Education Glossary
The vocabulary of school education, defined without the jargon that usually surrounds it.
Learning and Memory
Working memory — the small amount of information a person can consciously hold and manipulate at once. Overload it and learning stops.
Long-term memory — durable storage. Learning is, operationally, a change here.
Cognitive load — the demand a task places on working memory. Intrinsic load is inherent to the material; extraneous load comes from how it's presented and is worth eliminating.
Prior knowledge — what a learner already holds. The single best predictor of how well new material will be learned, and the reason gaps compound.
Retrieval practice — recalling material from memory rather than reviewing it. Among the most effective interventions available.
Spaced practice — distributing study over time instead of massing it.
Interleaving — mixing problem types within a session rather than blocking by topic.
Desirable difficulty — difficulty that slows performance now and improves retention later.
Transfer — applying knowledge in a new context. The real goal of teaching and the hardest outcome to produce.
Metacognition — awareness of one's own thinking and understanding. Weak metacognition causes students to study the wrong things confidently.
Executive function — planning, attention, working memory, and impulse control.
Teaching
Pedagogy — the practice and theory of teaching. Curriculum — what is taught.
Explicit (direct) instruction — structured, teacher-led teaching with modelling, guided practice, and checks. Strongest for novices and procedural knowledge.
Inquiry-based learning — learners investigate questions rather than receiving conclusions. Effective once foundational knowledge exists.
Project-based learning — extended work producing an artifact; strong for integration, needs structure to avoid activity without learning.
Scaffolding — temporary support removed as competence grows.
Zone of proximal development — the band between what a learner can do alone and what they can do with help.
Modelling — demonstrating a process while narrating the thinking behind it.
Guided practice — students working with the teacher available to correct, before independent work.
Checking for understanding — techniques producing evidence of what students actually grasp, as opposed to asking whether they do.
Wait time — the pause after a question. Three to five seconds roughly doubles response quality.
Cold calling — selecting students to answer rather than taking volunteers.
Differentiation — adapting teaching to different readiness levels within one class.
Personalized learning — tailoring pace, path, or content to individual learners.
Flipped classroom — content delivered before class; class time used for practice and discussion.
Blended learning — combining in-person and online instruction.
Assessment
Formative assessment — low-stakes checking during learning, used to adjust teaching.
Summative assessment — measuring achievement at the end of a unit or course.
Diagnostic assessment — checking prior knowledge before teaching begins.
Exit ticket — a short end-of-lesson check.
Rubric — an explicit description of what each level of performance looks like.
Standardized testing — assessment administered and scored uniformly, allowing comparison across schools or systems.
High-stakes assessment — assessment with significant consequences attached. Reliably distorts what gets taught.
Testing effect — the finding that being assessed improves retention. Assessment is a learning tool, not only a measuring one.
Feedback — information about the gap between current and desired performance. Effective when specific, timely, and followed by a chance to act on it.
Moderation — the process of aligning marking standards between teachers or schools.
Curriculum and Policy
Syllabus / specification — the document listing what a course covers and how it's assessed.
Learning objective — a statement of what a learner should be able to do after a lesson or unit.
Bloom's taxonomy — a hierarchy of cognitive demand from remembering to creating.
Spiral curriculum — revisiting topics at increasing depth across years.
Intended / implemented / achieved curriculum — what the document says, what is taught, and what is learned. The three are never identical.
Cross-curricular — taught across subjects rather than as its own subject.
Streaming / setting / tracking — grouping students by attainment, permanently or by subject. Fixed grouping tends to become self-fulfilling.
Attainment gap — the persistent difference in outcomes between student groups, most commonly by socioeconomic background.
Learners and Inclusion
Inclusive education — designing teaching so all learners can participate, rather than retrofitting adjustments.
Special educational needs (SEN / SEND / IEP) — the frameworks by which additional support is identified and provided. Terminology and legal duties vary by country.
Reasonable adjustment / accommodation — a change to how a student accesses learning or assessment, without changing the standard.
Whole-child education — attending to social, emotional, and physical development alongside academic outcomes.
Social-emotional learning (SEL) — explicit teaching of self-awareness, regulation, empathy, and relationship skills.
Emotional intelligence — the ability to recognize and manage emotions, one's own and others'.
Growth mindset — believing ability develops with effort. More modest in effect than the popular version suggests, but a reasonable framing.
Self-regulated learning — a learner planning, monitoring, and adjusting their own study. Strongly predictive and rarely taught explicitly.
Learning styles — the popular idea that individuals learn better through a preferred sensory channel. Preferences exist; matching instruction to them has repeatedly failed testing.
Technology
EdTech — technology built for teaching and learning.
LMS (learning management system) — the platform hosting materials, assignments, and grades.
Adaptive learning — software adjusting difficulty or path based on performance.
Digital literacy — finding, evaluating, creating, and communicating information with digital tools. Distinct from device fluency.
Gamification — applying game mechanics to non-game tasks. Useful for effort and consistency, weaker for depth.
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