Technology is used to address unique needs of each learner by adapting learning activities based on user input. - Adaptive Learning, Interactive experience where objects in the real world are enhanced by technology. For example, a coloring sheet becomes three-dimensional with an app. - Augmented Reality, Computer generated environment that appears to be real, but does not exist in the real world. - Virtual Reality, Technology designed to improve experience and capabilities of persons with disabilities. - Assistive Technology, Learning that happens at different times and places, on your own time. - Asynchronous Learning, Acronym for Acceptable Use Policy which defines the regulations for using websites and technology. - AUP, Integrated learning experience where students learn in part through online learning and in part in a brick-and-mortar location. - Blended Learning, Access to file storage and software through the internet instead of a local server. - Cloud, Responsible use of technology. - Digital Citizenship, Ability to use technology to find, evaluate, create, and communicate information. - Digital Literacy, Learning system based on formal teaching with the help of electronic resources, includes computer assisted learning, MOOCs, and self-directed learning.. - E-Learning, Blended learning approach where content is introduced at home through readings or videos and class time is focused on practice, collaboration, and problem solving. - Flipped Classroom, Acronym for Google Apps for Education. Suite of Google tools designed to support instruction. - GAFE, Application of elements of game playing to learning in order to motivate and engage learners.. - Gamification, Technology used to enhance the effectiveness and efficiency of learning. - Instructional Technology, Acronym for Learning Management System-Software application designed to provide a framework to house, deliver, and track content. Examples: Blackboard, Google Classroom, Canvas - LMS, Acronym for Content Management System- software used to manage the creation and modification of digital content. - CMS, Learning using personal electronic devices (mobile learning). - M-Learning, Massive Open Online Courses-free online courses available for anyone to enroll. - MOOC, Series of digital audio files usually broken into episodes offered weekly or monthly. - Podcast, Online teaching and learning environment where students and teachers can present course materials and engage with one another. - Virtual Classroom, Database for creating, browsing, and searching through information, usually collaboratively edited. - Wiki,
0%
EdTech Vocabulary Flashcards
Teilen
von
Terrierathburn
Higher Education
Technology
Inhalt bearbeiten
Einbetten
Mehr
Bestenliste
Flash-Karten
ist eine Vorlage mit offenem Ende. Es generiert keine Punkte für eine Bestenliste.
Anmelden erforderlich
Visueller Stil
Schriftarten
Abonnement erforderlich
Einstellungen
Vorlage ändern
Alle anzeigen
Weitere Formate werden angezeigt, wenn du die Aktivität spielst.
Offene Ergebnisse
Link kopieren
QR-Code
Löschen
Soll die automatisch gespeicherte Aktivität
wiederhergestellt werden?