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EMERGING

E D U C AT I O N A L T E R M S
IN THE 21 CENTURY
S T

D O N Y E L L E WO O DA R D
BLOOM’S
TAXONOMY
• A framework that is used to
group different learning
objectives from lower to
higher thinking skills
• These skills can include but
not limited to: Remembering,
Understanding, Applying,
Analyzing, Evaluating, and
Creating
ASSISTIVE
TECHNOLOGY
• Any type of technology that helps individuals who
have disabilities to do everyday tasks that can be on
the harder side for them to do on their own. This can
be accommodated to be people who may be in a
wheelchair even hard o hearing.
FLIPPED
CLASSROOM
• This is a form of blended
learning where students can
watch the lesson from the
comfort of their own home
and then come into the
classroom and apply what
they have learned amongst
their peers.
GAMIFICATION

INCORPORATING GAMES EX: KAHOOT


INTO AN ACTIVITY
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 of these are web-based.
• Edshelf. (n.d.). The Education Technology
Dictionary . Edshelf .
https://edshelf.com/education-technology-
dictionary
PROJECT BASED
LEARNING (PBL)
• A method that is used based on the concept of “learning by
doing”. In other words, doing things that are hands on
based on real world concepts.
ACCEPTABLE • A document given by the school board stating the staff and
students are allowed and not allowed to do on the school’s
USE POLICY network.

(AUP) • Students/Parents usually sign a consent form around the beginning


of each school year.
CONTENT MANAGEMENT
SYSTEM (CMS)
• Software or web applications that allow you to publish or
edit content from one central location.
• You can also do some collab editing and other features
using this system.
GOOGLE • A suite of applications from the web created for schools
• Included is email, document creation, and collaboration
APPS FOR
EDUCATION
(GAPE)
MOBILE LEARNING
(M-LEARNING)
• Anything dealing with education that
involves a mobile device
• Mobile devices : Laptop, tablet, or a
cellphone
PODCAST

• Similar to listening to the radio but


instead of radio waves, it is streamed
through the internet.
• There are different topics that can be
discussed
AUTHENTIC
ACTIVITIES
• Activities that can include actual or simulated real life
scenarios.
DIGITAL NATIVE

• Someone who was born during or after the era of the digital technology like social media or
having mobile devices like (ipads, Iphones, macbooks). This is a concept that is grasped by the
“new age” generation with technology.
C H I L D R E N ’ S I N T E R N ET
P R O T E C T I O N A C T ( C I PA )
• This was done by the Congress
back in 2000 to address the
different concerns about the
amount of access students had
to harmful on the web. They
implement rules within the
schools and libraries that get
discounts for web access the
the E-rate program.
DIGITAL FOOTPRINT

• Record of any and everything someone does on the


internet including anything that is uploaded.
• It can be traced throughout the years
D I G I TA L
STORYTELLING

U S I N G D I F F E R E N T TO O L S F RO M T H E
W E B TO T E L L S TO R I E S O R D E S I G N
THEM.
STUDENT • Software that controls and holds student data. This includes
parent contact, health records, grades, and attendance.
INFORMATIO
N SYSYTEM
FABRICATION
LABORATORIES
(FAB LABS)
• Labs that have technology
including 3D printing and
computer design with the
help of someone.
• STEM and STEAM students
tend to use labs such as this
one
COPPA

• Childrens Online Privacy Act


• Law created to protect the privacy of kids under 13.
VIRTUAL
RESOURCES

• Resources that are provided by using


the Internet
• Ex: e-books and electronic databases

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