EdTech Vocab Flashcards
(20 cards)
Adaptive Learning
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.
AR/VR
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.
Assistive Technology
Assistive technology is assistive, adaptive, and rehabilitative devices for people with disabilities or the elderly population.
Asynchronous Learning
The idea that students learn the same material at different times and locations.
AUP
(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.
Blended Learning
An approach to education that combines online educational materials and opportunities for interaction online with traditional place-based classroom methods.
Cloud
The on-demand availability of computer system resources, especially data storage and computing power, without direct active management by the user.
Digital Citizenship
A concept which helps teachers, technology leaders and parents to understand what students/children/technology users should know to use technology appropriately.
Digital Literacy
The ability to find, evaluate, utilize, share, and create content using information technologies and the Internet.
E-Learning
Learning utilizing electronic technologies to access educational curriculum outside of a traditional classroom.
Flipped Lesson/Classroom
A type of blended learning where students are introduced to content at home and practice working through it at school.
GAFE
Google Apps for Education
Gamification
The application of game-design elements and game principles in non-game contexts.
Instructional Technology
The combined use of computer hardware, software, and educational theory and practice to facilitate learning.
LMS/CMS
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.
M-Learning
(Mobile-Learning) Learning across multiple contexts, through social and content interactions, using personal electronic devices.
MOOC
(Massive Open Online Course) is an online course aimed at unlimited participation and open access via the web.
Podcast
An episodic series of spoken word digital audio files that a user can download to a personal device for easy listening.
Virtual Classroom
An online learning environment in which students and teachers interact via the technical tools provided by the software.
Wiki
A hypertext publication collaboratively edited and managed by its own audience directly using a web browser.