GLOSSARY
Acquaint - to cause to come to know personally.
Authentic assessment - evaluating by asking for the behavior the learning is intended to produce.
Build or invent - to design and/or create something that has never been made before.
Coherence - the quality or state of cohering, especially a logical, orderly, and aesthetically consistent relationship of parts.
Communication skills - the ability to convey information to another effectively and efficiently.
Collaborative - produced by or involving two or more parties working together.
Creativity - the use of imagination or original ideas to create something.
Critical thinking - productive thinking – not only challenging ideas but producing them – coming to conclusions about issues.
Cross-cultural understanding - the ability to recognize differences in traditions and habits among people of different ethnics, religions, localities, regions, and countries or nations.
Challenge or destroy - (the situation of being faced with) something that needs great mental or physical effort in order to be done successfully and therefore tests a person's ability.
Digital age skills - the knowledge and skills that students need to know and be able to do by the time they graduate from secondary school.
Dismiss - to decide that something or someone is not important and not worth considering.
Essential question - the principal component of designing inquiry-based learning; an open-ended question that sparks students interest and allow for multiple answers.
Feedback - the return of a portion of the output of a process or system to the input, especially when used to maintain performance or to control a system or process.
Figure out - a written or printed symbol representing something other than a letter, especially a number.
Innovation - a new idea or method, or the use of new ideas and methods.
Learning motivation - a driving force or drive to perform an
activity of learning.
Lifelong learning - the "ongoing, voluntary, and self-motivated" pursuit of knowledge for either personal or professional reasons.
Open-ended – question that typically will not have a single, final, and correct answer.
Persuade or convince - to make someone do or believe something by giving them a good reason to do it or by talking to that person and making them believe it.
Predict - to state, tell about, or make known in advance, especially on the basis of special knowledge.
Project - a carefully planned piece of work to get information about something, to build something, to improve something.
Project-Based Learning (PBL) - an innovative, systematic teaching method that promotes student engagement through deep investigations of complex questions.
Provocative - causing thought about interesting subjects.
Real world - the practical world as opposed to the academic world.
Social responsibility -is an ethical framework and suggests that an entity, be it an organization or individual, has an obligation to act for the benefit of society at large.
The 21st century skills - a set of abilities that students need to develop in order to succeed in the information age.
Visualization or visualisation - is any technique for creating images, diagrams, or animations to communicate a message.
Wonder - the emotion aroused by something awe-inspiring, astounding, or surprising.