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EdTech Vocabulary
EdTech Vocabulary terms
Term | Definition |
---|---|
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. |