Vol.#74: Ten EdTech Terms

I was looking at how concept-18290_1280Concurrent Sessions will be categorized at an upcoming EdTech conference and found myself googling a few terms just to make sure I knew the differences between them.

Next thing I knew, I am researching the others I “already know”.  Long story short,  after honing the definitions a little further, I’d ended up with this little EdTech glossary list that I thought others may find interesting as well:

  1. 21st Century Learning Environment  (n.) Creates learning practices, human support and physical environments that will support the teaching and learning of 21st century skill outcomes.
  2. assistive technology (n.)  an umbrella term that includes assistive, adaptive, and rehabilitative devices for people with disabilities and also includes the process used in selecting, locating, and using them.
  3. augmented reality  (n.) 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.
  4. blended learning   (n.) a formal education program in which a student learns at least in part through delivery of content and instruction via digital and online media with some element of student control over time, place, path or pace.
  5. digital citizenship  (n.) the norms of appropriate, responsible behavior with regard to technology use.
  6. flipped classroom (n.) a pedagogical model in which the typical lecture and homework elements of a course are reversed. Short video lectures are viewed by students at home before the class session, while in-class time is devoted to exercises, projects, or discussions.
  7. makerspaces (n.) sometimes also referred to as hackerspaces, hackspaces, and fablabs, these creative DIY spaces are where people can gather to create, invent, and learn. (3D printers, software, electronics, craft and hardware supplies are examples of makerspace tools)
  8. mobile learning  (also: m-learning)  (v.)  learning across multiple contexts, through social and content interactions, using personal electronic devices.
  9. personalized learning (v.) tailoring of pedagogy, curriculum and learning environments by or for learners in order to meet their different learning needs and aspirations, typically facilitated via technology
  10. project based learning (also: problem based learning or PBL)   (n.)  a teaching method in which students gain knowledge and skills by working for an extended period of time to investigate and respond to a complex question, problem, or challenge
What EdTech terms, new or “old” (as old as EdTect terms get) should be added to this list?
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