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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 |
| Gamification | Transforming your classroom into a living, breathing game |