Email Terms
Word
Online Learning
100

A program, macro or fragment of code that causes damage and can be quickly spread through Web sites or email.

 virus

100

The position of lines in a paragraph in relation to the documents left and right margins.

 alignment

100

An online forum where students can interact with their classmates and instructor by posing and answering questions in the form of short posts.

 discussion board

200

Traditional Mail sent through postal services.

 snail mail

200

Consists of pre-designed images that can be placed within a document.

 clip art

200

Platform where students can view their syllabus, learn how to contact their professor and access most course materials, including online readings, videos, audio files and other resources.

 learning management system

300

The disreputable and often illegal act of falsifying the sender email address to make it appear as if an email message came from somewhere else.

 spoofing

300

The amount of blank space, usually measured in inches or characters, above and below and to the right and left of the main body of a document.

 margins

300

Learning in which interaction between instructors and students occurs intermittently with a time delay. Students in these courses are not required to log in at a specific time to watch a lecture or participate in a discussion, but rather can do their work on their own schedule.

asynchronous

400

Unwanted, unsolicited junk email sent to a large number of recipients.

spam

400

Allows you to preview the styles associated with the current template as well as other templates.

 style gallery

400

An education method that combines face-to-face education with online components.

 blended learning

500

The section of an email message that contains the sender's and recipient's email addresses as well as the routing information.

 email header

500

The number of lines used by each line of text.

 spacing

500

An instructional approach that relies on elements of game design to keep students motivated and engaged during learning.

 gamification