This document defines 53 information and communication technology (ICT) terms related to teaching and learning. Some key terms defined include 21st century skills, adaptive learning tools, analytics, animations, augmentation, bandwidth, blogging, collaborative learning, content delivery systems, digital education, e-learning, formats, gamification, hardware, hyperlinks, interactive whiteboards, internet, mobile learning, operating systems, platforms, podcasts, simulations, smartphones, software, substitution, tablets, touch screens, virtual, websites, and widgets. The source is an article by Niall McNulty providing a glossary of ICT terms for education.
This document defines 53 information and communication technology (ICT) terms related to teaching and learning. Some key terms defined include 21st century skills, adaptive learning tools, analytics, animations, augmentation, bandwidth, blogging, collaborative learning, content delivery systems, digital education, e-learning, formats, gamification, hardware, hyperlinks, interactive whiteboards, internet, mobile learning, operating systems, platforms, podcasts, simulations, smartphones, software, substitution, tablets, touch screens, virtual, websites, and widgets. The source is an article by Niall McNulty providing a glossary of ICT terms for education.
This document defines 53 information and communication technology (ICT) terms related to teaching and learning. Some key terms defined include 21st century skills, adaptive learning tools, analytics, animations, augmentation, bandwidth, blogging, collaborative learning, content delivery systems, digital education, e-learning, formats, gamification, hardware, hyperlinks, interactive whiteboards, internet, mobile learning, operating systems, platforms, podcasts, simulations, smartphones, software, substitution, tablets, touch screens, virtual, websites, and widgets. The source is an article by Niall McNulty providing a glossary of ICT terms for education.
ICT TERMS AND THEIR DEFINITIONS TERM DEFINITION skills needed to live in the digitised 21st Century, e.g. information 1. 21st Century skills technology and media skills; learning and innovation skills such as collaboration, critical thinking and creativity 2. adaptive learning programs that adapt (change) the content and process of learning tools/systems offered to learners on the basis of their response to questions and tasks data generated by user engagement with content and assessment that 3. analytics can provide insight and guidance for intervention if required a series of slightly different pictures, photos or illustrations that are 4. animations viewed rapidly in succession to create the illusion of movement similar to that of a video or film 5. Android Android is an operating system developed by Google for smartphone digital technology that directly substitutes print, for example, and 6. augmentation improves either the quality or variety of the content that is made available for teaching and learning purposes the rate at which an internet connection can send and receive a volume 7. bandwidth of information 8. broadband always-on internet access 9. blogging a personal journal/record of events captured on a website 10. central processing unit a component of a device that provides processing power, necessary for (CPU) the running of programs or applications the practice of learners working together to complete a task or solve a 11. collaborative learning problem 12. collaborative tools digital tools that allow learners to work together in online environments 13. computing-based tools tools that require a computer 14. connectivity the ability to connect with other computer devices via the internet computing-based systems that structure and manage the delivery of 15. content delivery systems content and assessment to learners 16. desktop computers (also known as personal computers (PCs): designed to fit onto a desk top the use of electronic tools that create, store and process information to 17. digital education deliver and enhance teaching and learning computer programs that teach content and test learners’ understanding 18. digital learning programs of the content 19. e-learning another term for digital education 20. embedded placed in a computer file or program 21. enhancements additions that improve the quality of something a digital document that is formatted as an embedded portable document 22. ePDF (PDF stands for portable document format; commonly referred to as books behind glass, ePDFs are simply digitised versions of paper books an electronic publication that can be used across devices and operating 23. ePUB systems; it allows text to reflow and resize in order to fit the type of device on which it is viewed arrangements of data in a file or program that allows it to perform 24. formats certain unique functions turning an experience into a game-like process by using elements of 25. gamification game design 26. hardware computer equipment such as monitor, mouse, keyboard and CPU links in a digitised document that, when clicked on, take the user to 27. hyperlinks another part of the document or to an external location, such as a website electronic whiteboards that are connected to a computer and can 28. interactive whiteboards perform the same functions as the computer to which they are connected 29. internet a global network of computers that connects them to one another 30. iOS iOS is an operating system developed by Apple for smartphones computers that are small enough to fit on the user’s lap and can perform 31. laptop computers all the same functions as desktop computers 32. learner management another term for content delivery system system the use of mobile devices and/or mobile networks to deliver teaching 33. mobile learning and learning the degree to which something is changed; in the context of SAMR, the 34. modification learning tasks that are set are substantially different from those that are set without the benefit of digital tools 35. offline not connected to the internet 36. online connected to the internet online websites that allow users to engage with one another usually 37. online discussion forums from remote locations 38. Open Educational educational material – typically electronic or digital – available at little to Resources (OERs) no cost and can be used, shared and/or adapted the software program that enables a computer or other digital device to 39. operating systems perform certain functions the software or hardware used to host a particular website or other type 40. platforms of digital tool 41. podcasts a popular form of audio broadcasting on the internet to change the definition of something; in the context of SAMR, to allow 42. redefinition learners to perform tasks that were not previously possible (substitution, augmentation, modification and redefinition): a framework 43. SAMR for understanding the impact of digital tools on education 44. simulations virtual representations of real-world scenarios and tasks 45. smartphones mobile phones that are connected to the internet 46. software computer programs replacement; in the context of SAMR, learners use digital platforms as a 47. substitution direct replacement of other forms of content delivery without any change in the nature of the task or the teaching and learning method handheld computers that have flat screens and can connect to the 48. tablets internet a computer display screen where the user interacts with the computer 49. touch screens by touching pictures or words on the screen; this includes the keyboard which exists as software in a tablet 50. USB disk a portable storage device for digital files 51. virtual not physically existing as such but made by software to appear to do so a set of pages on the World Wide Web published by a single person or 52. website(s) organisation about a particular subject or closely related topics 53. widget(s) interactive component that responds to user input Source: McNulty, N. (2023). A must-have list of ICT terms in education. Niall McNulty. https://www.niallmcnulty.com/2016/12/a-useful-glossary-of-ict-terms-in-education/