Educational Technology Glossary of terms Accessible e-learning content - means that it can be used by the widest possible combination of users and computer hardware and software configurations, including people with disabilities. Adaptive Learning - An educational process where the teaching methods and materials adapt to each students’ pace and level. Technology is often the vehicle for delivering this process, since software can change exercises, questions, and content easily based on previous answers and actions by a student. Advanced analytics - future-oriented analyses that can be used to help drive changes and improvements in business practices. Alfresco – Alfresco is the open platform for business critical document management. Alfresco includes a content repository, an out-of-the-box, web-based user interface for managing and using standard portal content, a CIFS interface that provides file system compatibility on Microsoft Windows and Unix-like operating systems, Lucene and Solr indexing, and Activiti workflow. Analytics – Analytics is the discovery and communication of meaningful patterns in data. Especially valuable in areas rich with recorded information, analytics relies on the simultaneous application of statistics, computer programming and operations research to quantify performance. Applications (Apps) – Computer programs that help you perform a specific task such as word processing. Also called application programs, applications, programs, or software. Depending on the device, also known as “apps”. (see educational apps) Assessment (formative) - Assessment that occurs concurrently with instruction and is used to provide specific feedback to teachers and students for the purpose of guiding teaching to improve learning. Examples include teacher observations, ungraded quizzes, exit slips, journal writing, blog posts, or a specific learning task. Assessment (summative) - Assessment that summarizes what students have learned at the conclusion of an instructional segment. Summative assessments tend to be evaluative in nature. Examples include tests, final exams, and culminating projects. Assistive Technology - Any piece of technology, hardware or software, that helps a person with disabilities perform everyday tasks that might otherwise be difficult or impossible. This can include everything from wheelchairs to screen readers to text telephones. For example: Isabella is hearing impaired and turns on the captions of instructional YouTube videos to understand what is being said. 1 Asynchronous learning - is a general term used to describe forms of education, instruction, and learning that do not occur in the same place or at the same time. The term is most commonly applied to various forms of digital and online learning in which students learn from instruction—such as prerecorded video lessons or gamebased learning tasks that students complete on their own—that is not being delivered in person or in real time. Augmented reality – Augmented reality (AR) is a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data. Avatar ‐ A digital symbol or image that represents a user in a virtual environment such as a game or simulation, i.e. Second Life. Ted substituted an avatar instead of a photo to represent himself as a user in his email account. Bandwidth ‐ The capacity of a network connection to handle the flow of information, often measured in kilobits or megabits per second, which represents the speed data travels over the network. Best Practice - Instructional strategies that are based on current research, include the latest knowledge and technology, and have proven successful across diverse student populations. Big Data - A collection of data sets so large that specialized technologies, techniques, and technicians are required to process, manage, and store them. An industry has arisen around the processing and analysis of large volumes of student data. “Lots of information combined with technologies that can give you useful insights.” Big data analytics – the process of examining large data sets containing a variety of data types -- i.e., big data -- to uncover hidden patterns, unknown correlations, market trends, customer preferences and other useful business information. Big data management -- the organization, administration and governance of large volumes of both structured and unstructured data. BigBlueButton (BBB) – BigBlueButton is an open source web conferencing system developed primarily for distance, blended and flexible education. BigBlueButton supports multiple audio and video sharing, presentations with extended whiteboard capabilities - such as a pointer, zooming and drawing - public and private chat, desktop sharing, integrated VoIP and support for presentation of PDF documents and Microsoft Office documents. Blended Learning / Blended Delivery - A teaching practice that combines, or blends, classroom and online learning experiences when teaching students. The instruction of a lesson occurs with both teacher interaction and computing devices. Also known as Flexible delivery or Flexible Learning. Blog ‐ An online journal or web log (hence the term, blog) 2 Bring Your Own Device (BYOD) - Also known as Bring Your Own Technology (BYOT), this is an initiative where students bring their own mobile devices into the classroom for class purposes, as opposed to using