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TEC HNOLOGY

TERMS:
A N OV E R V I E W F O R C L A S S R O O M I N T E G R AT I O N

MICAH O’HARA
ONE TO ONE:
• A school district where the device to
student ratio is 1:1
• This is to ensure that each student
has access to technology in the
classroom
AUP:
• AUP or “Acceptable Use
Policy”
• Most likely a document
created by a board of
education to specify what
students and staff may do
on the school district’s
network
• The school board may ask
individuals to sign user
agreements
CLOUD:
• On-demand storage “in the cloud”
• A way for individuals to store items
on company’s servers
CMS:
• CMS or “Content
Management System”
• Software or web
applications that allow you
to publish and edit content
• Can include the ability for
collaborative editing
DIGITAL CITIZENSHIP:
• An ideal where an individual uses the
internet for good and has knowledge of
how to operate internet-connected devices
safely
• One can use technology to interact
responsibly with others to engage in
discussions properly
DIGITAL LITERACY:

• The ability to effectively


and critically navigate,
evaluate, and create
information using a
variety of technological
resources
GAFE:
• GAFE or “Google Apps for Education
• A popular internet-based suite of apps
designed by Google specifically for use in
schools
GAMIFICATION:

• The idea of making


average, ordinary activities
unto fun and engaging
technology-based games
M-LEARNING:
• M-learning or “mobile-learning”
• Any learning activity that happens on a
mobile device
PODCAST:
• Audio transmitted “shows”
distributed not through the
radio, but by the internet.
• There are podcasts on
diverse topics, many are
educational and
appropriate for student
learning in the classroom
QR CODE:
• Looks like a barcode
• It can hold almost any text, links, or
information one wants to attach to it
BIASED SITE:

• A site where materials are


presented in a way to
support or oppose a specific
point of view on a topic
CODING:
• Term used in schools to refer to
programming
• The process of developing and implementing
various sets of instructions to enable a
computer to do a specific task
CYBER SAFETY:

• The safe and responsible


use of information and
communication online that
maximizes the user's
personal safety and
minimizes security risks
while using technology
DATA CULTURE:
• An educational environment characterized
by the effective use of data and evidence-
based reasoning to strategically inform
teaching and learning decisions
• A culture where unreliable sources are not
used
DIGITAL DIVIDE:

• The gap between students


with access to the internet
and devices at school and
home and those who do not
have the same amount of
access to technology
EQUITY:
• Increasing all students' access to educational
opportunities with a focus on closing achievement
gaps and removing barriers students face based on
their race, ethnicity, or national origin, disability,
English language ability, religion, socio-economic
status, or geographical location
MAKERS:
• Individuals who use their
imagination and resources to
design and build innovative
• Makers can be contractors,
artists, engineers, students,
teachers, cooks, technology
enthusiasts, architects, crafters,
performers, scientists, writers,
etc.
SELF-DIRECTION:
• A combination of beliefs, attitudes, and behaviors
that enables a person to guide, manage, evaluate,
and take ownership for his or her own learning in
school
UDL:
• UDL or “Universal Design
for Learning”
• A scientifically valid
framework to improve and
optimize teaching and
learning for all people
based on scientific research
into how humans learn
SOURCES:
• https://www.state.nj.us/education/techn
o/glossary/
• https://www.fractuslearning.com/technol
ogy-terms-for-teachers/

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