The Teacher Dictionary by TeachThought: Terminology In Modern Pedagogy
by Terry Heick
Purpose: Improving our chance for a common language in discussing existing and emerging learning trends, models, and technology in hopes of innovation in classrooms, and collectively, education at large.
Audience: K-12 & higher ed educators, researchers, institutions, and organizations globally.
Form: An index of learning models, theories, forms, terminology, technology, and research to help you keep up with the latest trends in 21st-century learning. This page was created and is updated by Terry Heick, who you can contact directly with suggestions for terms, improved citations, corrections, or additions to the index.
Revisions: Persistently updated. In addition to new definitions, models, and strategies, citations and references will also be added periodically, as will updates, corrections, edits, and revisions.
1
1:1
A description of a learning environment where there is one “screen” for each student (whether an iPad, laptop, etc.).
A
Activity-Based Learning
According to Harvard University, “in Activity-Based Learning courses, students do public service, fieldwork, community-based research and internships in conjunction with in-class work. ABL pedagogy aims to enrich students’ academic experience and learning outcomes by connecting theory with practice, and concepts with methods, using data and insight they obtain through engagement with the larger world.”
Andragogy
The study of teaching adults.
Artificial Intelligence in Education
The integration of AI technologies (like machine learning, natural language processing, and predictive analytics) into educational systems to support personalized learning, automate assessment, improve accessibility, and optimize administrative tasks.
Augmented Reality (AR)
A technology that overlays digital information—images, text, or interactive elements—onto the real world. In education, AR enables immersive learning by blending physical and digital experiences (e.g., viewing a 3D model of a cell through a tablet in biology class).
B
Backward Design
An instructional planning model that starts with the end in mind: educators first identify desired learning outcomes, then design assessments, and finally develop learning experiences that align with those outcomes. Often associated with Understanding by Design (UbD).
D
Differentiation
A responsive approach to instruction that adjusts content, process, product, or learning environment based on student readiness, interest, and learning profile. Popularized by Dr. Carol Tomlinson, differentiation helps ensure access and growth for all learners.
Digital Citizenship
The norms, behaviors, and ethics of participation in digital environments. It includes responsible use of technology, digital literacy, online safety, and contributing positively to digital communities.
What is digital citizenship? →
Digital Portfolios
A curated collection of student work stored digitally, used to document growth, demonstrate learning, and support reflection. Portfolios may include writing, multimedia, feedback, and self-assessments.
E
eLearning
Learning conducted via digital resources, including online courses, videos, simulations, and assessments. eLearning may be synchronous or asynchronous and is central to distance and blended education models.
F
Feedback Loops
Cycles of input and response that inform teaching and learning. Effective feedback loops help learners adjust understanding and performance while informing instructional decisions in real time.
Flipped Classroom
A teaching model where students first explore new content at home (usually through video or reading) and apply it in class through discussion, practice, or collaborative work—reversing the traditional model.
Flow
A state of deep focus and immersion where challenge and skill are balanced. Coined by Mihaly Csíkszentmihályi, flow is often associated with optimal learning experiences and peak performance.
Formative Assessment
Ongoing assessment used to monitor student learning and inform instruction. Unlike summative assessments, formative strategies are typically low-stakes and focused on feedback and growth.
G
Game-Based Learning
The use of games—digital or analog—as a vehicle for learning content, developing skills, and engaging students. Emphasizes exploration, goal-setting, feedback, and risk-taking in safe environments.
Gamification
Applying game-like elements (points, levels, badges, etc.) to non-game contexts like instruction, assessment, or behavior management to increase motivation and engagement.
Genius Hour
A block of time during which students explore personal passions and inquiries, often self-directed and project-based. Inspired by Google’s 20% time and designed to cultivate creativity and ownership.
Google Apps for Education
A suite of productivity tools by Google (including Docs, Drive, Gmail, etc.) offered to schools for collaboration, organization, and instruction. Now integrated into Google Workspace for Education.
Google Classroom
A Google tool designed to help teachers manage coursework digitally—create, distribute, collect, and grade assignments; provide feedback; and organize student submissions via Google Drive.
Google Forms
A free survey and quiz creation tool within Google Workspace. Commonly used for formative assessments, feedback, check-ins, exit tickets, and even auto-graded quizzes.
H
Heautagogy
A model of self-determined learning that extends and deepens the ideas of andragogy. Coined by Stewart Hase, heautagogy emphasizes learner agency, capability development, and non-linear learning pathways.
I
Individualized Learning
The customization of learning experiences to meet the needs of individual learners. While similar to personalized learning, individualized learning often focuses more on pace and specific skill mastery.
