Ch. 1: Educational Technology in Context

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Open Course Ware (OCR)

A MIT website where course materials, including syllabie, lecture notes, video-based lectures, assignmnets, and exams are published and avaialbe for free for anyone in the world to use, most of which is available as an open resource.

interactive white board (IWB)

A device that includes a display screen connected to a computer and digital projector; allows information projected on the screen to be manipulated with special pens or one's hands and also allows drawings or notes from a given session to be saved and brought back later.

Digital Inequity

A discrepancy in the access to technology resources or technology-enabled opportunities among socioeconomic groups based on race, ethnicity, or national origin; sex; sexual orientation or gender identity and expression.

Family Educational Rights and Privacy Act (FERPA)

A federal law that governs student confidentiality in schools. It requires that schools not divulge, reveal or share any personally identifiable information about a student or his/her family, unless it is with another school employee who needs the information to work with the student. An exception is the publishing of student directory information.

Logo

A high-level programming language originally designed as an artificial intelligence (AI) language that was later popularized by Seymour Papert as an environment to allow children to learn problem-solving behaviors.

mainframe

A large expensive, powerful computer that can handle hundreds or thousands of connected users simultaneously.

Design-Based Research

A method of research that examines educational interventions in applied settings, such as school classrooms or libraries, to understand the complexity of teaching and learning through several cycles of interventiondesign, development, and use.

Learning Sciences

A new interdisciplinary science of learning has emerged, based on research psychology, education, computer science, philosophy, sociology, anthropology, neuroscience, and other fields that study learning.

website and intranet policy

A policy and agreement for students and all staff that direct acceptable use of the district/school website and intranet services (e.g, web services hosted by the district/school such as learning management system or parent communication portal.

Bullying Prevention Policy

A policy and agreement for students, parents, and staff which outlines (1) the definition of bullying, (2) statements of non-tolerance of bullying, retaliation, observation without reporting and false accusations, (3) criteria for disciplinary action by the district or school , and (4) context and settings within which the district/school will investigate bullying incidents.

Student Use of Personal Electronic Device Policy

A policy and agreement for studnets and parents that describes expectations for appropriate use of students' existing or future personal electronic devices that record or transmit data, such as phones, tablets, e-readers.

World Wide Web (WWW)

A subsystem of the Internet that connects sites through hypertext links; now often used (incorrectly) as a synonym for the Internet.

resource

A supply of something, such as technology tools, support, or expertise, that a person can access and use when needed and useful.

Global Positioning System (GPS)

A system that determines the precise position of something on Earth through a series of satellites, tracking stations, and receivers.

human performance technology

A systematic approach to improving human productivity and competence by using strategies for solving problems.

Viruses

A type of malware written specifically to do harm to computer programs, data, and/or hardware.

Acceptable Use Policy (AUP)

An agreement created by a school or other educational organization that describes the risks involved in Internet use; outlines appropriate, safe student behavior on the Internet; asks students if they agree to use the Internet under these conditions; and asks what information about themselves, if any, may be posted on the school's website.

computer-managed instruction (CMI)

Computer software systems designed to keep track of student performance data, either as part of CAI programs or by themselves.

Head-mounted displays (HMDs)

In a full-immersion virtual reality (VR) system, a headset that provides the sensory channel through which the "wearer" sees a computer-generated environment.

Integrated Learning Systems

Networked or online system that provides both computer based instruction and summary reports of student progress.

student information systems (SIS)

Networked software systems that help educators keep track of student, class, and school data in order to maintain records and support decision making.

Virtual Schools

Schools that are conducted partly or entirely online for students of traditional PK-12 school age.

computer-assisted instruction (CAI)

Software designed to teach information and/or skills related to a topic; also known as instructional software or courseware, computer-based instruction (CBI), computer-based learning (CBL), computer-assisted learnikng (CAL), or generically as software learning tools.

Pedagogical Knowledge (PK)

Teachers' deep knowledge about the processes and practices or methods of teaching and learning.

Content Knowledge (CK)

Teachers' knowledge about the subject matter to be learned or taught.

Technical Content Knowledge (TCK)

Teachers' knowledge of content specific technologies (hardware or software) and content respresentations (simulations).

Technological Pedagogical Knowledge (TPK)

Teachers' knowledge of how technology can support general teaching and learning activities.

Pedagogical Content Knowledge (PCK)

Teachers' knowledge of how to teach and represent subject matter to students; genrating content-specific learning goals; identifying and addressing student subject-specific misconceptions or mistakes.

Technilogical Pedagogical Content Knowledge (TPCK/TPACK)

Teachers' knowledge, decision-making, and design of teaching subject matter to students with content-based technology tools or representations and/or using content-specific, technology-based assessment strategies in ways that meet content-specific learning goals and address students' misconceptions or mistakes.

technology education

The application of tools, materials, processes and systems to solve problems and extend human capabilities.

Hardware

The devices or equipment in a computer system.

Technical knowledge (TK)

The knowledge and use of technology hardware, sosftware, and resources.

Digital Citizenship

The norms of appropriate, responsible behavior with regard to technology use. People develop into critical consumers of technology resources.

computer literacy

The required level of skills to use a computer effectively and efficiently for a specific task.

Digital Literacy

The set of attitudes, understanding, and skills needed to handle and communicate information and knowledge effectively. The skills in using information that technological devices carry; skills in analyzing and creating digital media, and skills in using the devices themselves.

Student response systems

a combination of hand held devices and receiver that allows an instructor to received information from each individual student through the clicker of one or more buttons on the device.

Internet

a computer network consisting of a worldwide network of computer networks that use the TCP/IP network protocols to facilitate data transmission and exchange

Universal Design for Learning (UDL)

an approach to developing curriculum materials and lessons that incorporates concepts from architecture and product design to make access and interaction with the materials accessible, motivating, and engaging for all learners

tool

an object or device used to perform a task

computer-aided design (CAD)

drawing and drafting software that enables users to create and edit blueprints and design drawings quickly and easily

Mobile Devices

general category of portable computer devices such as smartphones and tablets.

Multitasking

performing multiple tasks at the same time

Radio Frequency Identification (RFID)

product tags with tiny chips containing information to track students' attendance and whereabouts.

Malware

software that is intended to damage or disable computers and computer systems.

Educational Technology

technology used for educational purposes such as teaching and learning

digital divide

the gulf between those who have ready access to computers and the Internet, and those who do not.

Cloud Computing

the practice of using a network of remote servers hosted on the Internet to store, manage, and process data, rather than a local server or a personal computer.

software

the programs and other operating information used by a computer.

Cyberbullying

the use of electronic communication to bully a person, typically by sending messages of an intimidating or threatening nature.


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