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Tech Terms
Term | Definition |
---|---|
Adaptive Learning | computer-based and/or online educational system that modifies the presentation of material in response to student performance and unique needs of the students |
AR (Augmented Reality) | a technology that layers computer generated enhancements on top an existing reality in order to make it more meaningful through the ability to interact with it (Adds tech to something real) |
VR (Virtual Reality) | an artificial, computer generated simulation or recreation of a real life environment/situation. It immerses viewers by stimulating their vision and hearing (Completely computer generated/No real physical elements) |
Assistive Technology | technology that helps people work around their challenges (Ex. Text-to-Speech, pencil grips) |
Asynchronous Learning | students learning the same material at different times and locations using online resources |
AUP (Acceptable Use Policy) | a document stipulating constraints and practices that a user must agree to in order to access a network or the Internet |
Blended Learning | educational approach that combines online educational materials and interaction with traditional face-to-face educational materials and interaction with traditional face-to-face classroom instruction (combines classroom and online learning) |
Cloud | offsite storage place for information that can be accessed by multiple people, locations, and devices |
Digital Citizenship | the knowledge required for users of technology to appropriately and safely use technology |
Digital Literacy | ability to use information and communication technologies to find, evaluate, create and communicate information…requires cognitive and tech skills |
E-Learning | learning that takes place through the use of electronic media, usually the internet |
Flipped Lesson | lesson where content is learned outside the classroom, often online. The knowledge it then applied to activities, like homework, in the classroom |
GAFE | Google Apps for Education |
Gamification | educational approach to motivate students to learn by using video game design and game elements in the learning environment |
Instructional Technology | creating technological resources for learning |
LMS (Learning Management System) | software that allows you to create, deliver, and report…helps with accounting educational content and track participation |
CMS (Content Management System) | software that can create, manage, and control access of digital content |
M-Learning (Mobile Learning) | learning across multiple contents through social and content interactions using personal electronic devices |
MOOC (Massive Open Online Course) | an online course aimed at unlimited participation and open access via the 0web |
Podcast | a program (music or talk) made available in digital format for automatic download over the Internet |
Virtual Classroom | an online classroom that allows participants to communicate with one another, view content, interact, and share resources and their work |
Wiki | knowledge base website that allows users to collaborate, modify content, and structure the web browser |