Informal Learning
Learning that occurs outside of a structured, formal classroom environment. It may be spontaneous, interest-driven, and non-institutional, occurring through personal exploration, conversations, or life experiences.
Inquiry-Based Learning
A student-centered approach that encourages learners to pose questions, investigate answers, and construct new understandings. Emphasizes curiosity, research, and evidence-based conclusions.
Inside-Out Learning Model
A model developed by Terry Heick that emphasizes embedding learning within local contexts and communities. Contrasts with standards-driven education by focusing on relevance, human needs, and civic accountability.
Interactive Whiteboards
Digital display systems that respond to user input via touch or pen. Common in modern classrooms, interactive whiteboards are used for collaborative activities, annotation, multimedia integration, and student engagement.
L
LMS (Learning Management System)
A software application or platform used to deliver, track, and manage learning. Popular LMSs include Google Classroom, Canvas, and Moodle, which provide course content, assessments, communication tools, and analytics.
Learning Simulation
A digital or analog environment that replicates real-world systems or situations for learners to interact with. Simulations enable practice, experimentation, and decision-making in authentic contexts.
Learning Taxonomies
Frameworks that classify levels of learning and cognition. Examples include Bloom’s Taxonomy, Webb’s Depth of Knowledge, and TeachThought’s Learning Taxonomy, used for planning instruction and assessment.
Learning Through Play
A mode of learning that emphasizes curiosity, joy, experimentation, and social engagement. Common in early childhood education but applicable at all levels to support intrinsic motivation and creative problem-solving.
F
Feedback Loops
Cycles of input and response that inform teaching and learning. Effective feedback loops help learners adjust understanding and performance while informing instructional decisions in real time.
Flipped Classroom
A teaching model where students first explore new content at home (usually through video or reading) and apply it in class through discussion, practice, or collaborative work—reversing the traditional model.
Flow
A state of deep focus and immersion where challenge and skill are balanced. Coined by Mihaly Csíkszentmihályi, flow is often associated with optimal learning experiences and peak performance.
Formative Assessment
Ongoing assessment used to monitor student learning and inform instruction. Unlike summative assessments, formative strategies are typically low-stakes and focused on feedback and growth.
G
Game-Based Learning
The use of games—digital or analog—as a vehicle for learning content, developing skills, and engaging students. Emphasizes exploration, goal-setting, feedback, and risk-taking in safe environments.
Gamification
Applying game-like elements (points, levels, badges, etc.) to non-game contexts like instruction, assessment, or behavior management to increase motivation and engagement.
Genius Hour
A block of time during which students explore personal passions and inquiries, often self-directed and project-based. Inspired by Google’s 20% time and designed to cultivate creativity and ownership.
Google Apps for Education
A suite of productivity tools by Google (including Docs, Drive, Gmail, etc.) offered to schools for collaboration, organization, and instruction. Now integrated into Google Workspace for Education.
Google Classroom
A Google tool designed to help teachers manage coursework digitally—create, distribute, collect, and grade assignments; provide feedback; and organize student submissions via Google Drive.
Google Forms
A free survey and quiz creation tool within Google Workspace. Commonly used for formative assessments, feedback, check-ins, exit tickets, and even auto-graded quizzes.
M
Mastery Learning
An instructional approach where students must demonstrate mastery of a concept or skill before moving on. Emphasizes formative feedback, flexible pacing, and competency-based progression.
Metacognition
The awareness and regulation of one’s own thinking processes. It includes planning, monitoring, and evaluating one’s learning and is a foundational skill for self-directed learning and critical thinking.
MOOC
Stands for “Massive Open Online Course.” MOOCs are digital learning experiences open to a large number of participants, often free or low-cost, and typically offered by universities or organizations.
Mobile Learning
Learning facilitated by mobile devices such as smartphones, tablets, or e-readers. Mobile learning supports anytime-anywhere access and is often used in blended, flipped, or remote learning environments.
Model-Based Learning
A learning strategy developed by Terry Heick in which students examine an existing idea, isolate one compelling element, and then transfer or remix that element into a new, authentic context.
Modeling Instruction
A pedagogical approach in science education where students construct, test, and apply conceptual and mathematical models to explain phenomena. Promotes active learning and scientific reasoning.
P
Personalized Learning
An instructional design philosophy that tailors learning experiences to the individual learner’s needs, interests, pace, and goals. Can be driven by teacher choices or student agency.
Place-Based Education
An approach that immerses students in local heritage, culture, environments, and community issues as the foundation for learning across the curriculum. Often involves fieldwork and service learning.
