EDT 202: Educational Technology in Schools and Workplaces Vocabulary Flashcards

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A comprehensive vocabulary flashcard set defining key concepts, historical milestones, theoretical foundations, models (TPACK, SAMR, ADDIE), and workplace learning principles from the Educational Technology lecture notes.

Last updated 11:13 PM on 8/29/26
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54 Terms

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Educational Technology (AECT, 2023)

The study and ethical practice of facilitating learning and improving performance by creating, using, and managing appropriate technological processes and resources.

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Study (in Educational Technology)

Research and reflective practice to examine the appropriate applications of processes and technologies to the improvement of learning.

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Ethical Practice (in Educational Technology)

The foundational basis for practice as educational technologists that goes beyond rules to question assumptions and seek to serve the benefit of learners and society.

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Facilitating (in Educational Technology)

The shift in focus from transferring knowledge from teacher to learner to facilitating activities and environments that engage the learner and lead to deep learning.

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Learning (in Educational Technology)

A conception of learning that goes beyond mere retention of information to encompass the acquisition of knowledge, skills, and attitudes used beyond classroom walls.

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Improving (in Educational Technology)

Providing efficient and cost-effective ways to bring about desired learning benefits.

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Performance (in Educational Technology)

The ability of learners to use and apply new capabilities gained through education.

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Creating (in Educational Technology)

The research, theory, and practice involved in the generation of instructional materials, learning environments, and large teaching-learning systems.

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Using (in Educational Technology)

The selection of an appropriate instructional resource as well as its practical implementation.

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Managing (in Educational Technology)

The project management and administration of large-scale instructional systems and technological resources.

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Appropriate (in Educational Technology)

Suitable for the defined educational purpose, based on relevant information and sound professional judgement.

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Technological Processes and Resources

A series of activities directed towards a specific result, using people, tools, technologies, and materials designed to help learners.

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Hardware (EdTech Core Component)

Physical devices and equipment used in education, such as computers, tablets, interactive whiteboards, projectors, and audio-visual aids.

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Software (EdTech Core Component)

Educational programs, learning management systems (LMS), applications, and digital content designed to facilitate learning.

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Pedagogical Strategies (EdTech Core Component)

Instructional methods and techniques that guide how technology is integrated into teaching to maximize learning effectiveness.

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Behaviourism

A learning theory associated with B.F. Skinner and Ivan Pavlov holding that learning is a change in observable behaviour produced by external stimuli.

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Cognitivism

A learning theory that focuses on internal mental processes and how learners process, store, and retrieve information.

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Cognitive Theory of Multimedia Learning

Richard Mayer's theory proposing principles such as coherence, signalling, and segmenting to inform the design of educational videos and e-learning modules.

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Constructivism

A learning theory drawing from Jean Piaget and Lev Vygotsky arguing that learners actively construct knowledge through experience and social interaction.

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Zone of Proximal Development (ZPD)

Lev Vygotsky's concept supporting adaptive learning platforms that scaffold tasks just beyond a learner's current ability.

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Connectivism

A digital-age learning theory proposed by George Siemens (2005) holding that knowledge is distributed across networks of people, tools, and information.

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Adaptive Learning Platform

A digital learning system that tailors content to individual student needs, pacing, and learning styles.

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Visual Instruction Movement

An early 20th-century movement (1900s–1920s) marking the introduction of visual aids like photographs, lantern slides, stereoscopes, and silent films into classrooms.

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Programmed Instruction

A 1960s instructional method based on B.F. Skinner's behaviourism where teaching machines delivered self-paced, interactive lessons with immediate feedback.

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Computer-Assisted Instruction (CAI)

An educational approach introduced in the 1970s–1980s that used personal computers and software like PLATO to provide interactive learning environments.

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Open Educational Resources (OER)

Initiatives such as MIT OpenCourseWare that democratize access by providing free, high-quality educational materials.

