Classroom

ADL Concept Map

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Classroom by Mind Map: Classroom

1. Teaching

1.1. Teacher as Facilitator

1.1.1. Direct/Guide/Independent

1.2. Student-Centered

1.2.1. PBL/CBL

1.2.1.1. Life Skills/Soft Skills

1.2.1.1.1. Workforce/21st Century Skills

1.2.2. Deeper Learning/collaboration

1.3. STEAM

1.3.1. Integrate Subjects

1.4. Rubric

1.4.1. Organization/Content/Craftsmanship/Mechanics

2. E-Learning

2.1. Types

2.1.1. Blended

2.1.1.1. Face to Face/online

2.1.2. Online

2.2. Standards

2.2.1. iNACOL

2.2.2. CSUChico

2.3. Flexibility

2.4. Lessons Online/Blended

2.4.1. Synchronous

2.4.1.1. Learning/Activities Students Time

2.4.2. Assessment

2.4.3. Aspects of Design

2.4.3.1. Font/Color/Bold/Repetition/Flow/Graphics

2.4.4. Asynchronous

2.4.4.1. Real-Time Learning

2.4.4.1.1. Discussion Boards

2.4.4.1.2. Webinars

2.4.5. Evaluation

2.4.5.1. Student/Teacher

2.5. Deeper-Learning

2.5.1. Post/Read/Reread/Evaluate/Question/Collaborate/Create/React

2.5.2. Higher Order Thinking Skills

2.6. Host

2.6.1. Moodle/Haiku/Google/Canvas/Emodo

3. Assessment

3.1. Formative

3.1.1. On the Spot/Dail\y

3.1.1.1. Blog

3.1.1.2. Concept Map

3.1.2. Assess Undersanding

3.1.3. Modify

3.2. Summative

3.2.1. End of Year/Lesson

3.2.2. Aligned to Content Standards

3.2.3. Portfolio Review

4. Technology

4.1. Web 2.0 Tools

4.1.1. Collaboration/creation

4.1.1.1. Google Tools

4.1.2. Pintrest

4.1.3. Infographic

4.2. Coding

4.2.1. Scratch.com

4.2.2. 21ST Century Skill

4.3. Digital Citizenship

4.4. Reports

4.4.1. Horizon

4.4.1.1. School Culture/Deeper learning

4.4.1.2. STEAM/Coding as Literacy

4.4.1.3. Redesign Classrooms

4.4.1.3.1. Learning Spaces

4.4.1.3.2. Flexible Seating

4.4.1.3.3. Mobile Stations

4.4.1.3.4. Maker Space

4.5. Integration

4.5.1. Computers/Mobile Devices/Cameras

4.5.2. Social Media/Networks/Software/Internet

4.5.2.1. IOT

5. Lessons Design

5.1. Learning Theory

5.1.1. Cognativism

5.1.1.1. Short/Long Term Memory

5.1.2. Behaviorism

5.1.2.1. Stimulus/Response

5.1.3. Constructivism

5.1.3.1. Learner/Environment

5.2. UDL

5.2.1. Engagement

5.2.2. Representation

5.2.3. Action/Expression

5.2.3.1. Differentiate Instruction

5.3. Instructional Design

5.3.1. Addie

5.3.2. Dick/Carrey

5.3.3. Assure

5.3.4. Gagne's 9 Events of Instruction

6. student

6.1. 12 Brain Rules

6.1.1. Exercise/Survival/Wiring/Attention Etc..

6.2. Neurocognition

6.2.1. Memory/Speed/Attention/Focus/flexibility/Creativity

6.3. Neuroplasticity

6.3.1. Synapses

7. T-Pack