school-issued devices. Browser ‐ software which enables users to browse or view the Internet. Examples include Safari, Internet Explorer, Google Chrome, Opera, or Firefox. Chat ‐ communicating online with others in real time. Cloud - A generic term used to represent the concept of distributed computing – where a set of networked computers allow for shared services. Cloud computing - The ability to access and use computing services, such as software or storage, over the internet from multiple devices. Cloud storage - Cloud storage in simple terms is a method of storing data remotely from the computer that is accessing it. This data is made available via a network i.e. the Internet. Cloud-based services - are defined as 'public cloud-based Internet services and applications utilised by the VET sector to assist in collaboration, remote learning, and file and data storage.' CMS, LCMS, ECMS (Content management system, Learning content management system, enterprise content management system) – A content management system (CMS) is a computer application that allows publishing, editing and modifying content, organizing, deleting as well as maintenance from a central interface. Such systems of content management provide procedures to manage workflow in a collaborative environment. Code ‐ A system of symbols or signals used to communicate electronically, i.e., computer code. Examples include: C, C++, JavaScript, SQL, etc. Programmers use code when creating software applications. Collaborative tools – Instruments, devices or software applications which make it easier to work more productively together in a group or groups. This may include anything from concept maps or webs (see concept mapping tool) to a website where a group collaborates on a single document, such as Google Docs or using devices such as webcams. 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. Concept mapping tool ‐ a device or software application which enables the user to create a diagram or "map" that represents a collection of ideas; excellent for brainstorming Connected classroom - The connected classroom assumes every student will have his own personal device that can interact with both the teacher and other students. 3 This technical ability can also extend outside of the physical constraints of the traditional classroom and into the virtual classroom. Content package – a collection of files packaged together with descriptive information about its structure and content. The content is often a Learning object. The IMS Content Packaging specification is the recommended way of packaging elearning content. Cookies ‐ small computer files placed on a computer's hard drive when the user visits a website. The purpose of a "cookie" is to track information about that user. Creative commons - A Creative Commons (CC) license is one of several public copyright licenses that enable the free distribution of an otherwise copyrighted work. A CC license is used when an author wants to give people the right to share, use, and build upon a work that they have created. Cyber ‐ a prefix referring to computers or computer networks in a virtual setting. Example: The students took a virtual field trip in cyberspace. Cyber‐bullying – the act of intimidating and threatening another person while using a computer or IT devices; typically more than one occurrence. Data analytics (DA) -- the science of examining raw data with the purpose of drawing conclusions about that information. Data mining -- sorting through data to identify patterns and establish relationships. Data visualization – representation of data in graphic form to make its information more readily apparent. Patterns, trends and correlations that might go undetected in text-based data can be exposed and recognized easier with data visualization software. Database ‐ Software which allows the user to systematically search for, sort and/or input data. Deep analytics -- the application of sophisticated data processing techniques to yield information from large and typically multi-source data sets comprised of both unstructured and semi-structured data. Device ‐ A mechanical item or piece of equipment used to perform a task. Examples include anything from a GPS unit to barcode scanners. Digital Badges – meant to signify mastery of learning and award certification in a skill set. Digital citizenship ‐ an educational concept in which everyone involved in a learning community (students, parents, et al.) gains knowledge on how to practice safe and appropriate behaviour when using electronic media and IT devices. Digital compliance management – Define and manage the structure of certifications and recertification paths. Set expiration dates and notifications. Run 4 reports on the compliance status of every person in your organization. Track upcoming expirations and progress toward certification renewals. Digital environments ‐ an artificial environment (surroundings, area, place, or context) that is found digitally via the Internet, an intranet, a network, satellite, or by some other means of connecting. Examples of digital environments include social networking sites such as Facebook or MySpace, virtual worlds like World of Warcraft or Second Life, any websites that include online message boards, online chat rooms, or any online community interaction tools. See online community and digital. Digital