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Term | Definition |
---|---|
SAMR Model | Technology integration framework that describes technology’s role in a lesson |
Blended Learning | A learning environment that combines digital media with tradition teaching practices |
Digital Citizenship | The quality of habits, actions, and consumption patterns that impact the ecology of digital content and communities |
Flipped Classroom | A pedagogical model in which the typical lecture and homework elements of a course are reversed |
Game-Based Learning | Students paly games to learn or reinforce content |