So you are coming across too many tech terms that it becomes hard for you to draw clear boundaries between what each of them refer to. Well we do share with you this confusion and that is why we deem it important to put forward a list of the major and most popular educational concepts that are technology-related. The list below is a simple attempt to help you better capture the full picture of what all these tech terms are about by providing clear definitions to each one of them. If you like visuals and want to have a poster instead then check out this one HERE.
1 - Adaptive Learning
This is an educational method which uses computers as interactive teaching devices. Computers adapt the presentation of educational material according to students' learning needs, as indicated by their responses to questions and tasks. The motivation is to allow electronic education to incorporate the value of the interactivity afforded to a student by an actual human teacher or tutor. The technology encompasses aspects derived from various fields of study including computer science, education, and psychology
2 - Virtual Classroom
A virtual classroom is an online learning environment. The environment can be web-based and accessed through a portal or software-based and require a downloadable executablefile. Just like in a real-world classroom, a student in a virtualclassroom participates in synchronous instruction, which means that the teacher and students are logged into the virtual learning environment at the same time.
3 - MOOCS
Mooc is an acronym for “massive open online course”. It refers to a web-based class designed to support a large number of participants.Typically, students enrolled in a mooc watch video lectures – often sliced into digestible 10 or 15-minute segments – and interact with instructors and fellow participants in online forums. Some moocs require students to take online tests or quizzes with multiple choice answers that can be graded automatically, while others require students to complete peer-reviewed assignments. Some moocs use a combination of these assessments.
4 - Synchronous Vs Asynchronous Learning
Synchronous online classes are those that require students and instructors to be online at the same time. Lectures, discussions, and presentations occur at a specific hour. All students must be online at that specific hour in order to participate. Asynchronous classes are just the opposite. Instructors provide materials, lectures, tests, and assignments that can be accessed at any time. Students may be given a timeframe – usually a one week window – during which they need to connect at least once or twice. But overall, students are free to contribute whenever they choose.
5 - Blended Learning
" A blended learning approach combines face to face classroom methods with computer-mediated activities to form an integrated instructional approach. In the past, digital materials have served in a supplementary role, helping to support face to face instruction.For example, a blended approach to a traditional, face to face course might mean that the class meets once per week instead of the usual three-session format. Learning activities that otherwise would have taken place during classroom time can be moved online...."
6 - Flipped Classroom
Flipped Classroom is an inverted method of instruction where teaching and learning take place online outside of the class while homework is done in the classroom.
7 - Self-directed Learning
’self-directed learning’ describes a process by which individuals take the initiative, with our without the assistance of others, in diagnosing their learning needs, formulating learning goals, identify human and material resources for learning, choosing and implement appropriate learning strategies, and evaluating learning outcomes.”
8 - Learning Management Systems
A learning management system (LMS) is a software application or Web-based technology used to plan, implement, and assess a specific learning process. Typically, a learning management system provides an instructor with a way to create and deliver content, monitor student participation, and assess student performance. A learning management system may also provide students with the ability to use interactive features such as threaded discussions, video conferencing, and discussion forums.
9 - Cloud Based Learning
Essentially, the Cloud is a notion of a group of computers acting as one – and all connected to a network (and usually, the World Wide Web). Further, the Cloud is a model of computing that allows for scaling of resources based upon real-time needs. So, if there are many users utilizing the system, a larger number of resources will be called upon to help distribute the load.
Cloud based learning takes the notion of a perpetual, universally accessible, scalable network of computers and applies it to electronic learning – everything from online classrooms at accredited universities, to smaller training modules to be used within companies or other private enterprises.
10 - Mobile Learning
Mobile learning is the ability to obtain or provide educational content on personal pocket devices such as PDAs, smartphones and mobile phones. Educational content refers to digital learning assets which includes any form of content or media made available on a personal device.
11 - Course Management System ( CMS )
A course management system is a set of tools that enables the instructor to create online course content and post it on the Web without having to handle HTML or other programming languages.
12 - E-learning
E-Learning means "electronic learning" — it refers to a wide range of applications and processes designed to deliver instruction through electronic means. Usually this means over the Web, however it also can include CD-ROM or video-conferencing through satellite transmission. The definition of E-learning is broader than, but includes, "online learning," "Web-based training," and "computer-based training."
13 - 1:1 Technology
Providing every student with a laptop or tablet to make learning more individualized, increase independence, and extend academics beyond the classroom
Gamification typically involves applying game design thinking to non-game applications to make them more fun and engaging. Gamification has been called one of the most important trends in technology by several industry experts. Gamification can potentially be applied to any industry and almost anything to create fun and engaging experiences, converting users into players.