face-to-face management - synchronous, face-to-face learning remains a highly-effective training method, while this form of learning is as old as human history, Digital face-to-face management is a sophisticated tool that organizes and manage the training, schedules, rosters, notifications and attendance tracking across your organisation. These tools also allow the ability to track and report on interest, registrations and attendance for each event. Digital image/graphic ‐ an image (picture, likeness, or visual) that is presented digitally, i.e., in digital or electronic code. Graphic file formats may include: .jpeg, .tiff, .gif, and .bmp. See digital. Digital Learning plans - Show all the learning, competencies, and objectives learners or employees are working on now, their upcoming deadlines, what is mandatory, and what to prioritize. Learners monitor their own progress and directly access learning activities from their plan. Trainers can manage the process with approval workflows, comment boxes, and notifications. Access learning plan templates to structure the workflow between learners and their managers. Digital literacy - is the ability to effectively and critically navigate, evaluate, and create information using a range of technologies. It means having the knowledge and the ability to use these tools for varied purposes. Digital model ‐ a model (representation, schematic, replica, reproduction, example) of a real world object, concept, or system that is displayed digitally and can be manipulated. Digital Native - An individual born during or after the common use of digital technologies, such as the Internet, mobile devices, apps, etc. It is assumed that such individuals have a strong grasp of digital technology because it was a regular part of their lives. Digital simulation ‐ a virtual simulation (imitation or replication) of a real world process, concept, environment, or system that is displayed digitally. Digital storytelling ‐ the publication or creation of a story (video, slide show, storybook or short story) using available digital tools and software. See digital and digital tools. Digital video ‐ a video (visual transmission, reception, or recording) that is transmitted, received, or recorded digitally. An example includes MP4 file. See digital. 5 Digital ‐ refers to technology that works through "digits" or binary code, where the digits 0 and 1 are used to transmit data (the computer's "language"). Digital refers to anything available in electronic form that could be read, observed, or manipulated using a computing device. Directory ‐ A directory is another name for a folder. Files on your hard disk are organized into various folders, or directories, so that it is easier to keep track of them. For example, you may keep your pictures in one folder and your music files in another folder. Folders can also contain other folders, allowing for more specific organization. Document ‐ a digital file that is used to record, communicate, or publish information in text. Some examples of applications and programs that are used to create and view a document include: Microsoft Word, Apple's Pages, Open Office Writer, Adobe Acrobat, Notepad and Google Docs. Download ‐ the process of transferring a file to one user's computer or IT device from another connected computer, network, or website. The transferred file is also referred to as a "download." Drawing tool ‐ any digital tool that is used for drawing, sketching, creating, designing, painting, drafting, highlighting, writing, or annotating. Drawing tools can be found within word processing, graphic design, publishing, presentation, notebook, 3‐ D imaging, CAD, tablets, or paint program applications, Google Sketch‐up Education Technology - Any kind of technology that is used for educational purposes by an educator or educational institution. Most commonly used in reference to software utilized in primary, secondary, and higher education, though it can cover much more than that. Also known as “edtech” Educational apps - Educational software that is made most usually for mobile devices and app-enabled operating systems such as Apple iOS and Windows 8. These applications are usually curated and made available via an app store such as Apple App store or Google Play. eLearning – Educational technology is the effective use of technological tools in learning. Engagement - Used in the context of education, it means the attentiveness and interest of a student to the lesson at hand. If a student is highly engaged, it means the student is focused, and maybe even enthusiastic about the topic. The best learning occurs when there is high engagement. Enterprise Social Network (ESN) - Social learning and networking is essential for collaborative working in the internet age. While public social networks have become part of our daily lives, the co-creation of content, communication, sharing of ideas, resources and company policies needs secure spaces for your organisation or extended enterprise. You should own your data and set your own policies for its usage. 