Play
A state of free, joyful, and creative engagement with people, objects, or ideas. In educational settings, play can foster exploration, experimentation, and intrinsic motivation.
Problem-Based Learning
An instructional strategy where students learn through solving complex, real-world problems. Encourages inquiry, collaboration, and interdisciplinary learning.
Project-Based Learning
A method of instruction where students gain knowledge and skills by working for an extended period of time to investigate and respond to complex questions or challenges.
Q
QR Codes in Learning
Quick Response (QR) codes are scannable barcodes that link to digital content. In classrooms, they’re used for sharing resources, accessing assignments, or adding interactive elements to print-based learning.
Question-Based Learning
A framework developed by Terry Heick that prioritizes questions as the foundation for learning. Students form, refine, and pursue questions in a way that drives their research, discussion, and assessment.
R
Differentiation
A responsive approach to instruction that adjusts content, process, product, or learning environment based on student readiness, interest, and learning profile. Popularized by Dr. Carol Tomlinson, differentiation helps ensure access and growth for all learners.
Digital Citizenship
The norms, behaviors, and ethics of participation in digital environments. It includes responsible use of technology, digital literacy, online safety, and contributing positively to digital communities.
What is digital citizenship? →
Digital Portfolios
A curated collection of student work stored digitally, used to document growth, demonstrate learning, and support reflection. Portfolios may include writing, multimedia, feedback, and self-assessments.
eLearning
Learning conducted via digital resources, including online courses, videos, simulations, and assessments. eLearning may be synchronous or asynchronous and is central to distance and blended education models.
Feedback Loops
Cycles of input and response that inform teaching and learning. Effective feedback loops help learners adjust understanding and performance while informing instructional decisions in real time.
Flipped Classroom
A teaching model where students first explore new content at home (usually through video or reading) and apply it in class through discussion, practice, or collaborative work—reversing the traditional model.
Flow
A state of deep focus and immersion where challenge and skill are balanced. Coined by Mihaly Csíkszentmihályi, flow is often associated with optimal learning experiences and peak performance.
Formative Assessment
Ongoing assessment used to monitor student learning and inform instruction. Unlike summative assessments, formative strategies are typically low-stakes and focused on feedback and growth.
Game-Based Learning
The use of games—digital or analog—as a vehicle for learning content, developing skills, and engaging students. Emphasizes exploration, goal-setting, feedback, and risk-taking in safe environments.
Gamification
Applying game-like elements (points, levels, badges, etc.) to non-game contexts like instruction, assessment, or behavior management to increase motivation and engagement.
Genius Hour
A block of time during which students explore personal passions and inquiries, often self-directed and project-based. Inspired by Google’s 20% time and designed to cultivate creativity and ownership.
Google Apps for Education
A suite of productivity tools by Google (including Docs, Drive, Gmail, etc.) offered to schools for collaboration, organization, and instruction. Now integrated into Google Workspace for Education.
Google Classroom
A Google tool designed to help teachers manage coursework digitally—create, distribute, collect, and grade assignments; provide feedback; and organize student submissions via Google Drive.
Google Forms
A free survey and quiz creation tool within Google Workspace. Commonly used for formative assessments, feedback, check-ins, exit tickets, and even auto-graded quizzes.
Heautagogy
A model of self-determined learning that extends and deepens the ideas of andragogy. Coined by Stewart Hase, heautagogy emphasizes learner agency, capability development, and non-linear learning pathways.
Individualized Learning
The customization of learning experiences to meet the needs of individual learners. While similar to personalized learning, individualized learning often focuses more on pace and specific skill mastery.
Informal Learning
Learning that occurs outside of a structured, formal classroom environment. It may be spontaneous, interest-driven, and non-institutional, occurring through personal exploration, conversations, or life experiences.
Inquiry-Based Learning
A student-centered approach that encourages learners to pose questions, investigate answers, and construct new understandings. Emphasizes curiosity, research, and evidence-based conclusions.
Inside-Out Learning Model
A model developed by Terry Heick that emphasizes embedding learning within local contexts and communities. Contrasts with standards-driven education by focusing on relevance, human needs, and civic accountability.
Interactive Whiteboards
Digital display systems that respond to user input via touch or pen. Common in modern classrooms, interactive whiteboards are used for collaborative activities, annotation, multimedia integration, and student engagement.
LMS (Learning Management System)
A software application or platform used to deliver, track, and manage learning. Popular LMSs include Google Classroom, Canvas, and Moodle, which provide course content, assessments, communication tools, and analytics.
Learning Simulation
A digital or analog environment that replicates real-world systems or situations for learners to interact with. Simulations enable practice, experimentation, and decision-making in authentic contexts.
