47 terms

ITGS Chapter 10 - Education

Key terms for the ITGS specific scenario 'Education'. These terms relate to chapter 10 of the textbook (www.itgstextbook.com).
STUDY
PLAY
1-1 programme
Scheme in which every student is given their own laptop.
acceptable use policy
Policy that sets out what users are and are not allowed to do with IT systems.
accessibility
Hardware and software features to help disabled users operate computer systems.
anti-plagiarism software
Software to detect plagiarised work by searching the Internet and previous work samples.
asynchronous learning
In a tele-learning environment, learning which does not require the teacher and student to be online at the same time.
black list
List of banned web sites in a filtering system.
blended learning
Mix of traditional teaching techniques and e-learning techniques.
Children's Internet Protection Act
US law requiring Internet filtering in US most schools and libraries.
CIPA
US law requiring Internet filtering in US most schools and libraries.
cyber-bullying
Use of IT such as social networks to harass or bully individuals.
dictation software
Use of software to convert spoken words into text.
e-book
An electronic book, presented as a document on a computer or an e-book reader.
e-book reader
Portable device used to download and read e-books.
e-learning
Electronic learning. The use of IT to teach and learn.
EDI
Process of transferring data between systems in a standard format that both can understand.
edutainment
Entertainment software designed to have an educational aspect.
Electronic Data Interchange
Process of transferring data between systems in a standard format that both can understand.
electronic textbooks
E-books designed to replace traditional paper textbooks for teaching and learning
equality of access
The use of technology to ensure that everybody is able to access resources, regardless of problems such as physical disabilities.
false negative
When a system incorrectly rejects an action instead of accepting it.
false positive
When a system incorrectly accepts an action instead of rejecting it.
flat classrooms
Use of IT to connect classrooms with other classrooms around the world
forums
Online areas where users can post messages to each other.
intellectual property
Refers to creations of the mind - non-physical property such as photographs, music, stories, and films.
interactive whiteboard
A computer input and output device often used in classrooms. Displays computer graphics as output and allows input using special pens or a finger.
m-learning
Mobile learning. Use of mobile devices to teach and learn.
motion controllers
Input devices which are moved through the air to control a computer system.
multimedia
Use of images, audio, text, and video data together.
onscreen keyboard
Keyboard which is displayed on screen and controlled by clicking on buttons with the mouse or a touch screen.
open courseware
Educational material which is released for free use and distribution.
open textbooks
Textbooks whose content is freely available online for reading, copying, and often editing.
plagiarism
Use of another user's work without proper credit or citation being given.
podcast
Sound files recorded and uploaded to a web server, usually in episodic format.
predictive text
System that predicts the word being typed based on the letters already typed.
profile privacy settings
Settings in social networks and other systems to control how a user's data is shared with others.
projector
Output device used to display computer graphics on a wall or board.
reference software
Electronic encyclopedia software containing articles, images, videos, and other reference items.
school information system
Database system for storing and managing information about a school, its students, and staff.
serious games
Games designed to teach players about an issue.
speech synthesis
Accessibility feature for users with eyesight problems, reads text from the computer out loud.
synchronous learning
In a tele-learning environment, learning which does requires the teacher and student to be online at the same time.
tele-learning
Learning that occurs when the teacher and students are in separate geographical locations.
touch sensitive input
Input devices which allows a screen to be controlled with fingers rather than using a mouse or a keyboard.
video conferencing
Use of video cameras and microphones to conduct a conversation over a network.
VLE
A content management system (CMS) which allows teachers to upload lessons, worksheets, quizzes, and other class material, to be displayed on a web page.
web 2.0
Refers to web pages which allow user interaction and collaboration.
Virtual Learning Environment
A content management system (CMS) which allows teachers to upload lessons, worksheets, quizzes, and other class material, to be displayed on a web page.