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Technology

Terms

Leigh Yarbrough
UIS 350
One-to-one (1:1)
This ratio refers to the number of devices provided such as a laptops,
tablets, etc. per student. This is a newer program that many K-12
schools are running pilots to test the advantages and disadvantages
of the concept of 1:1.
Big Data
This is a term for data sets that are large and more complex than
normal and needs specialized technologies, techniques, and
technicians are needed to process, manage, and store them. This
industry has been on the rise with all the processing and analysis of
growing volume from student data.
Blended Learning
This is a way of teaching that blends the classroom and online
learning. This is when teacher interaction and computer devices
are used for instruction of lessons. This is also known as Hybrid
Learning.
Blooms Taxonomy
This is a set that
classifies learning
objectives to classify
educational learning
order thinking skills:
Remembering,
Understanding,
Applying, Analyzing,
Evaluating, and
Creating. This model
was named after
Benjamin Bloom.
Clickers
These are on mobile apps or devices that allows students to answer
multiple-choice questions during class. A question is presented and
the students input their answer for rapid collection of student
responses. This can be used in place of paper quizzes. This is
also known as audience response systems.
Edupunk
This is a do-it-yourself (DIY) approach to teaching and learning
practices that can happen own your own without formal instruction.
Jim Groom, the originator of this term no longer refers to himself as
an edupunk.
Flipped Classroom
This is a instructional strategy and a type of blended learning that
reverses the traditional learning environment. Students watch video
lecture material at home, then in class practice what they have
learned in an interactive environment. This can become an issue
when households do not have computers or Internet connection.
Frame Relay
This is a service to connect computers across large distances for
cost-effective data transmission. This is usually provided by a
local telephone company. This was done through leased
telephone lines in the past.
Gamification
This is a practice of
learning and applying
game mechanics to
motivate students into an
activity by using video
game design and game
elements. The hope is
to maximize fun and
engagement through
capturing the interest of
learners. Examples of
this are goals, badges,
competition, immediate
feedback, and leveling
up.
Intellectual Property
This is a creation of the mind an invention, formula, literacy work,
presentation, or other knowledge asset owned by an organization or
individual. This can be divided into two categories: industrial
property can include parents, trademark, industrial design and
copyrights that covers literary works, films, music, photography and
sculpture.
International Society for Technology in
Education (ISTE)
This is a non-profit
organization that helps
educators interest in the
incorporation and better
use of technology in
education. An annual
conference is held in the
U.S.
Intranet
This is a private
computer network that is
only accessible to an
organizations staff, this
uses similar technology
as the Internet. This
generally reaches a wide
range of information and
services from the
organizations IT system
through a proxy server
that is not available to
the public from the
Internet.
Just-in-time (JIT)
Technology is making JIT possible. This is a characteristic of e-
learning that allows learners the ability to access information they
need exactly when they need it.
Learning Management System
(LMS)
This is a software
application that
manages, analyzes, and
runs educational courses
and training programs.
This application helps
the instructor deliver
material to the students,
administer tests and
other assignments.
Most current LMS are
web-based.
Massive Open Online Course
(MOOC)
This is an online course and model for unlimited participation and
open access through the web to any person who wants to take a
course. This includes video lectures, reading material, problem
sets, and a student community. Universities including MIT,
Harvard, Berkeley, UT and others use this model.
Math Manipulatives
This is an object that can
be moved around to help
a learner perceive
mathematical concepts
by manipulating it. This
can provide a way for
students to learn
concepts through
developmental hands-on
real life experience for
concepts such as
addition and
multiplication.
Pedagogy
This is the study of art, science, or profession of teaching with
instructional methods.
Project Based Learning (PBL)
This is a method of
teaching based on
learning by doing, this
is when students gain
knowledge and skills by
working and exploring
real-world problems and
challenges to acquire a
deeper knowledge. This
type of learning has a
high student
engagement.
Substitution Augmentation
Modification Redefinition (SAMR)
This method offers how computer technology might impact
teaching and learning. This is a four level model from substituting
non technical tools with technical ones, augmenting and modifying
existing tasks with technology, and redefining tasks using
technology in ways that were previously inconceivable. This model
was developed by Dr. Ruben Puentedura.
Student Information System (SIS)
This is a student
management system
software for education
establishments that
manages student data,
such as grades,
background information,
discipline records, health
records, etc.
References

Dictionary.com (n.d.). Retrieved November 13, 2017, from http://

www.dictionary.com/

Dictionary of Technology Terms. (n.d.). Retrieved November 12,

2017, from http://www.scsb.org/glossary.html

The Education Technology Dictionary. (n.d.). Retrieved

November 13, 2017, from http://www.edshelf.com/education-

technology-dictionary/

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