Educational Technology Terminology
Massive Open Online Course (MOOC)
A course in which materials and instructors are delivered over the internet to users around the world. This class typically has hundreds of participates.
Clickers
A device or mobile app that allows students to answer a multiple-choice question. The teacher presents a question to the class, then students use their clickers to input their answer. Some use this as an alternative to paper quizzes.
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. Many businesses and educational facilities require that employees or students sign an acceptable use policy before being granted a network ID.
Cloud
A generic term used to represent the concept of distributed computing - where a set of networked computers allow for shared services. Also used synonymously with the Internet.
International Society for Technology in Education (ISTE)
A non-profit organization that serves educators interested in the use of technology in education. It is most known for its annual conference held in the US.
Asynchronous Learning
A student-centered teaching method that uses online resources to facilitate learning without requiring students and instructors be in the same place.
Bloom's Taxonomy
A teaching framework that classifies learning objectives from lower order to higher order thinking skills: Remembering, Understanding, Applying, Analyzing, Evaluating, and Creating. Some criticize elements within this framework or its real-world applications.
Augmented Reality
A technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view.
Adaptive Learning
An educational process where the teaching methods and materials adapt to each students' pace and level. Technology is often the vehicle for delivering this process, since software can change exercises, questions, and content easily based on previous answers and actions by a student.
Digital Native
An individual born during or after the common use of digital technologies, such as the Internet, mobile devices, apps, etc. It is assumed that such individuals have a strong grasp of digital technology because it was a regular part of their lives.
Assistive Technology
Any piece of technology, hardware or software, that helps a person with disabilities perform everyday tasks that might otherwise be difficult or impossible. This can include everything from wheelchairs to screen readers to text telephones.
Open Educational Resources (OER)
Digital materials available for reuse and re-purposing in teaching, researching and learning.
Flipped Classroom
In this environment, students learn lessons at home with the help of videos or other instructional materials and spend their valuable classroom time doing application assignments with the teacher.
QR code
It's sort of like a barcode, and it can hold almost any text, links, or information you want. Scan ours with an app on your phone and see what happens! You can generate your own here.
Blended Learning
Mix one part students learning at school and one part students engaging with content delivered online.
The Digital Divide
The gap between demographics and regions that have access to modern information and communications technology, and those that don't or have restricted access.
CMS or a LMS (Learning Management System)
This system keeps teachers and students organized with digital resources for class discussion, document managements, homework submission, and course scheduling.
Information & Communication Technology (ICT)
Used by some as synonymous with IT, and by others as more expansive than IT, since it includes communication technologies as well. In the US, IT is more commonly used within schools, while ICT is more common in the UK.
Gamification
Using game design and mechanics to drive motivation and increase engagement in learning.
Makerspaces
a place in which people with shared interests, especially in computing or technology, can gather to work on projects while sharing ideas, equipment, and knowledge.
Infographic
a visual image such as a chart or diagram used to represent information or data.
Collaborative Learning
an educational approach to teaching and learning that involves groups of students working together to solve a problem, complete a task, or create a product.
Course Management System (CMS)/ Content Management System (CMS)
essentially software or web applications that allow you to publish and edit content from one central interface. They also usually allow for collaborative editing, standalone pages, and other features. WordPress, the open-source blogging software, is a popular CMS.
SAMR model
is a model designed to help educators infuse technology into teaching and learning. Popularized by Dr. Ruben Puentedura, the model supports and enables teachers to design, develop, and infuse digital learning experiences that utilize technology.
Bring Your Own Device (BYOD)
is an initiative where students bring their own mobile devices into the classroom for class purposes, as opposed to using school-issued devices. This is often seen as an alternative to 1:1 programs due to lower maintenance costs, though students without devices cannot participate.
Digital Citizenship
means making good use of the Internet and having knowledge of how to operate web-connected devices safely while online. It also means that you can effectively use technology to interact responsibly with others to engage in society, politics, or other public discussion.
Competency-Based Education (CBE)
refers to systems of instruction, assessment, grading, and academic reporting that are based on students demonstrating that they have learned the knowledge and skills they are expected to learn as they progress through their education.
Digital Literacy
the ability to effectively and critically navigate, evaluate, and create information using a range of digital technologies.
Podcast similar to a radio show:
they're audio-only "shows" distributed not via radio waves, but via the Internet. There are podcasts on an unlimited number of topics, and many are educational and appropriate for students.
Digital Divide
used to refer to a large gap in technology use between two groups. The two groups can be divided along economic, racial, age, or even gender lines.