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1.

Technology is the collection of techniques, skills, methods and processes used in the production of
goods or services or in the accomplishment of objectives, such as scientific investigation.

2. Adaptive learning is an educational method which uses computers as interactive teaching devices, and
to orchestrate the allocation of human and mediated resources according to the unique needs of each
learner.

3. Asynchronous is an adjective describing objects or events that are not coordinated in time.

4. App is an abbreviated form of the word "application." An application is a software program that's
designed to perform a specific function directly for the user or, in some cases, for another application
program.

5. Blended learning is a term increasingly used to describe the way e-learning is being combined with
traditional classroom methods and independent study to create a new, hybrid teaching methodology.

6. Bring your own device (BYOD) refers to the policy of permitting employees to bring personally owned
devices (laptops, tablets, and smart phones) to their workplace, and to use those devices to access
privileged company information and applications

7. Collaborative learning is an educational approach to teaching and learning that involves groups of
students working together to solve a problem, complete a task, or create a product.

8. Competency-based learning refers to systems of instruction, assessment, grading, and academic


reporting that are based on students demonstrating that they have learned the knowledge and skills they
are expected to learn as they progress through their education.

9. A course management system (CMS) is a collection of software tools providing an online environment
for course interactions.

10. Differentiated instruction and assessment is a framework or philosophy for effective teaching that
involves providing different students with different avenues to learning.

11. Digital literacy is the ability to find, evaluate, utilize, share, and create content using information
technologies and the Internet.

12. A digital native is an individual who was born after the widespread adoption of digital technology.

13. An eBook is an electronic version of a traditional print book that can be read by using a personal
computer or by using an eBook reader.

14. EdTech is the study and practice of designing effective instruction using technology, media, and
learning theory.

15. The flipped classroom is a pedagogical model in which the typical lecture and homework elements of
a course are reversed.

16. Formative assessment is a range of formal and informal assessment procedures conducted by
teachers during the learning process in order to modify teaching and learning activities to improve student
attainment.

17. Gamification is the process of taking something that already exists – a website, an enterprise
application, an online community – and integrating game mechanics into it to motivate participation,
engagement, and loyalty.

18. The core services are Gmail (including Inbox by Gmail), Calendar, Classroom, Contacts, Drive, Docs,
Forms, Groups, Sheets, Sites, Slides, Talk/Hangouts and Vault.
19. Google Classroom is a blended learning platform developed by Google for schools that aims to
simplify creating, distributing and grading assignments in a paperless way.

20. Google Drive is a file storage and synchronization service developed by Google. Google Drive allows
users to store files in the cloud, synchronize files across devices, and share files.

21. Information graphics are graphic visual representations of information, data or knowledge intended to
present information quickly and clearly. They can improve cognition by utilizing graphics to enhance the
human visual system’s ability to see patterns and trends

22. Instructional Design is the systematic development of instructional specifications using learning and
instructional theory to ensure the quality of instruction. It is the entire process of analysis of learning
needs and goals and the development of a delivery system to meet those needs.

23. Learning analytics is the measurement, collection, analysis and reporting of data about learners and
their contexts, for purposes of understanding and optimizing learning and the environments in which it
occurs. A related field is educational data mining.

24. A learning management system (LMS) is a software application for the administration, documentation,
tracking, reporting and delivery of educational courses or training programs.

25. Learning outcomes are statements that describe significant and essential learning that learners have
achieved, and can reliably demonstrate at the end of a course or program.

26. A Learning Platform is an integrated set of interactive online services that provides the teachers,
learners, parents and others involved in education with information, tools and resources to support and
enhance educational delivery and management.

27. Google Maps, Foursquare, GetGlue, Yelp and Facebook Places are among the more popular
services of Location- Based Services.

28. A massive open online course (MOOC) is a free Web-based distance learning program that is
designed for the participation of large numbers of geographically dispersed students.

29. M-learning or mobile learning is "learning across multiple contexts, through social and content
interactions, using personal electronic devices.

30. Open educational resources (OER) are freely accessible, openly licensed text, media, and other
digital assets that are useful for teaching, learning, and assessing as well as for research purposes.

31. A personal learning network is an informal learning network that consists of the people a learner
interacts with and derives knowledge from in a personal learning environment.

32. The term student-centered learning refers to a wide variety of educational programs, learning
experiences, instructional approaches, and academic-support strategies that are intended to address the
distinct learning needs, interests, aspirations, or cultural backgrounds of individual students and groups of
students.

33. The summative assessment is the best way to evaluate student learning at the end of an instructional
unit by comparing it against some standard or benchmark.

34. Synchronous learning refers to a learning event in which a group of students are engaging in learning
at the same time.

35. A virtual classroom is a teaching and learning environment where participants can interact,
communicate, view and discuss presentations, and engage with learning resources while working in
groups, all in an online setting.

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