1/79
Vocabulary flashcards summarizing key concepts, models, tools, policies and ethical considerations in Technology for Teaching & Learning, aligned with CBRC Professional Education review topics.
Name | Mastery | Learn | Test | Matching | Spaced |
---|
No study sessions yet.
Information and Communication Technology (ICT)
The broad range of technologies associated with processing information and sending/receiving messages.
Educational Technology
The broadest concept of technology applied to the entire educative system, including design, development and evaluation of learning processes and resources.
Instructional Technology
Systematic methods and tools used specifically to improve instruction within the classroom setting.
Instructional Media
Props, visual aids, and materials that help students understand ideas through their senses.
Technology Integration
The appropriate, purposeful use of technology tools to meet lesson objectives and enhance learning.
ICT Competency Standards for Teachers
Benchmarks that cover digital/non-digital tools, ethical issues, and effective technology use (excluding financial-literacy enhancement).
Connectivity
The ability of a school to access reliable network infrastructure, often a major constraint in ICT implementation.
E-waste
Discarded electronic devices whose disposal is an ICT issue linked directly to climate change and environmental harm.
ICT Policy
An institutional roadmap that guides teaching and learning practices involving technology.
DICT eQuality Program
A Philippine initiative aimed at improving education through equitable ICT access (part of DICT policy statements).
Edgar Dale’s Cone of Experience
A model that ranks learning activities from concrete (base) to abstract (tip), emphasizing ‘doing’ for better understanding.
TPACK Framework
Technological Pedagogical Content Knowledge—a model describing the knowledge teachers need for effective tech-enhanced instruction.
Technological Pedagogical Knowledge (TPK)
A teacher’s understanding of how teaching strategies change when specific technologies are used.
Pedagogical Content Knowledge (PCK)
Knowledge of how to teach specific subject matter effectively.
SAMR Model
A four-level model of tech use: Substitution, Augmentation, Modification, Redefinition.
Substitution (SAMR)
Stage where technology directly replaces a traditional tool with no functional change.
ASSURE Model
A systematic guide for lesson planning and effective technology integration (Analyze learners, State objectives, Select methods/media, Utilize media, Require participation, Evaluate).
ADDIE Model
An instructional design framework: Analysis, Design, Development, Implementation, Evaluation.
Digital Literacy
The ability to locate, evaluate, create and communicate information using information technologies.
Digital Skills
Cognitive and technical abilities required to effectively use digital tools and platforms.
Infographic
A visual representation (diagram, chart, picture) used to present information or data clearly.
Blog
An online journal or informational website displaying posts in reverse chronological order.
Wiki
A collaborative website allowing users to add, modify, or delete content collectively.
Browser
Software that enables users to access and navigate documents on the World Wide Web.
World Wide Web
A system of interlinked hypertext documents accessed via the Internet.
ePortfolio
A digital collection of a learner’s work, reflections and achievements, used for assessment and showcasing growth.
Simulation Tool
Software that models real-world processes for learning (e.g., PhET for physics).
Productivity Tool
Software like word processors or spreadsheets that helps users create and manage information efficiently.
Software
Programs consisting of instructions that control computer hardware and perform tasks.
Hardware
Physical components of a computer system.
Learning Resource Center (LRC)
School facility that coordinates, trains and assists teachers/students in using instructional materials and technology.
Online Learning
Distance education delivered via computer networking technology allowing teacher-learner interaction.
Asynchronous Mode
Online learning where interaction does not occur in real time (e.g., blogs, forums).
Web Conferencing
A technology integration that allows live audio-video interaction over the Internet.
Blended Learning
Combining face-to-face instruction with increased use of online/digital resources.
Massive Open Online Course (MOOC)
Free or low-cost online course delivered through the Internet to large numbers of learners, usually with a syllabus, content and assessment.
Learning Management System (LMS)
Software platform (e.g., Moodle, Schoology, Edmodo) that delivers, tracks and manages learning.
Digital Native
A person born or brought up during the digital age and familiar with computers and the Internet from early childhood.
