” |
Autonomy vs. Shame/Doubt (1-3 years) Toddlers gain independence through exploration, or develop shame if overly restricted. |
“Kids learn to do things on their own or feel shy.” |
Initiative vs. Guilt (3-6 years) Children take initiative in activities, or feel guilt if criticized excessively. |
“Kids try new things or feel bad if scolded.” |
Industry vs. Inferiority (6-12 years) Children develop competence through tasks, or feel inferior if they fail. |
“Kids work hard or feel they’re not good enough.” |
Identity vs. Role Confusion (12-18 years) Adolescents form a sense of self, or face confusion about their role. |
“Teens figure out who they are or feel lost.” |
Intimacy vs. Isolation (Early 20s-40s) Young adults form close relationships, or face isolation if unable to connect. |
“Adults make close friends or feel alone.” |
Generativity vs. Stagnation (40s-60s) Adults contribute to society, or stagnate if lacking purpose. |
“Adults help others or feel stuck.” |
Integrity vs. Despair (60s-Death) Elderly reflect on life with satisfaction, or despair over regrets. |
“Older people feel proud or sad about life.” |
Piaget’s Cognitive Development Theory | |
---|---|
Sensorimotor (0-2 years) Children learn through sensory experiences and motor actions, developing object permanence. |
“Babies learn by touching and seeing things.” |
Preoperational (2-7 years) Children use symbols and imagination but struggle with logical reasoning. |
“Kids use imagination but don’t think logically yet.” |
Concrete Operational (7-11 years) Children think logically about concrete objects and understand conservation. |
“Kids solve problems about real things.” |
Formal Operational (12+ years) Adolescents think abstractly and reason hypothetically. |
“Teens think about ideas and possibilities.” |
Generations of Computer | |
---|---|
Vacuum Tubes (1940-1956) First-generation computers used vacuum tubes for processing, were large, and consumed high power. |
“Big, slow computers that used tubes.” |
Transistors (1956-1963) Second-generation computers used transistors, making them smaller and more efficient. |
“Smaller computers with transistors.” |
Integrated Circuits (1964-1971) Third-generation computers used integrated circuits, increasing speed and reliability. |
“Faster computers with tiny circuits.” |
Microprocessors (1971-Present) Fourth-generation computers used microprocessors, enabling personal computing. |
“Computers with chips, like PCs.” |
Artificial Intelligence (Present-Ongoing) Fifth-generation computers focus on AI, machine learning, and advanced processing. |
“Smart computers that think like humans.” |
Mistaken Goals | |
---|---|
Attention Seeker Students misbehave to gain teacher or peer attention, seeking validation. |
“Acting out to get the teacher’s notice.” |
Revenge Students act out to hurt others, feeling hurt or unfairly treated themselves. |
“Being mean because they feel hurt.” |
Power-Seeking Students challenge authority to gain control or prove their strength. |
“Trying to be the boss in class.” |
Inadequacy Students withdraw, feeling incapable or fearing failure. |
“Giving up because they feel they can’t do it.” |
Bruner’s Three Modes of Representation | |
---|---|
Enactive (0-1 years) Learning through physical actions and motor skills, without symbolic representation. |
“Learning by doing, like stacking blocks.” |
Iconic (1-6 years) Learning through images, diagrams, or visual representations. |
“Learning from pictures or drawings.” |
Symbolic (7+ years) Learning through abstract symbols, such as language or mathematical notation. |
“Learning with words or numbers.” |
Comparison: Bloom’s vs. Anderson & Krathwohl Cognitive Taxonomy | ||
---|---|---|
Bloom’s Level | Anderson & Krathwohl Level | Key Changes |
Knowledge | Remembering | Shift from noun to verb; focuses on retrieving knowledge. |
Comprehension | Understanding | Emphasizes constructing meaning from various sources. |
Application | Applying | Focus on using procedures in new situations. |
Analysis | Analyzing | Breaking down material with emphasis on relationships. |
Synthesis | Evaluating | Reordered; now focuses on judgment based on criteria. |
Evaluation | Creating | Reordered; now the highest level, emphasizing new creation. |
Cognitive Domain | |
---|---|
Knowledge / Remembering The ability to recall or recognize specific information, such as facts, terms, or basic concepts. |
“Remembering facts like 2+2=4.” |
Comprehension / Understanding Interpreting, summarizing, or explaining information in one’s own words. |
“Understanding what you read or hear.” |
Application / Applying Applying learned material to solve problems or perform tasks in new contexts. |
“Using what you know to do something new.” |
Analysis / Analyzing Dissecting information into components to understand structure or relationships. |
“Figuring out how things connect.” |
Synthesis / Evaluating Making judgments about the value of ideas or materials based on criteria. |
“Deciding if something is good or bad.” |
Evaluation / Creating Generating new ideas, products, or ways of viewing things. |
“Making something new, like a story.” |
Affective Domain | |
---|---|
Receiving / Awareness & Attention Demonstrating willingness to attend to particular phenomena or stimuli. |
“Paying attention to something new.” |
Responding / Participation Engaging actively by responding to or participating in activities. |
“Taking part in what you learn.” |
Valuing / Appreciation Displaying a consistent preference or commitment to certain values. |
“Caring about something, like fairness.” |
Organizing / Value System Development Resolving conflicts among values and establishing a personal value system. |
“Putting your beliefs together into one system.” |
Characterization / Consistent Behavior Internalizing values to the point where they guide behavior consistently. |
“Always acting based on your values.” |
Psychomotor Domain (Simpson + Harrow) | |
---|---|
Perception / Reflex / Awareness through Senses Becoming aware of objects, qualities, or movements through sensory input. |
“Noticing things with your senses.” |
Set / Fundamental Movement / Readiness to Act Mental or physical readiness to perform a movement or task. |
“Getting ready to do something physical.” |
Guided Response / Physical / Imitation and Practice Performing basic movements under instruction. |
“Copying someone with help.” |
Mechanism / Perceptual / Intermediate Proficiency Executing movements with increasing confidence and proficiency. |
“Doing things more easily with practice.” |
Complex Overt Response / Skilled / Skilled Performance Demonstrating complex, coordinated skills with high proficiency. |
“Doing hard skills well, like dancing.” |
Adaptation / Non-discursive / Modifying for Situation Modifying movement patterns to fit different situations. |
“Changing how you move for new situations.” |
Origination / Creating New Movement Patterns Developing new movement patterns or innovative physical responses. |
“Making up your own movements.” |
Dale’s Cone of Experience | |
---|---|
Reading / Words Only Acquiring knowledge through verbal symbols, the most abstract level of experience. |
“Learning by reading words.” |
Hearing / Audio Verbal Explanation Gaining understanding through auditory input, such as lectures or explanations. |
“Learning by listening to someone.” |
Pictures / Visuals Comprehending through visual representations like diagrams or photographs. |
“Learning from pictures or charts.” |
Video / Moving Visuals with Audio Engaging with dynamic visual and auditory content, such as films. |
“Learning by watching videos.” |
Exhibit / Displayed Items Observing tangible objects or setups in a controlled environment. |
“Learning by looking at displays, like in a museum.” |
Demonstration / Live Example Observing a live or guided demonstration of a process or skill. |
“Learning by seeing someone show how it’s done.” |
Collaboration / Group Work Engaging in cooperative tasks to share and build knowledge. |
“Learning by working with others.” |
Simulation / Acted Role-Played Reality Experiencing artificial situations that mimic real-life contexts. |
“Learning by pretending to do something real.” |
Real Experience / Direct and Firsthand Participating in authentic, hands-on activities or real-world situations. |
“Learning by doing real things, like experiments.” |