Week 1 Terms Flashcards

Know all terms and reversal (32 cards)

1
Q

Students who are working in a group for an art project are using?…

A

Collaboration

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2
Q

Computer software designed to manage the organization, delivery, and tracking of online courses and learner performance.

A

Learning Management Systems

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3
Q

Online journal, with simple content and responses

A

Blogs

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4
Q

Web pages that can be viewed and modified by anyone.

A

Wikis

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5
Q

The collaboration and creation aspects leading to a more student centered learning.

A

E-Learning 2.0

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6
Q

using more than one medium of expression or communication

A

multimedia

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7
Q

Page built using html and www, with content that is constant changing based on individual users interactions.

A

static content

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8
Q

audio files easily distributed or downloaded online.

A

Podcasts

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9
Q

blog based on video content.

A

vlogs

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10
Q

video podcast broadcaster over internet

A

vodcast

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11
Q

only certain had the power to create, every one else was a consumer online

A

web 1.0

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12
Q

emerging network platform to support distributed, collaborative, creation by its users.

A

web 2.0

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13
Q

The context of html and www, to content that constantly changes based on user interactions and parameters. Facebook.

A

Dynamic content/ web pages.

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14
Q

Really Simple Syndication” syndicating news and other web sight content.

A

RSS Feed

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15
Q

use of dedicated web sights and applications to interact with other users who have similar interests.

A

social networking.

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16
Q

class where students put all focus on their teacher.

A

Instructor centered

17
Q

student and teacher share their focus and speaking time, communication without the classroom.

A

student centered

18
Q

existing at the same time

19
Q

“Use of web conference to conduct meeting over internet.” and “enable meeting over internet”

A

Virtual Classroom and Web conferencing.

20
Q

Not simultaneously communication when people are not together.

21
Q

social network software internet application to help connect friends together.

A

Social computing

22
Q

groups of people with similar interest who share info on interest.

A

Commodities of practice.

23
Q

online gaming simultaneously played by many people

24
Q

Mix of classroom, self-directed, synchronous, asynchronous, approaches designed to optimize learning

A

Extended/Hybrid/Blended Learning

25
Live video cameras
Webcams
26
website that seamlessly combines content from more than one source.
Mashups
27
mobile learning.
M-learning
28
Global positioning system
GPS
29
Short message service on cell phone.
SMS
30
combo of real environment experienced and virtual elements added by computer.
Augmented reality
31
licensing system created by Lawrence allowed content created to decide how published work would be copied, modified, or distributed.
Creative Commons
32
Simulations
Attempts to create a level of reality, for many activities and lesson demonstrated in a safe place.