Tech Terms Flashcards

Tech Terms

1
Q

Asyncronous

A

Not at the same time - Communication that happens when people are not together at the same time as they are in a traditional classroom. Examples include self-directed learning modules, email, and discussion groups. book p18

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2
Q

Augmented Reality

A

Combination of a real environment experienced by the user with virtual elements added by computer input that augment the scene with additional information.
book p18

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3
Q

Blogs

A

An abbreviation of web log, a blog is an online journal/commentary with simple automated content creating facilities, links, and response mechanisms. Blogs often use RSS feeds so that readers can subscribe and receive new content as it is published.
book p18

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4
Q

Collaboration

A

According to MW - To work jointly with others especially in an intellectual endeavor.

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5
Q

Community of Practice

A

Groups of people with similar interests and goals who get together (physically or electronically) to share information about their common interest.
book p18

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6
Q

Creative Commons

A

A licensing system developed by Lawrence Lessig and others at Stanford University. Creative Commons (CC) licenses allow a content creator to decide how published work may be copied, modified, and distributed.
book p18

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7
Q

Dynamic Content / Web pages

A

Defined by Technopedia: “ Dynamic content in the context of HTML and the World Wide Web refers to website content that constantly or regularly changes based on user interactions, timing and other parameters that determine what content is delivered to the user. This means that the content of the site may differ for every user because of different parameters. Facebook is an excellent example of a site that delivers dynamic content, as every user gets different content based on their friends and social interactions, although the layout stays generally the same.”

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8
Q

E Learning 2.0

A

The application of the principles of Web 2.0 to learning, specifically the collaboration and creation aspects leading to more student-centered learning. book p19

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9
Q

Extended / Hybrid / Blended Learning

A

A mix of classroom, self-directed, synchronous, and asynchronous approaches designed to optimize the learning for the subject matter and learners.
book p19

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10
Q

GPS

A

Global positioning system: a satellite-based location technology that can determine position down to a few metres. GPS modules are used for in-car navigation and in handheld navigation devices and can be added to PDAs and laptops. Location-based services that make use of the technology are being developed for education.
book p19

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11
Q

Instructor Centered

A

Defined by Concordia University - Portland: “ In teacher-centered education, students put all of their focus on the teacher. You talk, and the students exclusively listen. During activities, students work alone, and collaboration is discouraged.”

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12
Q

Learning Management System

A

Computer software designed to manage the organization, delivery, and tracking of online courses and learner performance.
book p19

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13
Q

M - Learning

A

Mobile learning: learning delivered through mobile devices such as wireless laptops, cell phones, PDAs, etc.
book p19

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14
Q

Mashups

A

“A mashup is a website or web application that seamlessly combines content from more than one source into an integrated experience” (Wikipedia, 2006a, para. 1).
book p19

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15
Q

MMOG - Massively Multiplayer Online Games

A

An online game that can be played simultaneously by many people.
book p19

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16
Q

Multimedia

A

According to MW - Using or involving or encompassing several different medias.
Combining sound, video, and text.

17
Q

Online

A

According to MW - Connected to, served by, or available through a system and especially a computer or telecommunications system. Such as the internet.

18
Q

Podcasts

A

Podcasts are audio files that can be easily distributed via the Web and downloaded to computers and personal audio players. Podcasts are often syndicated so that users can subscribe (usually for free) to a particular service and download new content automatically.
book p19

19
Q

RSS Feed

A

Really simple syndication: a set of XML-based specifications for syndicating news and other website content and making it machine-readable. Users who subscribe to RSS-enabled websites can have new content automatically ‘pushed’ to them.
book p19

20
Q

Simulations

A

Simulations in e-learning are attempts to create a level of reality in a computer environment so that learners can practice skills, solve problems, operate expensive machinery, or conduct interactions in a safe situation.
book p20

21
Q

SMS

A

Short messaging service (SMS) is a technical standard that provides the capability for text messaging via cell phones.
book p20

22
Q

Social Computing

A

Social networking software is “a category of Internet applications to help connect friends, business partners, or other individuals together” (Wikipedia, 2006c, para. 4).
book p20

23
Q

Social Networking

A

According to MW - The creation and maintenance of personal and business relationships especially online.

24
Q

Static Content / Web Pages

A

Defined by Technopedia: “A static Web page is a page that is built using HTML code and features the same presentation and content, regardless of user identity or other factors. Static Web pages are easier to code and assemble than dynamic Web pages, which may feature customizable content according to a user’s identity or other factors. Static Web pages are also known as static websites.”

25
Q

Student Centered

A

Defined by Concordia University - Portland: “When a classroom operates with student-centered instruction, students and instructors share the focus. Instead of listening to the teacher exclusively, students and teachers interact equally. Group work is encouraged, and students learn to collaborate and communicate with one another.”

26
Q

Synchronous

A

“At the same time” - In a learning context this refers to events that occur with all participants present, such as classrooms, chat sessions, and web conferencing. It is the opposite of asynchronous.
book p20

27
Q

Vodcasts

A

Video podcasts broadcast video over the Internet.

book p20

28
Q

Web 1.0

A

Google defined - Static websites that were not yet providing interactive content. End users are the recipients of information.

29
Q

Web 2.0

A

“Web 2.0 refers to an emerging network centric platform to support distributed, collaborative and cumulative creation by its users” (Hagel, 2005, para. 6). It is about using the World Wide Web to create, as well as access content through social computing tools.
book p20

30
Q

Webcams

A

A webcam is a live video camera that is either integrated into the hardware of a computer, is a separate piece of hardware that attaches to a computer, or stands to the side of a computer. Webcams are used for synchronous online meetings and videoconferencing.
book p20

31
Q

Web Conferencing / Virtual Classroom

A

Software applications that enable meetings over the Internet. They add presentation, visual, audio, and group interaction tools to chat functions.
book p20

32
Q

Wiki’s

A

Collaborative Web pages that can be viewed and modified by anyone with a Web browser and Internet access.
book p20