6 External hard drive ‐ a device for storing data. Examples include flash drives, thumb drives, or hard drives connected through a USB, firewire or wireless. FAQ ‐ an acronym for "frequently asked questions." File extension ‐ the short (usually three letter) suffix at the end of a file name that indicates the file type and the applications it is associated with. A few examples include: Microsoft Word (.doc or .docx), Microsoft Power Point (.ppt), a digital photo (.jpg) ‐ JPEG format (Joint Photographic Experts Group), Adobe Acrobat (.pdf), Firewall ‐ a hardware device or software program that filters what goes in and out of a network or computer in order to protect it against any harm, such as viruses, from an unauthorized user. Flexible authoring options - Combine instructor-led, self-paced learning, and social for a blended approach, all in a single course. Flexible options include course progression and group based activities. Flexible delivery / Flexible Learning – Flexible training delivery with multiple options such as online, classroom, telephone and Smartphone. Anywhere, anytime and or just in time. Flipped Classroom - A form of blended learning, this is the practice of students watching lecture material (usually in video form) at home, then practicing their learnings in an interactive environment in the classroom. Formatting ‐ the way a document is presented, organized, or arranged. Examples of basic formatting options include font size, bold text, bullets, or margins. An example of advanced formatting may include manipulating images and aligning text in a document. Game-based learning - Game-based learning is for a variety of activities where it can provide opportunities to practise in high risk contexts without the risks associated with live performance, an example is flight simulators. Gamification - applying game design techniques in non-game situations for example earning points for completing activities. When we use puzzles, quizzes, cloze exercises and similar activities we are “gamifying” learning activities. Gesture Technology - Gesture recognition is a topic in computer science and language technology with the goal of interpreting human gestures via mathematical algorithms. Gestures can originate from any bodily motion or state but commonly originate from the face or hand. Global community ‐ a term used to describe the economic, social, and political interdependence of all people and nations of the world advanced through the use of technology. The scientific global community continually discusses global warming by blogging the issue. Hacking ‐ the act of gaining illegal entry into a computer or network typically to gain access to data, steal information, identity theft or crash a system. 7 Hard drive ‐ a computer's main data storage component, permanently housed in the CPU (central processing unit). Hardware ‐ the physical components of a computer or digital device. Examples of hardware on a computer include: a motherboard which holds a CPU (central processing unit), expansion cards; a power supply; a hard drive (or hard disk); input (mouse) or output (monitor) devices. Home page – the first page a user sees when opening a web browser, or the first webpage to be seen when visiting a website. Most websites of organizations, school districts, agencies, companies, etc. have a home page that serves as both an introductory page and a navigation tool (like a table of contents with links) to direct a user to the various pages within the website. Hyperlink (also called link) ‐ an element in an electronic document or webpage which, when selected, takes the user to another location, either in the same document or to a different document, webpage, email client, or video. Links usually appear as a different colour, are underlined or can be assigned to an icon or other elements on a page. Icon ‐ A small picture or symbol on an IT device. Selecting an icon activates a function such as opening a page or a software program. Identity Theft ‐ is a form of fraud or cheating of another person's identity in which someone pretends to be someone else by assuming that person's identity, typically in order to access resources or obtain credit and other benefits in that person's name. Individual Learning Plan - A comprehensive and personalized plan that helps a learner achieve a specific set of education goals. Learners, Trainers and workplaces can work together to construct and carry out this plan. Also see Digital Learning plans. Input device ‐ a mechanical or electronic tool used to enter information into a computer or IT device. Examples include computer mouse, microphone, keyboard, stylus, touch screen, track pad, voice or web cam. Intellectual Property (IP) (copyright) ‐ Intellectual property refers to the ownership of intangible and non‐physical goods. This includes ideas, names, designs, symbols, artwork, writings, and other creations. It also refers to digital media, such as audio and video clips that can be downloaded online. Interactive lessons - These are lessons that use interactive learning strategies to increase student engagement. Interaction may be between student and teacher, student to student or just between student and lesson content. Interactive white board – a large screen type display that connects a computer and a projector allowing the user to interact with the information displayed on the screen/board. 