Learning Taxonomies
Frameworks that classify levels of learning and cognition. Examples include Bloom’s Taxonomy, Webb’s Depth of Knowledge, and TeachThought’s Learning Taxonomy, used for planning instruction and assessment.
Learning Through Play
A mode of learning that emphasizes curiosity, joy, experimentation, and social engagement. Common in early childhood education but applicable at all levels to support intrinsic motivation and creative problem-solving.
Feedback Loops
Cycles of input and response that inform teaching and learning. Effective feedback loops help learners adjust understanding and performance while informing instructional decisions in real time.
Flipped Classroom
A teaching model where students first explore new content at home (usually through video or reading) and apply it in class through discussion, practice, or collaborative work—reversing the traditional model.
Flow
A state of deep focus and immersion where challenge and skill are balanced. Coined by Mihaly Csíkszentmihályi, flow is often associated with optimal learning experiences and peak performance.
Formative Assessment
Ongoing assessment used to monitor student learning and inform instruction. Unlike summative assessments, formative strategies are typically low-stakes and focused on feedback and growth.
Game-Based Learning
The use of games—digital or analog—as a vehicle for learning content, developing skills, and engaging students. Emphasizes exploration, goal-setting, feedback, and risk-taking in safe environments.
Gamification
Applying game-like elements (points, levels, badges, etc.) to non-game contexts like instruction, assessment, or behavior management to increase motivation and engagement.
Genius Hour
A block of time during which students explore personal passions and inquiries, often self-directed and project-based. Inspired by Google’s 20% time and designed to cultivate creativity and ownership.
Google Apps for Education
A suite of productivity tools by Google (including Docs, Drive, Gmail, etc.) offered to schools for collaboration, organization, and instruction. Now integrated into Google Workspace for Education.
Google Classroom
A Google tool designed to help teachers manage coursework digitally—create, distribute, collect, and grade assignments; provide feedback; and organize student submissions via Google Drive.
Google Forms
A free survey and quiz creation tool within Google Workspace. Commonly used for formative assessments, feedback, check-ins, exit tickets, and even auto-graded quizzes.
Mastery Learning
An instructional approach where students must demonstrate mastery of a concept or skill before moving on. Emphasizes formative feedback, flexible pacing, and competency-based progression.
Metacognition
The awareness and regulation of one’s own thinking processes. It includes planning, monitoring, and evaluating one’s learning and is a foundational skill for self-directed learning and critical thinking.
MOOC
Stands for “Massive Open Online Course.” MOOCs are digital learning experiences open to a large number of participants, often free or low-cost, and typically offered by universities or organizations.
Mobile Learning
Learning facilitated by mobile devices such as smartphones, tablets, or e-readers. Mobile learning supports anytime-anywhere access and is often used in blended, flipped, or remote learning environments.
Model-Based Learning
A learning strategy developed by Terry Heick in which students examine an existing idea, isolate one compelling element, and then transfer or remix that element into a new, authentic context.
Modeling Instruction
A pedagogical approach in science education where students construct, test, and apply conceptual and mathematical models to explain phenomena. Promotes active learning and scientific reasoning.
Personalized Learning
An instructional design philosophy that tailors learning experiences to the individual learner’s needs, interests, pace, and goals. Can be driven by teacher choices or student agency.
Place-Based Education
An approach that immerses students in local heritage, culture, environments, and community issues as the foundation for learning across the curriculum. Often involves fieldwork and service learning.
Play
A state of free, joyful, and creative engagement with people, objects, or ideas. In educational settings, play can foster exploration, experimentation, and intrinsic motivation.
Problem-Based Learning
An instructional strategy where students learn through solving complex, real-world problems. Encourages inquiry, collaboration, and interdisciplinary learning.
Project-Based Learning
A method of instruction where students gain knowledge and skills by working for an extended period of time to investigate and respond to complex questions or challenges.
QR Codes in Learning
Quick Response (QR) codes are scannable barcodes that link to digital content. In classrooms, they’re used for sharing resources, accessing assignments, or adding interactive elements to print-based learning.
Question-Based Learning
A framework developed by Terry Heick that prioritizes questions as the foundation for learning. Students form, refine, and pursue questions in a way that drives their research, discussion, and assessment.
(No entries yet.)
S
Scaffolding
An instructional technique where teachers provide temporary support to help students reach higher levels of understanding and skill. These supports are gradually removed as learners become more independent.
Scenario-Based Learning
An instructional method where students engage with structured narratives or case-based simulations. These scenarios are often ill-structured and encourage critical thinking, decision-making, and application of content knowledge.