Digital Citizenship
Responsible and appropriate behavior when using technology, encompassing access, commerce, communication, rights and responsibilities.
Digital Commerce
Buying and selling of goods or services electronically, such as online banking and transfers.
Plagiarism
Presenting someone else’s work or ideas as one’s own without proper citation.
Copyright Infringement
Unauthorized use of protected works in violation of the owner’s rights.
Netiquette
Appropriate and respectful behavior when communicating online.
E-Safety
Policies and practices that protect users from risks associated with ICT use, such as cyberbullying and harmful content.
Cyberbullying
Using electronic communication to bully a person, typically by sending intimidating messages.
Phishing
Fraudulent attempt to obtain sensitive information by disguising as a trustworthy entity via email or other communication.
Artificial Intelligence (AI)
Area of computer science focused on creating machines capable of tasks that normally require human intelligence.
Global Digital Citizen
An individual who acts responsibly and ethically both online and offline while engaging with a global community.
Interactive Model
Instructional exhibit that allows learners to manipulate components to explore a concept actively.
Multimedia Presentation
Instructional delivery using a combination of text, audio, images, animation and video to engage multiple senses.
Improvised Materials
Teacher-created instructional resources made from low-cost or locally available items.
Motivation (Media Evaluation)
Criterion assessing an app or tool’s ability to engage and sustain learner interest.
Organization (Media Evaluation)
Criterion checking if content is logically arranged, uncluttered and progressively sequenced.
Accuracy (Media Evaluation)
Criterion ensuring information is correct, well-documented and free from errors.
Appropriateness (Media Evaluation)
Criterion determining if content matches learners’ level, curriculum standards and cultural context.
Attractiveness (Display Design)
Quality of a bulletin-board or material that catches and holds learners’ attention through appealing layout and color.
Digital Storytelling
Learners’ creation of narratives using digital multimedia (images, audio, video) to convey content.
Collaborative Tool
Technology that enables individuals to work together, such as wikis, Google Docs or Skype.
Web 2.0 Tools
Internet applications that facilitate interactive information sharing, user-centered design and collaboration (blogs, social media).
Podcast
Digital audio file series users can download and listen to, often as part of lessons or resources.
Interactive Whiteboard
Display connecting to a computer and projector, allowing users to control and annotate content on screen.
Relative Advantage (Tech Planning)
Stage of planning where a teacher determines how technology improves upon existing methods.
Digital Security Threats
Risks such as viruses, hacking or password theft that endanger data and systems.
E-Waste Management
Proper disposal or recycling of obsolete electronic devices to reduce environmental impact.
21st-Century Skills
Competencies like critical thinking, problem-solving, communication and collaboration enhanced by technology use.
Digital Tools
Electronic resources (apps, devices, platforms) employed to facilitate learning activities.
Interactive Bulletin Board
Display area encouraging learner interaction through movable or touch-based elements.
Digital Game-Based Learning
Use of game elements and games to teach concepts and skills.
Flexible Learning Resources
Materials (e.g., print modules, radio broadcasts) adaptable to varying learner contexts and connectivity levels.
Distance Learning
Educational process where learners and instructors are physically separated and use technology for interaction.
Synchronous Learning
Online instruction happening in real time through tools like video conferencing.
Asynchronous Learning
Instruction where learners access materials and activities on their own schedule without real-time interaction.
Digital Rights and Responsibilities
Freedoms extended to everyone in the digital world and the expectations for respecting others’ rights.
E-Portfolio Reflection
Learner commentary explaining how tasks were accomplished and what was learned, the core of portfolio assessment.
Immediate Corrective Feedback
Benefit of computer-assisted tests providing instant responses that aid learning.
MOOC Syllabus
Guide stating course content, objectives, activities and assessments, legitimizing MOOCs as courses.
Interactive Model (Cone)
Learning experience where students ‘do’ and thus retain up to 90%, found at the base of Dale’s Cone.
Digital Access
Full electronic participation in society, including reliable connectivity and devices.
Improper Citation
Failure to acknowledge original sources, leading to plagiarism.
Digital Etiquette
Same as netiquette; standards of conduct expected by other digital technology users.