EdTech Vocabulary Flashcards

1
Q

Adaptive Learning

A

The delivery of custom learning experiences that address the unique needs of an individual through immediate feedback, pathways, and resources

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2
Q

Augmented Reality (AR)

A

Computer-generated simulations that integrate the real world; these applications let you move around in the real world

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3
Q

Virtual Reality (VR)

A

Computer-generated simulations that are entirely self-contained; you have to remain in the same location because you cannot see your surroundings

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4
Q

Assistive Technology

A

Any item, piece of equipment, or product system, whether acquired commercially off the shelf, modified, or customized, that is used to increase, maintain, or improve functional capabilities of a child with a disability

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5
Q

Asynchronous Learning

A

A student-centered teaching method that uses online learning resources to facilitate information sharing outside the constraints of time and place among a network of people

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6
Q

Acceptable Use Policy (AUP)

A

a document stipulating constraints and practices that a user must agree to for access to a corporate network or the Internet

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7
Q

Blended Learning

A

A style of education in which students learn via electronic and online media as well as traditional face-to-face teaching

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8
Q

Cloud

A

Where information and data is stored on physical or virtual servers

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9
Q

Digital Citizen

A

A person who develops the skills and knowledge to effectively use the Internet and other digital technology, especially in order to participate responsibly in social and civic activities

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10
Q

Digital Literacy

A

Refers to an individual’s ability to find, evaluate, and compose clear information through writing and other mediums on various digital platforms

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11
Q

E-learning

A

Learning conducted via electronic media, typically on the Internet

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12
Q

Flipped Classroom

A

An instructional strategy and a type of blended learning that reverses the traditional learning environment by delivering instructional content, often online, outside of the classroom.

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13
Q

Flipped Learning

A

A pedagogical approach in which the conventional notion of classroom-based learning is inverted, so that students are introduced to the learning material before the class, with classroom time then being used to deepen understanding through discussion with peers and problem-solving activities facilitated by teachers

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14
Q

Google Apps for Education (GAFE)

A

A suite of free Google tools and services that are tailored for schools

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15
Q

Gamification

A

The process of adding games or game-like elements to a task so as to encourage participation

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16
Q

Instructional Technology

A

A specific technology field that deals with creating resources for learning

17
Q

Content Management System (CMS)

A

Software used to create and manage digital content

18
Q

Learning Management System (LMS)

A

A software platform that lets you create, publish, and track training material

19
Q

Mobile Learning (M-Learning)

A

Learning across multiple contexts, through social and content interactions, using personal electronic devices

20
Q

Massive Open Online Course (MOOC)

A

An online course aimed at unlimited participation and open access via the web

21
Q

Podcast

A

A music or talk program made available in digital format for automatic download over the Internet

22
Q

Virtual Classroom

A

A teaching and learning environment where participants can interact, communicate, view and discuss presentations, and engage with learning resources while working in groups, all in an online setting

23
Q

Wiki

A

A website that allows visitors to make changes, contributions, or corrections