8 IoT (Internet of Things) – The Internet of Things (IoT), also called Internet of Everything, is the network of physical objects or "things" embedded with electronics, software, sensors, and connectivity to enable objects to exchange data with the production, operator and/or other connected devices Just in time - Just-in-time learning delivers training to workers as close as possible or when and where they actually need it. It can be automated, such as web based; or having coaches on stand-by for such needs. Learner - Any individual who is receiving an education. Can be taught by an educator or self-taught. Learner Centric - refer to student-centered learning Learning Management System (LMS) - A piece of software that manages, analyzes, and runs educational courses and training programs. Also included are student registration, curriculum management, skill & competency management, and reporting features. Most modern LMS packages are cloud serviced. Learning object – a digital resource used for teaching and learning. In practice it will usually provide a self-contained learning experience and related information, resources and activities. Learning Theory - Any conceptual framework rooted in psychological principles and used for administering education. There are multiple learning models out there, such as the behaviorist, cognitive constructivist, and social constructivist models. This field is constantly evolving as we understand more about how people learn. Link ‐ See hyperlink. Massive Open Online Course (MOOC) - An online course that includes video lectures, reading materials, problem sets, and a student community. Supporters see MOOCs as a disruptive innovation and detractors question its actual educational efficacy. Media – a way to store, deliver or view information or data. Examples include CDs or DVDs, flash drives, video or audio recordings, interactive websites, slide presentations, and websites. Media hosting ‐ Online sites which house photos, videos, and other files uploaded by users. It is a repository. Examples include YouTube, Flickr, Teacher Tube, and SnapFish. Metadata - Metadata is descriptive information about a resource, sometimes described as ’data about data’. Also see Vetadata M-learning or mobile learning - is defined as "learning across multiple contexts, through social and content interactions, using personal electronic devices.” It can be seen as a form of distance education, m-learners use mobile device educational technology at their time convenience. M-learning technologies include handheld 9 computers, MP3 players, notebooks, mobile phones and tablets. M-learning focuses on the mobility of the learner, interacting with portable technologies. Mobile device – a small digital device with touch‐screen and/or keyboard, that can run software applications (apps). Examples: Smartphones, iPod Touch, tablets, etc. Modules ‐ a set of tutorials that can be presented via text, video, or online. Moodle – Moodle is an education software helping teachers and trainers create and deliver effective online learning environments used by millions world-wide. A free, open-source web application for producing modular internet-based courses that support a modern social constructionist pedagogy. Multimedia presentation ‐ any combination of text, audio, video, graphics, or animation to present a story, concept, content or interactive lesson. Netiquette ‐ Using good manners or polite behaviour in various online or digital settings; Online etiquette. Network protocol ‐ an agreed upon format for transmitting data between two or more connected computers or devices; a set of rules and standards to allow networked devices to communicate with one another. Examples: http (Hyper Text Transfer Protocol) or ftp (File Transfer Protocol). Network storage device ‐ a place reserved for storing digital data on a network; Often used to share or back up files from a user’s individual computer. See server. Network ‐ two or more computers connected to allow users to share files and devices or communicate with one another. We stored the graphics for the project on the network. Online community‐ a digital environment that allows users of similar interests to communicate and associate with each other within that environment online. See digital environment and online and global community. Online delivery – the delivery of learning wholly online, see blended or flexible delivery for a more modern approach. Open Educational Resource (OER) - Any online educational material that is freely accessible and openly licensed for public consumption. Such materials can be online courses, lectures, homework assignments, exercises, quizzes, interactive simulations, games, etc. Open Source Software - Any piece of software that is freely available and openly licensed. Other programmers can contribute to the original software or create their own versions of it. Most modern websites incorporate some kind of open source software. Original work‐ Work that has been composed first hand. Output device ‐ a mechanical or electronic tool used to display or share information from a computer or IT device to another medium. Examples include printers, 10 computer monitors, speakers, CD/DVD writers, headphones, and removable storage devices. Password ‐ a security measure used by individuals to access protected computers or computing systems, applications, or files. Passwords are comprised of strings of letters, numbers, and/or symbols. Pedagogy - The science and art of education and learning theory. Just as there are fields of study in other subjects, this is the study of teaching. Andragogy