This document defines 20 key technology terms for education:
1. Asynchronous learning allows students to learn on their own schedule without needing to be in the same place as their instructor.
2. Personalized learning tailors instruction based on individual student needs and interests.
3. Assistive technology helps people with disabilities perform tasks that may otherwise be difficult.
It provides concise definitions and examples for each term to help explain technology concepts relevant to education.
This document defines 20 key technology terms for education:
1. Asynchronous learning allows students to learn on their own schedule without needing to be in the same place as their instructor.
2. Personalized learning tailors instruction based on individual student needs and interests.
3. Assistive technology helps people with disabilities perform tasks that may otherwise be difficult.
It provides concise definitions and examples for each term to help explain technology concepts relevant to education.
This document defines 20 key technology terms for education:
1. Asynchronous learning allows students to learn on their own schedule without needing to be in the same place as their instructor.
2. Personalized learning tailors instruction based on individual student needs and interests.
3. Assistive technology helps people with disabilities perform tasks that may otherwise be difficult.
It provides concise definitions and examples for each term to help explain technology concepts relevant to education.
CLASS: UIS 350: TECHNOLOGY FOR EDUCATION (01) PROFESSOR: DR. MARTINEZ DUE: NOVEMBER 6, 2022 1. ASYNCHRONOUS LEARNING
“Student centered teaching method
that uses online resources to facilitate learning without requiring students and instructors to be in the same place at the same time.” (Murray, 2012) 2. PERSONALIZED LEARNING “Instruction in which the pace of learning and the instructional approach are optimized for the needs of each learner. Learning objectives, instructional approaches and instructional content (and its sequencing) all may vary based on learner needs. In addition, learning activities are meaningful and relevant to learners, driven by their interests and often self-initiated. It may include a diverse variety of educational programs, learning experiences, instructional approaches, and academic support strategies.” (Digital Learning Glossary of Terms) 3. ASSISTIVE TECHNOLOGY
“Any piece of technology, hardware or
software, that helps a person with disabilities perform everyday tasks that might otherwise be difficult or impossible. This can include everything from wheelchairs to screen readers to text telephones.” (The Education Technology Dictionary) 4. FLIPPED CLASSROOM
“Students learn lessons at home with the help of
videos and other instructional materials and spend valuable classroom time doing assignments with help from their instructor.” (Murray, 2012) 5. COMMUNITY OF PRACTICE (COP) “Practitioners, or "experts," in a specific domain of interest (i.e., same profession) who share information and experiences with the group face-to-face or in online communities such as online SIGs (Special Interest Groups), LinkedIn, Twitter feed, etc. so that the members learn from each other and have an opportunity to develop themselves personally and professionally.” (Digital Learning Glossary of Terms) 6. CLICKERS “A device or mobile app that allows students to answer a multiple-choice question. The teacher presents a question to the class, then students use their clickers to input their answer. Some use this as an alternative to paper quizzes.” (The Education Technology Dictionary) 7. GAMIFICATION
“Using game design and mechanics
to drive motivation, and increase engagement in learning” (Murray, 2012) 8. ACCESSIBILITY “The design of apps, devices, materials and environments that support and enable access to content and educational activities for all learners. In addition to enabling students with disabilities to use content and participate in activities, the concepts also apply to accommodating the individual learning needs of students, such as English language learners, students in rural communities, or students from economically disadvantaged homes. Technology can support accessibility through embedded assistance—for example; text-to-speech, audio and digital text formats of instructional materials, programs that differentiate instruction, adaptive testing, built-in accommodations, and other assistive technology tools.” (Digital Learning Glossary of Terms) 9. ONE-TO-ONE “Most commonly refers to a program where a school provides one device (e.g. laptop, tablet, etc) per student. This is a new initiative and a lot of conflicting reports exist citing its advantages and disadvantages.” (The Education Technology Dictionary) 10. INSTRUCTIONAL TECHNOLOGY
“Combining education and technology to enhance a
curriculum. Instructors can alter how they deliver content to students depending on the technology available at their School.” (Murray, 2012) 11. MASSIVE OPEN ONLINE COURSE (MOOC) “A course in which materials and instructive are delivered over the internet to users around the world. The course is designed to connect instructors with learners interested in a common topic and works best with a large user-base and open content.” (Murray, 2012) 12. ONLINE LAB “Students learn almost exclusively online, and do so while logging in from a physical school setting.” (Murray, 2012) 13. BLENDED ROTATION MODEL “A course or subject in which students rotate on a xed schedule or at the teacher's discretion between learning modalities, at least one of which is online learning. Other modalities might include activities such as small-group or full-class instruction, group projects, individual tutoring, and pencil-and-paper assignments. The students learn mostly on the brick-and-mortar campus, except for any homework assignments.” (Digital Learning Glossary of Terms) 14. SOURCE CODE “A list of instructions in a computer language that is read and modified by a programmer for the purpose of programming a computer to complete a task. The source code is then translated by a compiler into object (or machine) code so that the computer can understand and perform the task.” (Digital Learning Glossary of Terms) 15. DIGITAL LEARNING ENVIRONMENT “A place of learning that uses technology to expand the classroom into the local or global community, where students have the opportunity to develop both academic skills and 21st century skills, and are engaged in authentic tasks that have a connection to the real world.” (Digital Learning Glossary of Terms) 16. DIGITAL LITERACY “The ability to use digital technology, communication tools or networks to locate, evaluate, use and create information; The ability to understand and use information in multiple formats from a wide range of sources when it is presented via computers; A person's ability to perform tasks effectively in a digital environment. Literacy includes the ability to read and interpret media, to reproduce data and images through digital manipulation, and to evaluate and apply new knowledge gained from digital environments.”
(Digital Learning Glossary of Terms)
17. LEARNING MANAGEMENT SYSTEM (LMS)
“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. Most modern LMS packages are web-based.” (The Education Technology Dictionary) 18. MATH MANIPULATIVE
“An object that can be moved around as
an aid for understanding a mathematical concept. Sometimes handling a real-world object can help students learn an abstract concept like addition and multiplication.” (The Education Technology Dictionary) 19. OPEN EDUCATIONAL RESOURCE (OER)
“Any online educational material that is freely accessible and openly
licensed for public consumption. Such materials can be online courses, lectures, homework assignments, exercises, quizzes, interactive simulations, games, etc.” (The Education Technology Dictionary) 20. PROFESSIONAL DEVELOPMENT
“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.” (The Education Technology Dictionary) WORKS CITED
• Murray , C. (2013). 24 Ed-Tech Terms You Should Know. Ed Tech.
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