Vocabulary
Vocabulary
Vocabulary
100

A lifelike simulation of a three dimensional environment, that can be explored and interacted with by students and teachers through software and hardware.

Virtual Reality
100

The act of programming a computer using written instructions.

Coding

100

Computer and web-based games and apps that have been designed with educational goals in mind.

Serious Games

200

An online identity that walks, runs, or flies within the virtual space.

Avatar

200

The study of how humans can make smart machines called robots to do things that are difficult, dangerous, or even impossible for humans to do on their own.

Robotics
200

Physical or digital places where people design, experiment, and revise their creations.

Makerspaces

300

Computer based environments where users adopt online avatars and interacts with other game players using those identities.

Virtual Worlds

300

Activities that arise from real-life problems that interest and inspire students.

Problem-Based Learning

300
A growing effort to provide hands-on, mind-on opportunities for elementary, middle, and high school students to engage in problem solving with technology.

Maker Movement

400

Students are placed in computer-generated representations if real-world situations and settings.

Simulation Games

400

Combines the challenges of game play with specific academic content teachers need to teach and students need to learn.

Game-Based Learning

400

A remarkable almost science fiction like process in which physical and digital worlds combine to create actual objects from computer-based files and plans.

3-D Printing

500

Students create a virtual object and make it do things in response to a programmed instruction.

Object-Oriented Programming

500

Effective simulations where students without realizing they are learning encounter essential academic information by being inside the activities of the game.

Stealth Learning

500

Internet or browser-based games and apps that are permanently downloaded to your desktop or laptop or to a stand-alone or handheld game console.

Desktop-Based Learning

M
e
n
u