refers to Adults. Personal digital device ‐ an electronic device used by an individual for personal or professional productivity, communication, and/or storage of data. Examples include smart phones, PDAs, laptops, iPods, iPads, Zunes, and MP3 players. Personal Learning Network (PLN) - An informal network of people that is professional in nature and meant to aid an educator in furthering his/her pedagogical craft. Since teaching in a classroom doesn’t lend itself to a lot of peer interaction, teachers create PLNs to meet other teachers for advice and support. Phishing ‐ a form of fraud in which an email recipient is asked to provide sensitive personal information (bank account or credit card numbers; social security number; birth date) either by selecting a link provided within the email or by replying to the email itself. Podcast ‐ a blend of the words "iPod" and "broadcast." A podcast is a sound or audio file (although many have video as well) that can be downloaded directly from the web or via a podcast collector (such as iTunes). A podcast can be easily created from a digital audio file. Predictive analytics -- the branch of data mining concerned with the prediction of future probabilities and trends. Presentation software ‐ a program used to display and share information. Examples include: Microsoft's PowerPoint, Apple's Keynote, Open Office's Impress, and Prezi. Professional Development (PD) - A generic term for the growth of one’s careeroriented competencies. Teachers regularly attend workshops and conferences, expand their PLN, and undergo performance evaluations to further their craft. Proficiency-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. Program – a sequence of instructions written to perform a specified task for a computer. 11 Project Based Learning (PBL) - A teaching method based on the idea of “learning by doing.” Students work on a hands-on real-world activity that demonstrates the concepts they are learning. PBL learning tends to have high student engagement. Publishing ‐ making a file available for viewing or sharing. Examples include: Printing a brochure or newsletter or uploading a file to the internet. Query ‐ the word or words used to search a topic using a search engine. Also, a search within a database. Qwerty keyboard ‐ is the most common keyboard layout. The name comes from the first six keys appearing in the top left letter row of the keyboard: Q‐W‐E‐R‐T‐Y. Responsive design – Responsive web design (including LMS) is an approach to web design aimed at crafting sites to provide an optimal viewing and interaction experience—easy reading and navigation with a minimum of resizing, panning, and scrolling—across a wide range of devices (from desktop computer monitors to mobile phones) Responsive training – Learners have the flexibility to accomplish the training at a pace and time convenient to them and the automatic documentation that the training has been conducted. RSS – An acronym for Really Simply Syndication; It is a family of web feed formats used to publish frequently updated works in a standardized format. SAMR (Substitution, Augmentation, Modification, Redefinition) - transforming activities. Substitution: Tech acts as a direct tool substitute, with no functional Change. Augmentation: Tech acts as a direct tool substitute, with functional improvement. Modification: Tech allows for significant task redesign. Redefinition: Tech allows for the creation of new tasks, previously inconceivable Screencast - A digital movie where the setting is primarily a computer screen, often with audio narration describing what is occurring onscreen. Search engine ‐ a tool or website that allows the user to search the Internet for specific information (using key word). The results of the search may be web pages, images, or other files. Server ‐ a computer that processes and stores information/files to and from other computers. These computers, called clients, can connect to a server through either a local area network (LAN) or a wide area network (WAN), such as the Internet. There are many different types of servers such as web servers, mail servers, and file servers. A web server hosts web pages to computers that connect to it. A mail server stores users' e‐mail accounts and sends and receives e‐mail messages. Shortcuts – is a finite set of keys that invoke a software or operating system operation when triggered by the user. Special Function keys are an example or CTRL + V for “paste” 12 Simulation – Simulation is the imitation of the operation of a real-world process or system over time. A computer driven model that provides a visual example of an activity or process. Simulcast - Short for "simultaneous broadcast." A simulcast describes when programs or events are broadcast over more than one medium at the same time. Many baseball and American football games, for instance, or transmitted simultaneously on satellite, cable and broadcast television networks, as well as called on the radio. Small data -- data in a volume and format that makes it accessible, informative and actionable. Examples include baseball scores, inventory reports, driving records, sales data, biometric measurements, search histories, weather forecasts and usage alerts. Social Learning – Social learning theory (Albert Bandura) posits that learning is a cognitive process that takes place