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EdTech Vocabulary

EdTech Vocabulary terms

TermDefinition
Adaptive learning Students learn through custom learning experiences that address the unique needs of the individual through feedback, pathways, and resources (rather than providing a one-size-fits-all learning experience).
AR Augmented reality (AR) adds digital elements to a live view often by using the camera on a smartphone.
VR Virtual reality (VR) implies a complete immersion experience that shuts out the physical world, often with a lot of expensive technology such as headsets.
Assistive Technology any device, software, or equipment that helps people work around their challenges.
Asynchronous learning general term used to describe forms of education, instruction, and learning that do not occur in the same place or at the same time ( Does not require real-time interaction, instead the content is available for students to access online when it best suit
AUP "Acceptable Use Policy." An AUP is list of rules you must follow in order to use a website or Internet service. It is similar to a software license agreement (SLA), but is used specifically for Internet services.
Blended learning an approach to education that combines online educational materials and opportunities for interaction online with traditional place-based classroom methods.
Cloud Cloud computing is the on-demand availability of computer system resources, especially data storage and computing power, without direct active management by the user.
Digital Citizenship refers to the responsible use of technology by anyone who uses computers, the Internet, and digital devices to engage with society on any level.
Digital Literacy the ability to use information and communication technologies to find, evaluate, create, and communicate information, requiring both cognitive and technical skills
E-learning is a structured course or learning event delivered electronically
Flipped Lesson/Flipped Classroom a blended learning model in which traditional ideas about classroom activities and homework are reversed, or "flipped." In this model, instructors have students interact with new material for homework first.
GAFE Google Apps for Education.
Gamification the application of game-design elements and game principles in non-game contexts.
Instructional Technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning.
LMS (learning management system)- a software application for the administration, documentation, tracking, reporting, automation and delivery of educational courses, training programs, or learning and development programs.
CMS (Content Management System)- creates a framework for how content is stored and displayed.
M-learning (mobile learning)--> learning across multiple contexts, through social and content interactions, using personal electronic devices. * A form of distance education * Use mobile device educational technology at their convenient time
MOOC (massive open online course) --> an online course aimed at unlimited participation and open access via the web
Podcast a digital audio file made available on the Internet for downloading to a computer or mobile device, typically available as a series, new installments of which can be received by subscribers automatically.
Virtual Classroom an online learning environment that allows for live interaction between the tutor and the learners as they are participating in learning activities.
Wiki website that allows collaborative editing of its content and structure by its users.
Created by: BrittanyAN
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