Flipped Classroom
A teaching method where traditional homework and lectures are reversed: lectures are viewed outside of class, and class time is used for discussion and exercises.
Learning Management System (LMS)
A software application for the administration, documentation, tracking, reporting, and delivery of educational courses or training programs.
Screencast
A digital video recording of a computer screen, often containing audio narration.
Digital Literacy
The ability to find, evaluate, and compose clear information through writing and other mediums on various digital platforms.
Open Source
Software for which the original source code is made freely available and may be redistributed and modified.
Blended Learning
An education program that combines online digital media with traditional classroom methods.
MOOC
Stands for Massive Open Online Course, a course available over the internet to a large number of people.
Podcast
A digital audio file made available on the internet for downloading, typically part of a themed series.
Media Literacy
The ability to access, analyze, evaluate, and create media in a variety of forms
Data Privacy
The practice of ensuring that personal information is appropriately protected and handled.
Virtual Classroom
An online learning environment that allows for live interaction between the tutor and the learners as they participate in learning activities.
Interactive Whiteboard
A large interactive display that connects to a computer and projector.
Digital Textbook
An electronic version of a traditional print book.
Cybersecurity
The practice of protecting systems, networks, and programs from digital attacks.
Digital Divide
The gap between those who have ready access to computers and the internet, and those who do not.
Asynchronous Learning
A learning model that allows students to complete their studies without real-time interaction.
E-Portfolio
A collection of digital artifacts articulating experiences, achievements, and learning.
Gamification
The application of game-design elements and game principles in non-game contexts.
Information Literacy
The ability to identify, locate, evaluate, and effectively use information.
Copyright
The exclusive legal right to reproduce, publish, sell, or distribute the matter and form of something.
Technology
ICT Literacy
The use of digital technology to access, manage, integrate, evaluate, create and communicate information to function in society.
Educational Technology
Use of Technology in teaching and Learning
Instructional Technology
Is a theory and practice of design, development, utilization, management and evaluation of the process and resources of learning.
Technology Tool
Anything that can help you to accomplish a goal with the use of technology.