Daha iyi dersleri daha hızlı oluşturun
Etkinlik Oluştur
Oturum aç
Kaydol
Türkçe
Anasayfa
Özellikler
Fiyat planları
Topluluk
Anasayfa
Özellikler
Topluluk
İletişim
Fiyat planları
Oturum aç
Kaydol
Dil
Okulum
Profil Sayfam
Kişisel bilgileri düzenle
Dil ve Konum
Çıkış
Català
Cebuano
Čeština
Dansk
Deutsch
Eesti keel
English
Español
Français
Hrvatski
Indonesia
Italiano
Latvian
Lietuvių
Magyar
Melayu
Nederlands
Norsk
Polski
Português
Română
Slovenčina
Slovenščina
Srpski
Suomi
Svenska
Tagalog
Türkçe
Vietnamese
ελληνικά
български
Русский
Српски
Українська
עִברִית
عربى
हिंदी
ગુજરાતી
ภาษาไทย
한국어
日本語
简体字
繁體字
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
Paylaş
Terrierathburn
tarafından
Higher Education
Technology
Daha fazla
İçeriği Düzenle
Yazdır
Yerleştir
Ödevler
Skor Tablosu
Hafıza Kartları
açık uçlu bir şablondur. Bir lider panosu için skor oluşturmaz.
Giriş gereklidir
Görsel stil
Yazı tipleri
Abonelik gerekli
Seçenekler
Şablonu değiştir
Tümünü göster
Siz etkinliği oynarken daha fazla format görüntülenir.
Sonuçları aç
Bağlantıyı kopyala
QR kodu
Sil
Otomatik olarak kaydedilen geri yüklensin mi:
?