EdTech Vocabulary Flashcards
Adaptive Learning
The delivery of custom learning experiences that address the unique needs of an individual through immediate feedback, pathways, and resources
Augmented Reality (AR)
Computer-generated simulations that integrate the real world; these applications let you move around in the real world
Virtual Reality (VR)
Computer-generated simulations that are entirely self-contained; you have to remain in the same location because you cannot see your surroundings
Assistive Technology
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
Asynchronous Learning
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
Acceptable Use Policy (AUP)
a document stipulating constraints and practices that a user must agree to for access to a corporate network or the Internet
Blended Learning
A style of education in which students learn via electronic and online media as well as traditional face-to-face teaching
Cloud
Where information and data is stored on physical or virtual servers
Digital Citizen
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
Digital Literacy
Refers to an individual’s ability to find, evaluate, and compose clear information through writing and other mediums on various digital platforms
E-learning
Learning conducted via electronic media, typically on the Internet
Flipped Classroom
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.
Flipped Learning
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
Google Apps for Education (GAFE)
A suite of free Google tools and services that are tailored for schools
Gamification
The process of adding games or game-like elements to a task so as to encourage participation