EDTEU 731 Vocab Terms Flashcards
Adaptive learning
delivery of custom learning experiences that address the unique needs of an individual through just-in-time feedback, pathways, and resources (rather than providing a one-size-fits-all learning experience).
AR/VR
Augmented reality/Virtual reality
Augmented reality (AR) adds digital elements to a live view often by using the camera on a smartphone. Examples of augmented reality experiences include Snapchat lenses and the game Pokemon Go. Virtual reality (VR) implies a complete immersion experience that shuts out the physical world
Assistive Technology
products, equipment, and systems that enhance learning, working, and daily living for persons with disabilities
Asynchronous learning
a general term used to describe forms of education, instruction, and learning that do not occur in the same place or at the same time
AUP
Stands for “Acceptable Use Policy.” An AUP is list of rules you must follow in order to use a website or Internet service,
Blended learning
a style of education in which students learn via electronic and online media as well as traditional face-to-face teaching
Cloud
Cloud computing is the delivery of different services through the Internet. These resources include tools and applications like data storage, servers, databases, networking, and software.
Rather than keeping files on a proprietary hard drive or local storage device, cloud-based storage makes it possible to save them to a remote database
Digital Citizenship
a person who develops the skills and knowledge to effectively use the Internet and other digital technology, especially in order to participate responsibly in social and civic activities
Digital Literacy
the ability to use information and communication technologies to find, evaluate, create, and communicate information, requiring both cognitive and technical skills
E-learning
learning conducted via electronic media, typically on the Internet
Flipped Classroom
A flipped classroom is a type of blended learning where students are introduced to content at home and practice working through it at school. This is the reverse of the more common practice of introducing new content at school, then assigning homework and projects to completed by the students independently at home.
GAFE
Google Apps for Education
Gamification
the application of typical elements of game playing (e.g. point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service.
Instructional Technology
Instructional technology is the branch of education concerned with the scientific study of instructional design and development. The main purpose of instructional designers is to create engaging, effective learning experiences.
LMS/CMS
LMS-learning management system, which is software that enables companies to plan, deliver, and evaluate online training across multiple employees and teams
CMS-content management system. It’s used to create, upload, and display training content in a central location