Screencasting
Recording your screen—often with audio narration—to explain a concept or demonstrate a process. Commonly used for tutorials, flipped lessons, and asynchronous learning support.
Self-Directed Learning
A learning model where the learner sets goals, chooses resources, and evaluates progress. Often used in both formal and informal learning environments and central to lifelong learning and autonomy.
Self-Organized Learning Environments
A model developed by Sugata Mitra, where students explore questions in small groups with minimal adult intervention. Encourages independence, exploration, and digital literacy.
Situated Cognition
A theory that suggests knowledge is inextricably tied to context. Learning is most effective when situated within authentic environments where knowledge will be applied.
Summative Assessment
Evaluation of student learning at the conclusion of a unit, course, or program. Often high-stakes and used for assigning grades, measuring mastery, or determining readiness.
Sync Teaching
A teaching method developed by Terry Heick that blends student-directed learning with teacher-managed checkpoints, or “sync points,” to balance autonomy and accountability.
Q
QR Codes in Learning
Quick Response (QR) codes are scannable barcodes that link to digital content. In classrooms, they’re used for sharing resources, accessing assignments, or adding interactive elements to print-based learning.
Question-Based Learning
A framework developed by Terry Heick that prioritizes questions as the foundation for learning. Students form, refine, and pursue questions in a way that drives their research, discussion, and assessment.
R
(No entries yet.)
S
Scaffolding
An instructional technique where teachers provide temporary support to help students reach higher levels of understanding and skill. These supports are gradually removed as learners become more independent.
Scenario-Based Learning
An instructional method where students engage with structured narratives or case-based simulations. These scenarios are often ill-structured and encourage critical thinking, decision-making, and application of content knowledge.
Screencasting
Recording your screen—often with audio narration—to explain a concept or demonstrate a process. Commonly used for tutorials, flipped lessons, and asynchronous learning support.
Self-Directed Learning
A learning model where the learner sets goals, chooses resources, and evaluates progress. Often used in both formal and informal learning environments and central to lifelong learning and autonomy.
Self-Organized Learning Environments
A model developed by Sugata Mitra, where students explore questions in small groups with minimal adult intervention. Encourages independence, exploration, and digital literacy.
Situated Cognition
A theory that suggests knowledge is inextricably tied to context. Learning is most effective when situated within authentic environments where knowledge will be applied.
Summative Assessment
Evaluation of student learning at the conclusion of a unit, course, or program. Often high-stakes and used for assigning grades, measuring mastery, or determining readiness.
Sync Teaching
A teaching method developed by Terry Heick that blends student-directed learning with teacher-managed checkpoints, or “sync points,” to balance autonomy and accountability.
T
Team-Based Learning
A structured form of collaborative learning in which students prepare individually and work in teams to solve problems, apply knowledge, and reflect. It fosters accountability, application, and peer feedback.
U
UDL (Universal Design for Learning)
A research-based framework for designing inclusive learning experiences that accommodate all learners. UDL promotes multiple means of engagement, representation, and expression.
V
(No entries yet.)
W
(No entries yet.)
X
(No entries yet.)
Y
(No entries yet.)
Z
Zone of Proximal Development (ZPD)
A concept developed by Lev Vygotsky, referring to the range of tasks a learner can perform with guidance but not yet independently. Effective instruction targets this zone to support growth.
References & Citations
1. Harvard Education Center For Teaching & Learning
2. Clayton Christensen Institute For Disruptive Innovation
3. The Difference Between Projects & Project-Based Learning from TeachThought
4. What The Research Says About Project-Based Learning
5. Challenge-Based Learning by Apple
6. Cortland.edu
7. University of East London Research in Teacher Education
8. The Sync Teaching Method by TeachThought
10. A Definition for Digital Citizenship (Heick 2012)
11. (updating)
12. United Nations ICT in Education
13. Adults’ informal learning: Definitions, finds, gaps, and future research
14. (updating)
15. 6 Characteristics of Connected Learning
16. Situating Constructionism (Papert & Harel 1991)
17. How To Create Learning Through Play (Heick 2013)
18. Deep Play (Ackerman 1999)
19. Dr. Jennifer Brill at The University of Georgia
20. Brent G. Wilson and Karen Madsen Myers at the University of Denver
21. The Difference Between Personal Learning & Personalized Learning
22. (Understanding Differentiated Instruction: Building a Foundation for Leadership Tomlinson, 2000)
23. Six Principles of Genius Hour in the Classroom
1:1
A description of a learning environment where there is one “screen” for each student (whether an iPad, laptop, etc.).