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Early Childhood Education (ECE)

Structured learning experiences designed for children aged 3 to 11, encompassing pre-primary (ages 3–5) and primary (ages 6–11) education.

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Gamified Learning

The integration of game mechanics such as badges, progress trackers, and reward systems to motivate and engage learners.

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Junior Secondary School (JSS 1-3)

A three-year broad-based secondary education stage in Nigeria for ages 12–14, culminating in the Basic Education Certificate Examination (BECE).

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Senior Secondary School (SSS 1-3)

A three-year specialized secondary education stage in Nigeria for ages 15–17, preparing students for vocational paths or the WASSCE.

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Tertiary Education

Specialized post-secondary education for students aged 16 and above in universities, polytechnics, and colleges of education overseen by regulatory bodies like NUC, NBTE, and NCCE.

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Massive Open Online Courses (MOOCs)

Web-based distance learning programs on platforms like Coursera and edX that offer global access to high-quality course content and certifications.

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Workplace Learning

Any form of learning that occurs within or is directly related to a work context, including formal programs, informal peer learning, and self-directed learning.

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Formal Learning

Planned, structured workplace training events such as induction programmes, compliance training, and workshops.

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Informal Learning

Spontaneous, experience-based learning that occurs naturally through daily work tasks, conversations, and problem-solving.

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Incidental Learning

Unplanned learning that happens as an unintended by-product of other workplace activities.

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10:20:10 Model

A professional development framework by Lombardo and Eichinger (1996) proposing that learning stems from on-the-job experience, social learning, and formal structured training.

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ADDIE Model

A systematic instructional design process consisting of Analysis, Design, Development, Implementation, and Evaluation widely used in workplace training.

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Microlearning

Short, focused learning units (typically 3–10 minutes) delivered via mobile devices, short videos, podcasts, or infographics for busy professionals.

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Performance Support Systems (PSS/EPSS)

Electronic tools and resources that provide employees with just-in-time information precisely when and where needed within their workflow.

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Technological Pedagogical Content Knowledge (TPACK)

A framework developed by Mishra and Koehler (2006) describing the complex interplay between technology, pedagogy, and content knowledge required for effective teaching.

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Content Knowledge (CK)

A teacher's deep, accurate, and current understanding of the subject matter to be taught.

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Pedagogical Knowledge (PK)

A teacher's professional knowledge of the processes, practices, and methods of teaching and learning independent of subject matter.

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Technological Knowledge (TK)

Knowledge about standard and advanced digital technologies, hardware, software, platforms, and their instructional affordances.

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Pedagogical Content Knowledge (PCK)

Lee Shulman's (1986) concept describing the intersection of pedagogy and content knowledge to make specific subject matter accessible to learners.

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Technological Content Knowledge (TCK)

Knowledge about how technology can change and transform the representation, nature, and understanding of subject-matter content.

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Technological Pedagogical Knowledge (TPK)

Knowledge about how various technologies can support, transform, and restructure specific teaching and learning strategies.

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SAMR Model

A four-level framework developed by Dr. Ruben R. Puentedura (2006) categorizing technology integration into Substitution, Augmentation, Modification, and Redefinition.

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Substitution (SAMR Level 1)

The SAMR level where technology acts as a direct substitute for a non-digital tool with no functional change in the learning task.

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Augmentation (SAMR Level 2)

The SAMR level where technology acts as a direct substitute for a non-digital tool while adding meaningful functional improvements to the learning experience.

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Modification (SAMR Level 3)

The SAMR level marking transition into the Transformation Zone where technology allows for a significant redesign of the learning task.

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Redefinition (SAMR Level 4)

The highest level of SAMR where technology enables the creation of entirely new, previously inconceivable learning tasks.

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Enhancement Zone (SAMR)

The lower levels of the SAMR framework (Substitution and Augmentation) where technology improves a learning task without changing its fundamental nature.

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Transformation Zone (SAMR)

The upper levels of the SAMR framework (Modification and Redefinition) where technology enables significant task redesign or the creation of novel learning experiences.