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PSYC 312: Chapter 2 Terminology

Across
Process of creating or revising a scheme to fit a new experience
Inability of a young child to mentally reverse physical or mental processes, such as pouring water from a tall, thin glass back into a short squat one
Ability to think ore more than one quality of an object or problem at a time
Learning how to use psychological tools across a range of settings and problem types to acquire new knowledge and skills (2 words)
Use of networking technologists by experts, mentors, instructors, and peers to demonstrate ideas, pose questions, offer insights, and provide relevant info that can help learners build new knowledge & effectively participate in a learning community
Period of identity development marked by delay of commitment; ideally a time of adventure and exploration (2 words)
Supporting learning during its early phases through such techniques as demonstrating how tasks should be accomplished, giving hints to the correct solution to a problem, and providing leading questions. As students become more capable of working independently, these supports are withdrawn.
Tendency to systematize and combine processes into coherent general systems
Computer scenario intended to foster cognitive development and overcome misconceptions by allowing students the chance to explore relationships among variables for concepts and build personal models of how things work
Recognition that certain properties stay the same despite a change in appearance or position
Down
An organized pattern of behavior or thought that children formulate as they interact with their environment, parents, teachers, and age-mates
Use of noticeable characteristics of objects and events to form spontaneous concepts; a form of learning typical of young children (2 words)
Notion that a child's personality develops as the ego processes through a series of interrelated stages, much as he human body takes shape during its fetal development (2 words)
Difficulty in taking another person's point of view; a characteristic typical of young children
Tendency to organize schemes to allow better understanding of experiences
Acronym for online virtual worlds in which several people work together to solve various types of problems, an example of which is Quest Atlantis
Uncertainty as to what behaviors will elicit a favorable reaction from others (2 words)
Process of fitting new experiences into an existing scheme
Acronym for the difference between what a child can do on his or her own and what can be accomplished with some assistance