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100

Avatar

Online identity adopted by students and teachers when playing games or participating in virtual reality simulations

100

Ill-structed problems

Issues that do not have easy or simple solutions




100

Stealth learning

Students learning academic information without realizing they are doing so; often embedded in game play

200

Virtual worlds

Online learning environments where students interact as game players, often through the use of avatars

200

Maker Movement

A do-it-yourself community where people create and build objects of all kinds with electronics, robotics, smart materials, and 3-D printers

200

Simulation games

Recreations of real-world situations and settings in a game-like format

300

Coding

Sequence of written commands that tell a computer what a programmer wants the machine to do




300

Problem-based learning

Approach to curriculum and instruction organized around problems or issues for students to solve

300

Virtual worlds

Online learning environments where students interact as game players, often through the use of avatars

400

Computational Thinking

Knowing how to use data, models, simulations, and algorithmic thinking to formulate and solve problems

400
Robotics

Students and teachers designing, constructing, and using robots as part of a school curriculum

400

Makerspace

Areas in schools and libraries devoted to enabling students to design, tinker, invent, and construct based on their ideas and interests

500

Gamification

Using game playing to motivate people to use technology for specific purposes, such as buying a product or learning a skill

500

3-D Printing

A technology process in which machines produce three-dimensional solid objects based on coded instructions

500

Object-oriented programming

Software that allows teachers and students to create an object and make it do things in response to programmed instructions

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