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A lesson plan is a teacher's detailed description of the course of instruction or "learning trajectory" for a lesson. A daily lesson plan is developed by a teacher to guide class learning. Details will vary depending on the preference of the teacher, subject being covered, and the needs of the students .
In An Integration of "Backwards Planning" Unit Design with the "Two Step" Lesson Planning Framework (Jones et al., 2009), a framework for employing backward planning in designing individual lessons is provided. Educators are provided with an integrated framework and more importantly a case study of the backward lesson planning in action. [19]
Instructional design (ID), also known as instructional systems design and originally known as instructional systems development (ISD), is the practice of systematically designing, developing and delivering instructional materials and experiences, both digital and physical, in a consistent and reliable fashion toward an efficient, effective, appealing, engaging and inspiring acquisition of ...
A 52-week curriculum for a medical school, showing the courses for the different levels. In education, a curriculum (/ k ə ˈ r ɪ k j ʊ l ə m /; pl.: curriculums or curricula / k ə ˈ r ɪ k j ʊ l ə /) is the totality of student experiences that occur in an educational process.
This is why lecturing is the standard for most college courses when there can be several hundred students in the classroom at once; lecturing lets professors address the most people at once, in the most general manner, while still conveying the information that they feel is most important, according to the lesson plan. [6]
Universal Design for Learning (UDL) is an educational framework based on research in the learning theory, including cognitive neuroscience, that guides the development of flexible learning environments and learning spaces that can accommodate individual learning differences.
A wide variety of strategies have been used to develop educators’ TPACK abilities, such as (a) collaborative, design-based lesson planning; [26] (b) the use of technology mapping, game-based learning, and deep-play [27] [28] (c) scaffolding the design process; [29] [30] and (d) accounting for how teacher's beliefs influence their TPACK. [31]
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