in a social context and can occur purely through observation or direct instruction, even in the absence of motor reproduction or direct reinforcement. Social learning – Social learning is about conversation and collaboration. It is centred on individuals coming together often in unstructured ways – sharing and creating new information, bouncing ideas around, asking questions and finding out what’s really happening. Social media – digital tools, through the web or mobile devices, that provide an interactive platform for communication. Social networking ‐ Social networks allow users to collaborate and communicate online. It create a sense of community. Facebook, Ning, Yahoo Groups, and Twitter are examples of social networks. Software – Computer software or simply software is any set of machine-readable instructions that directs a computer's processor to perform specific operations, another term for a computer program or application. Spam ‐ unwanted "junk" email sent to large numbers of people. Speech to text ‐ Ability of computer systems to accept speech input and act on it or transcribe it into written language. Spoofing ‐ the act of tricking or deceiving a user into providing sensitive personal information. It is most frequently done via fraudulent email messages or imitating a reputable organization's website. STEM (Science Technology Engineering Mathematics) - An acronym that stands for the fields of science, technology, engineering, and mathematics. These fields are often grouped together because of a world-wide movement to promote these subjects. This includes initiatives to integrate their curriculums together and hopes that such an emphasis will lead to a stronger high-tech workforce. 13 Student Assessment - An item that can be used to measure a student’s competency in a particular topic. Assessments can take many forms, such as tests, essays, projects, presentations, etc. Student Management System (SMS) - A piece of software that manages student data. This includes grades, attendance, background information, discpline records, health records, etc. Student-centered learning (Learner centric)- 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. Synchronous learning - is a general term used to describe forms of education, instruction, and learning that occur at the same time, but not in the same place. The term is most commonly applied to various forms of televisual, digital, and online learning in which students learn from instructors, colleagues, or peers in real time, but not in person. System ‐ a combination of related components working together to perform a specific function i.e. a technology system such as a computer or network. Tab ‐ referring to tabs in a browser. Each tab in a single browser window is a different source Taskbar ‐ A series of icons or graphical controls on a computer screen or IT device that enable the user to open or switch back and forth between programs. Referred to as a "dock" on a Macintosh computer. Texting or text message ‐ The process of sending and receiving brief written messages using a cellular ( mobile) phone or similar handheld device. The Internet Protocol (IP) - is the principal communications protocol in the Internet protocol suite for relaying datagrams across network boundaries. Its routing function enables internetworking, and essentially establishes the Internet. Toolbar ‐ a set of icons or buttons that are part of a software program's options. For example, Microsoft Word has a ribbons with icons that allow the user to open, save, and print documents, as well as change the font, text size, and style of the text. Totara - Totara LMS is an open source distribution of Moodle developed for the corporate and government market. TrainingVC – An integrated education solution incorporating a LMS, LCMS, virtual classroom and flexible authoring options. Transition ‐ In multimedia presentations, a transition is a change from one element to another. Transitions are a creative way to shift from one slide to another. Troubleshooting ‐ the process of diagnosing the cause of a problem or finding solutions. 14 Upload ‐ the process of transferring a file from one user's computer or IT device to another connected computer, network, or website. The transferred file is also referred to as an "upload." URL ‐ Uniform Resource Locator; the address of a website on the World Wide Web. The URL of any website can be found on the address bar of a web browser. The URL for google is http://www.google.com. USB ‐ Universal Serial Bus; a method for connecting peripherals and transferring data between devices. VET Commons - VET Commons is a FREE Moodle plugin that gives you access to free and paid, ready-to-use content directly from your Moodle. VET Commons has amassed a library of over 15,000+ curated learning resources since its launch and is continuing to expand with new images, videos, audio files, case studies, presentations, quizzes, assessments and eBooks. Vetadata - The vocational education and training (VET) sector’s national metadata standard is called Vetadata, a structured way of describing a resource. It is primarily used to create descriptive information for learning content so that it can be more easily found, managed and reused. Also see Metadata Video conferencing‐ A real‐time video session between two or more users that reside in two or more