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TECHNOLOGY TERMS

BY: SAVANNAH MANIER


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.


https://edtechmagazine.com/k12/article/2012/12/24-ed-tech-terms-you-sh
ould-know

• (n.d.). Digital Learning Glossary of Terms. State Department of New Jersey


Department of Education.
https://www.state.nj.us/education/techno/glossary/

• (n.d.). The Education Technology Dictionary. Edshelf.


https://edshelf.com/education-technology-dictionary

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