| Exceptional & Tech. | Lesson 2: Glossary | - | ![]() ![]() ![]() |
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Adapted physical education: Instruction that modifies curriculum, tasks, and/or environment so that all students can fully participate in physical education. Assistive and adaptive devices: Equipment that improves the ability of people with disabilities to function within their environment. Augmentative communication: Refers to devices or systems that enable people with communication difficulties to interact with others (e.g., pointing to pictures or symbols, using sign language, or operating sophisticated electronic devices that produce synthetic speech). Cerebral palsy: A condition caused by damage to the brain, usually occurring before, during, or shortly after birth, and characterized by an inability to fully control motor function. Computer-assisted instruction: Instruction supported through the use of software or other technology-based tools. Conceptual models: Graphical figures, based on theories, that illustrate a set of conceptual variables and their interrelationships. Coping strategies: Approaches used by individuals with disabilities to respond to environmental demands. Drill and practice software: A type of computer software that is used to practice and reinforce skills that have already been learned. Such software is used in the proficiency, or fluency, stage of learning. Educational games: A type of computer software that lets students apply knowledge and skills they have previously learned. Some cleverly-designed educational games also can be used to teach new skills. Environmental demands: Requirements placed upon individuals from their home, community, work, and/or school environment. Environmental interaction: The individual's efforts to adapt to his or her environment. Fine-muscle control: Motor skills that use small muscles for reaching, grasping, and manipulating objects such as puzzles, cubes, pencils, and drawing materials. Function: An action that a person takes in response to a demand to meet some need. Human functions include: existence; communication; body support, protection, and positioning; travel and mobility; environmental interaction; education and transition; and sports, fitness, and recreation. Functional demands: Activities that an individual is required to perform in response to environmental demands. Functional model: A graphic representation of the variables that are involved in making decisions about the selection of special education and related services most appropriate for a given individual, and the interaction among those variables. Functional response: A set of actions that are selected to respond to an environmental demand. It is based on the consideration of a series of response options taking into account the personal resources individual is able to bring to bear on the environmental demand, the external supports available, and the individual's personal perceptions about the costs and benefits of the various options. Individualized education program (IEP): Acronym for Individualized Education Program mandated by IDEA; a plan that is developed for a student enrolled in a special education program by a team of professional educators, the child's parents, and, when appropriate, the child. The IEP must include a statement of the student's present levels of educational performance, annual goals, short-term objectives, specific services needed by the student (including assistive technology services or devices), dates when those services will begin and be in effect, and when the student should be reevaluated. Observational data: Information about the performance of individuals that is based on their observable behaviors and collected by teachers and other specially trained personnel. Observational data are usually collected and analyzed for the purpose of designing instructional programs, measuring progress, and evaluating the effectiveness of interventions. Problem solving software: A type of computer software that is used to determine whether students can apply skills they have previously learned. Such software programs are primarily used in the application or generalization stages of learning. Response strategy: A set of actions that are designed to respond to an environmental demand. Simon Says: Traditionally, a game played by groups of children. Game participants take turns giving directions to the group, such as "Simon says": Wave!" According to game rules, the participants must follow the directions if they are preceded by a "Simon says." Participants who respond to directions NOT preceded by a "Simon says," such as "Wave!," must exit the game. Testing software: Computer software that is designed to assess mastery of skills, such as math facts or spelling words. Such software is used in several stages of learning, but most frequently in the maintenance stage, when the teacher wants to analyze whether students remember previously taught information. Tutorial software: A type of computer software that is designed to teach new skills and concepts. Such software is used primarily in the acquisition stage of learning. |