EdTech Vocab Flashcards

1
Q

Adaptive Learning

A

An educational method which uses computer algorithms to orchestrate the interaction with the learner and deliver customized resources and learning activities to address the unique needs of each learner.

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2
Q

AR/VR

A

Augmented Reality-Augmented reality is an interactive experience of a real-world environment where the objects that reside in the real world are enhanced by computer-generated perceptual information.

Virtual Reality-The computer generated of a 3-D image or environment that can be interacted with.

Difference: The environment in Augmented is real-world and the environment in Virtual is computer generated.

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3
Q

Assistive Technology

A

Assistive technology is assistive, adaptive, and rehabilitative devices for people with disabilities or the elderly population.

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4
Q

Asynchronous Learning

A

The idea that students learn the same material at different times and locations.

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5
Q

AUP

A

(Acceptable Use Policy)-a document which governs students’ use of the internet at school and covers a wide range of issues surrounding the rights, responsibilities and privileges – as well as sanctions – connected with computer use.

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6
Q

Blended Learning

A

An approach to education that combines online educational materials and opportunities for interaction online with traditional place-based classroom methods.

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7
Q

Cloud

A

The on-demand availability of computer system resources, especially data storage and computing power, without direct active management by the user.

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8
Q

Digital Citizenship

A

A concept which helps teachers, technology leaders and parents to understand what students/children/technology users should know to use technology appropriately.

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9
Q

Digital Literacy

A

The ability to find, evaluate, utilize, share, and create content using information technologies and the Internet.

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10
Q

E-Learning

A

Learning utilizing electronic technologies to access educational curriculum outside of a traditional classroom.

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11
Q

Flipped Lesson/Classroom

A

A type of blended learning where students are introduced to content at home and practice working through it at school.

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12
Q

GAFE

A

Google Apps for Education

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13
Q

Gamification

A

The application of game-design elements and game principles in non-game contexts.

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14
Q

Instructional Technology

A

The combined use of computer hardware, software, and educational theory and practice to facilitate learning.

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15
Q

LMS/CMS

A

Learning Management System-A software application for the administration, documentation, tracking, reporting and delivery of electronic educational technology courses or training programs.

Course Management System-manages student enrollment, tracks student performance, and creates and distributes course content.

Difference-An LMS is interactive and a CMS is mostly to view documents.

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16
Q

M-Learning

A

(Mobile-Learning) Learning across multiple contexts, through social and content interactions, using personal electronic devices.

17
Q

MOOC

A

(Massive Open Online Course) is an online course aimed at unlimited participation and open access via the web.

18
Q

Podcast

A

An episodic series of spoken word digital audio files that a user can download to a personal device for easy listening.

19
Q

Virtual Classroom

A

An online learning environment in which students and teachers interact via the technical tools provided by the software.

20
Q

Wiki

A

A hypertext publication collaboratively edited and managed by its own audience directly using a web browser.