education Flashcards

education

1
Q

1-1 programme

A

Scheme in which every student is given their own laptop.

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2
Q

acceptable use policy

A

Policy that sets out what users are and are not allowed to do with IT systems.

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3
Q

accessibility

A

Hardware and software features to help disabled users operate computer systems.

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4
Q

anti-plagiarism software

A

Software to detect plagiarised work by searching the Internet and previous work samples.

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5
Q

asynchronous learning

A

In a tele-learning environment, learning which does not require the teacher and student to be online at the same time.

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6
Q

black list

A

List of banned web sites in a filtering system.

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7
Q

blended learning

A

Mix of traditional teaching techniques and e-learning techniques.

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8
Q

Children’s Internet Protection Act

A

US law requiring Internet filtering in US most schools and libraries.

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9
Q

CIPA

A

US law requiring Internet filtering in US most schools and libraries.

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10
Q

cyber-bullying

A

Use of IT such as social networks to harass or bully individuals.

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11
Q

dictation software

A

Use of software to convert spoken words into text.

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12
Q

e-book

A

An electronic book, presented as a document on a computer or an e-book reader.

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13
Q

e-book reader

A

Portable device used to download and read e-books.

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14
Q

e-learning

A

Electronic learning. The use of IT to teach and learn.

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15
Q

EDI

A

Process of transferring data between systems in a standard format that both can understand.

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16
Q

edutainment

A

Entertainment software designed to have an educational aspect.

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17
Q

Electronic Data Interchange

A

Process of transferring data between systems in a standard format that both can understand.

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18
Q

electronic textbooks

A

E-books designed to replace traditional paper textbooks for teaching and learning

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19
Q

equality of access

A

The use of technology to ensure that everybody is able to access resources, regardless of problems such as physical disabilities.

20
Q

false negative

A

When a system incorrectly rejects an action instead of accepting it.

21
Q

false positive

A

When a system incorrectly accepts an action instead of rejecting it.

22
Q

flat classrooms

A

Use of IT to connect classrooms with other classrooms around the world

23
Q

forums

A

Online areas where users can post messages to each other.

24
Q

intellectual property

A

Refers to creations of the mind , non-physical property such as photographs, music, stories, and films.

25
Q

interactive whiteboard

A

A computer input and output device often used in classrooms. Displays computer graphics as output and allows input using special pens or a finger.

26
Q

m-learning

A

Mobile learning. Use of mobile devices to teach and learn.

27
Q

motion controllers

A

Input devices which are moved through the air to control a computer system.

28
Q

multimedia

A

Use of images, audio, text, and video data together.

29
Q

onscreen keyboard

A

Keyboard which is displayed on screen and controlled by clicking on buttons with the mouse or a touch screen.

30
Q

open courseware

A

Educational material which is released for free use and distribution.

31
Q

open textbooks

A

Textbooks whose content is freely available online for reading, copying, and often editing.

32
Q

plagiarism

A

Use of another user’s work without proper credit or citation being given.

33
Q

podcast

A

Sound files recorded and uploaded to a web server, usually in episodic format.

34
Q

predictive text

A

System that predicts the word being typed based on the letters already typed.

35
Q

profile privacy settings

A

Settings in social networks and other systems to control how a user’s data is shared with others.

36
Q

projector

A

Output device used to display computer graphics on a wall or board.

37
Q

reference software

A

Electronic encyclopedia software containing articles, images, videos, and other reference items.

38
Q

school information system

A

Database system for storing and managing information about a school, its students, and staff.

39
Q

serious games

A

Games designed to teach players about an issue.

40
Q

speech synthesis

A

Accessibility feature for users with eyesight problems, reads text from the computer out loud.

41
Q

synchronous learning

A

In a tele-learning environment, learning which does requires the teacher and student to be online at the same time.

42
Q

tele-learning

A

Learning that occurs when the teacher and students are in separate geographical locations.

43
Q

touch sensitive input

A

Input devices which allows a screen to be controlled with fingers rather than using a mouse or a keyboard.

44
Q

video conferencing

A

Use of video cameras and microphones to conduct a conversation over a network.

45
Q

VLE

A

A content management system (CMS) which allows teachers to upload lessons, worksheets, quizzes, and other class material, to be displayed on a web page.

46
Q

web 2.0

A

Refers to web pages which allow user interaction and collaboration.

47
Q

Virtual Learning Environment

A

A content management system (CMS) which allows teachers to upload lessons, worksheets, quizzes, and other class material, to be displayed on a web page.