locations. This is a good use of collaboration tools. Some examples are: Skype and Face Time. Video podcast - The same as a podcast, except that a video media file (.MP4, .MOV, .WMV) replaces the audio file. Alternative forms include vidcast and vodcast. See also: vlogcast Virtual Learning Environments - This refers to a system of delivering learning materials to students via a web-style interface. A VLE will usually support assessment, collaboration, student tracking, and they often include communication tools. Virtual reality – Virtual Reality (VR), replicates an environment that simulates physical presence in places in the real world or imagined worlds and lets the user interact in that world. Virus ‐ small programs that are intentionally created to negatively affect IT devices such as computers, networks, or servers.. These malicious programs can (but are not limited to) create files, move files, erase files, consume a computer's memory, and cause a computer not to function correctly. Some viruses can duplicate themselves, attach themselves to programs, and travel across networks. It is important to have a virus protection program to keep viruses from infecting a computer. Examples of virus‐inducing programs include spyware, adware, and malware. Vlogcast - To use a blog as a platform for video podcasting. Vlogcasters add show notes for each episode in the body of each post on the blog, using the XML feed 15 automatically generated by most blogging software for distribution of the video podcast. In practice, vlogcasters are described as podcasters. VoIP - Voice over IP (VoIP) is a methodology and group of technologies for the delivery of voice communications and multimedia sessions over Internet Protocol (IP) networks, such as the Internet. Other terms commonly associated with VoIP are IP telephony, Internet telephony, broadband telephony, and broadband phone service. WCAG 2.0 – Web Content Accessibility Guidelines, WCAG 2.0 is a stable, referenceable technical standard. It has 12 guidelines that are organized under 4 principles: perceivable, operable, understandable, and robust. For each guideline, there are testable success criteria, which are at three levels: A, AA, and AAA. Wearable technologies - Wearable technology, wearables, fashionable technology, wearable devices, tech togs, or fashion electronics are clothing and accessories incorporating computer and advanced electronic technologies. Web 2.0 ‐ a term that refers to the second generation of the World Wide Web. The new generation of the web includes new features and functionality that were not available in the past. However, Web 2.0 does not refer to a specific version of the web, but rather a series of technological improvements, especially relating to interactivity. Examples of Web 2.0 tools include social networking, blogs, podcasts, and wikis. Web accessibility - can be defined as the degree to which a product, device, service, or environment is readily available to all users. Accessible web design enables all users to access the web content and systems regardless of their location, experience, device or disability. Web browser ‐ see browser Web Content Accessibility Guidelines (WCAG) - Web Content Accessibility Guidelines (WCAG) is developed through the W3C process in cooperation with individuals and organizations around the world, with a goal of proving a single shared standard for web content accessibility that meets the needs of individuals, organizations, and governments internationally. Webcast - The transmission of live or delayed versions of audio or video broadcasts using the Web. Webinar – an online meeting or presentation Webpage ‐ a document written in HTML (Hypertext Markup Language). A web browser interprets the HTML document and displays a webpage. There are many programs that allow a user to create HTML documents (webpages) without needing to understand HTML code. Website ‐ a location, or site, on the Internet that is a collection of related web pages. For example a school website is comprised of many different web pages i.e., teacher pages, activity pages, etc. 16 Wi‐Fi – Wireless LANs, device to device connectivity (such as peer‐to‐peer), and a range of technologies that support other connections. Wiki ‐ A wiki is a website that allows users to add and update content on the site using their own web browser. Wikis are "open source", i.e., other users can contribute collaboratively to its content. The term “wiki” comes from the Hawaiian phrase, “wiki wiki,” which means “super fast”. An example of a large wiki is Wikipedia, a free encyclopaedia that approved users can edit. Example of a wiki tools include: Wikispaces. World Wide Web (www) – A system of interlinked hypertext documents that are accessed via the Internet. Sources used in the compilation of this Glossary http://e-standards.flexiblelearning.net.au https://edshelf.com/ https://www.totaralms.com https://www.google.com https://en.wikipedia.org https://moodle.com/ http://whatis.techtarget.com http://edglossary.org https://classflow.com https://curriculumcrafter.org/ http://www.webopedia.com http://www.merriam‐webster.com/ http://www.getnetwise.org/glossary http://www.uen.org/core/edtech/glossary.shtml http://sait‐fds.editme.com/EdTechGlossary http://www.edtech.vt.edu/edtech/id/index.html http://www.techterms.com http://www.sharpened.net/helpcenter 17 18