Terms in this set (70)
The action or process of making a physical object from a three-dimensional digital model, typically by laying down many thin layers of material in succession.
21st century learning
Adaptability, communication skills, critical thinking, collaboration, creativity, and self-management are essential skills in the 21st-century workforce.
A program where a schools provides one device per one student
Acceptable Use Policy (AUP)
A document stipulating constraints and practices that a user must agree to for access to a network or the internet.
In the US this refers to the observed, persistent disparity in measures of educational performance among subgroups of U.S. students, especially groups defined by SES, ethnicity, and gender.
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.
A computer program with a specific purpose often for a mobile device.
The theory/development of computer systems able to preform tasks that normally require human intelligence, such as visual perception, speech, recognition, decision-making, and translation.
Any piece of technology, hardware or software, that helps a person with disabilities perform everyday tasks that might otherwise be difficult or impossible.
The opposite of traditional learning where students can now learn different things whenever they want and wherever they want.
A technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view.
A collection of data sets so large that specialized technologies, techniques, and technicians are required to process, manage, and store them.
statistical analysis to biological data.
A teaching practice that combines classroom and online learning. The instruction of a lesson occurs with both teacher interaction and computing devices. AKA Hybrid Learning.
A teaching framework that classifies learning objectives from lower order to higher order thinking skills.
is an initiative where students bring their own mobile devices into the classroom for class purposes, as opposed to using school-issued devices.
a framework designed to improve learning and organizational behavior around authentic learning experiences that encourage learners to leverage the technology they use in their daily lives.
A device or mobile app that allows students to answer a multiple-choice question.
A generic term used to represent the concept of distributed computing - where a set of networked computers allow for shared services.
Another way to say computer programming
an approach to teaching and learning that involves groups of students working together to solve a problem, complete a task, or create a product
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.
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.
the practice of examining large databases in order to generate new information.
an iterative structured process of creating new and innovative ideas and solving problems that considers user needs at it's core
a teaching method that adjusts the presentation of the instructional material to better suit each individual student. While the learning goals are the same for all, some students learn differently than others
It means that you can effectively use technology to interact responsibly with others to engage in society, politics, or other public discussions.
A classroom that mostly or entirely relies on electronic devices and software instead of paper and pens.
This is 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.
the information about a particular person that exists on the Internet as a result of their online activity
the ability to effectively and critically navigate, evaluate, and create information using a range of digital technologies
An individual born during or after the common use of digital technologies, such as the Internet, mobile devices, apps, etc.
a short form of digital media production that allows everyday people to share aspects of their story
Any kind of technology that is used for educational purposes by an educator or educational institution.
an electronic version of a printed book that can be read on a computer or handheld device designed specifically for this purpose
learning conducted via electronic media, typically on the Internet
A form of blended learning, this is the practice of students watching lecture material (usually in video form) at home, then practicing their learnings in an interactive environment in the classroom.
a range of formal and informal assessment procedures conducted by teachers during the learning process in order to modify teaching and learning activities to improve student attainment
The practice of applying game mechanics into an activity.
a blended learning platform developed by Google for schools that aims to simplify creating, distributing and grading assignments in a paperless way
A file storage and synchronization service developed by Google.
A comprehensive and personalized plan that helps a child with disabilities achieve a specific set of education goals.
a visual image such as a chart or diagram used to represent information or data
Used by some as synonymous with IT, and by others as more expansive than IT, since it includes communication technologies as well
is the theory and practice of design, development, utilization, management, and evaluation of processes and resources for learning
A non-profit organization that serves educators interested in the use of technology in education.
A piece of software that manages, analyzes, and runs educational courses and training programs. Also included are student registration, curriculum management, skill & competency management, and reporting features.
statements that describe significant and essential learning that learners have achieved, and can reliably demonstrate at the end of a course or program
the provision or use of both formal and informal learning opportunities throughout people's lives in order to foster the continuous development and improvement of the knowledge and skills needed for employment and personal fulfilment
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.
An online course that includes video lectures, reading materials, problem sets, and a student community.
means any learning activity that takes place on a mobile device
Any online educational material that is freely accessible and openly licensed for public consumption
The science and art of education and learning theory
An informal network of people that is professional in nature and meant to aid an educator in furthering his/her pedagogical craft.
similar to a radio show: they're audio-only "shows" distributed not via radio waves, but via the Internet
Is a student-centered pedagogy in which students learn about a subject through the experience of solving an open-ended problem found in trigger material
Project Based Learning
A teaching method based on the idea of "learning by doing." Students work on a hands-on real-world activity that demonstrates the concepts they are learning.
A generic term for the growth of one's career-oriented competencies. Teachers regularly attend workshops and conferences, expand their PLN, and undergo performance evaluations to further their craft.
It's sort of like a barcode, and it can hold almost any text, links, or information you want.
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.
A grouping of educational fields promoted in hopes that such an emphasis will lead to a stronger high-tech workforce.
A grouping of educational fields that includes the arts as a priority as well.
An item that can be used to measure a student's competency in a particular topic. It can take many forms, such as tests, essays, projects, presentations, etc.
Student Centered Learning
Refers to a wide variety of educational programs, learning experiences, instructional approaches, and academic-support strategies that are intended to address the distinct learning needs, interests, aspirations, or cultural backgrounds of individual students and groups of students.
refers to a learning event in which a group of students are engaging in learning at the same time
A model for how pedagogy, technology, and content can interact and work together. Often drawn as a Venn diagram of three intersecting circles, Matthew Koehler and Punya Mishra created this framework on top of Lee Shulman's PCK model.
the computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment.
The use of technology to bully a person or group with the intent to hurt them socially, psychologically or even physically.
a programming environment that enables young people to create their own stories, games, and simulations through block-based code and remix the work of others
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