Glossary


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C

Constructivism

A philosophical, epistemological, and pedagogical approach to learning, where learning is viewed as an active process in which learners construct new ideas or concepts based upon their current/past knowledge. The learner selects and transforms information, constructs hypotheses, and makes decisions, relying on a cognitive structure to do so.

Constructivist Learning Environment

A place where learners may work together and support each other as they use a variety of tools and information resources in their guided pursuit of learning goals and problem-solving activities.

D

Descriptive statistics

A set of brief descriptive coefficients that summarizes a given data set that represents either the entire population or a sample. The measures that describe the data set are measures of central tendency and measures of variability or dispersion. Measures of central tendency include the mean, median and mode, while measures of variability include namely the standard deviation and the variance.

Disturbance

It is any process or condition external to the natural physiology of living organisms that results in the sudden mortality of biomass in a community on a time scale significantly shorter than that of the accumulation of the biomass.

Dominance

In Behavioural Ecology it is the social status of an animal within a group; an individual that maintains high social status by aggressive behaviour towards others is exhibiting dominance.  In Vegetation studies dominance refers to the capacity for one species to exert overriding influence upon others within the community.

E

Ecosystem

Functional ecological unit in which the biological, physical and chemical components of the environment interact. 

Error risks

In statistics a type I Error (or error of the first type) is the incorrect rejection of a true null hypothesis and a type II Error (or error of the second type) is the failure to reject a false null hypothesis.

F

First-Person Shooter (FPS) Game

A game that emphasizes shooting and combat from the perspective of the character controlled by the player.

G

Game

An activity that is voluntary and enjoyable, separate from the real world, uncertain, unproductive (in that the activity does not produce any goods of external value) and governed by rules.

Game design

The process of designing the content and rules of a game and design of gameplay, environment, storyline and characters in a game. 


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