Learning Environments
Tools and Platforms
Content Types
Skills and Literacy
Policies and Ethics
5

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.

5

Learning Management System (LMS)

A software application for the administration, documentation, tracking, reporting, and delivery of educational courses or training programs.

5

Screencast

A digital video recording of a computer screen, often containing audio narration.

5

Digital Literacy

The ability to find, evaluate, and compose clear information through writing and other mediums on various digital platforms.

5

Open Source

Software for which the original source code is made freely available and may be redistributed and modified.

10

Blended Learning

An education program that combines online digital media with traditional classroom methods.

10

MOOC

Stands for Massive Open Online Course, a course available over the internet to a large number of people.

10

Podcast

A digital audio file made available on the internet for downloading, typically part of a themed series.

10

Media Literacy

The ability to access, analyze, evaluate, and create media in a variety of forms

10

Data Privacy

The practice of ensuring that personal information is appropriately protected and handled.

15

Virtual Classroom

An online learning environment that allows for live interaction between the tutor and the learners as they participate in learning activities.

15

Interactive Whiteboard

A large interactive display that connects to a computer and projector.

15

Digital Textbook

An electronic version of a traditional print book.


15

Cybersecurity

The practice of protecting systems, networks, and programs from digital attacks.

15

Digital Divide

The gap between those who have ready access to computers and the internet, and those who do not.

20

Asynchronous Learning

A learning model that allows students to complete their studies without real-time interaction.

20

E-Portfolio

A collection of digital artifacts articulating experiences, achievements, and learning.

20

Gamification

The application of game-design elements and game principles in non-game contexts.

20

Information Literacy

The ability to identify, locate, evaluate, and effectively use information.

20

Copyright

The exclusive legal right to reproduce, publish, sell, or distribute the matter and form of something.

25

Technology

  • A mix of product and process used in the application of Knowledge. 
  • Could be digital or non-digital 
25

ICT Literacy

The use of digital technology to access, manage, integrate, evaluate, create and communicate information to function in society.

25

Educational Technology    

Use of Technology in teaching and Learning

25

Instructional Technology    

Is a theory and practice of design, development, utilization, management and evaluation of the process and resources of learning.

25

Technology Tool

Anything that can help you to accomplish a goal with the use of technology.