Technology for Teaching & Learning – CBRC Professional Education Review

0.0(0)
studied byStudied by 0 people
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
Card Sorting

1/79

flashcard set

Earn XP

Description and Tags

Vocabulary flashcards summarizing key concepts, models, tools, policies and ethical considerations in Technology for Teaching & Learning, aligned with CBRC Professional Education review topics.

Study Analytics
Name
Mastery
Learn
Test
Matching
Spaced

No study sessions yet.

80 Terms

1
New cards

Information and Communication Technology (ICT)

The broad range of technologies associated with processing information and sending/receiving messages.

2
New cards

Educational Technology

The broadest concept of technology applied to the entire educative system, including design, development and evaluation of learning processes and resources.

3
New cards

Instructional Technology

Systematic methods and tools used specifically to improve instruction within the classroom setting.

4
New cards

Instructional Media

Props, visual aids, and materials that help students understand ideas through their senses.

5
New cards

Technology Integration

The appropriate, purposeful use of technology tools to meet lesson objectives and enhance learning.

6
New cards

ICT Competency Standards for Teachers

Benchmarks that cover digital/non-digital tools, ethical issues, and effective technology use (excluding financial-literacy enhancement).

7
New cards

Connectivity

The ability of a school to access reliable network infrastructure, often a major constraint in ICT implementation.

8
New cards

E-waste

Discarded electronic devices whose disposal is an ICT issue linked directly to climate change and environmental harm.

9
New cards

ICT Policy

An institutional roadmap that guides teaching and learning practices involving technology.

10
New cards

DICT eQuality Program

A Philippine initiative aimed at improving education through equitable ICT access (part of DICT policy statements).

11
New cards

Edgar Dale’s Cone of Experience

A model that ranks learning activities from concrete (base) to abstract (tip), emphasizing ‘doing’ for better understanding.

12
New cards

TPACK Framework

Technological Pedagogical Content Knowledge—a model describing the knowledge teachers need for effective tech-enhanced instruction.

13
New cards

Technological Pedagogical Knowledge (TPK)

A teacher’s understanding of how teaching strategies change when specific technologies are used.

14
New cards

Pedagogical Content Knowledge (PCK)

Knowledge of how to teach specific subject matter effectively.

15
New cards

SAMR Model

A four-level model of tech use: Substitution, Augmentation, Modification, Redefinition.

16
New cards

Substitution (SAMR)

Stage where technology directly replaces a traditional tool with no functional change.

17
New cards

ASSURE Model

A systematic guide for lesson planning and effective technology integration (Analyze learners, State objectives, Select methods/media, Utilize media, Require participation, Evaluate).

18
New cards

ADDIE Model

An instructional design framework: Analysis, Design, Development, Implementation, Evaluation.

19
New cards

Digital Literacy

The ability to locate, evaluate, create and communicate information using information technologies.

20
New cards

Digital Skills

Cognitive and technical abilities required to effectively use digital tools and platforms.

21
New cards

Infographic

A visual representation (diagram, chart, picture) used to present information or data clearly.

22
New cards

Blog

An online journal or informational website displaying posts in reverse chronological order.

23
New cards

Wiki

A collaborative website allowing users to add, modify, or delete content collectively.

24
New cards

Browser

Software that enables users to access and navigate documents on the World Wide Web.

25
New cards

World Wide Web

A system of interlinked hypertext documents accessed via the Internet.

26
New cards

ePortfolio

A digital collection of a learner’s work, reflections and achievements, used for assessment and showcasing growth.

27
New cards

Simulation Tool

Software that models real-world processes for learning (e.g., PhET for physics).

28
New cards

Productivity Tool

Software like word processors or spreadsheets that helps users create and manage information efficiently.

29
New cards

Software

Programs consisting of instructions that control computer hardware and perform tasks.

30
New cards

Hardware

Physical components of a computer system.

31
New cards

Learning Resource Center (LRC)

School facility that coordinates, trains and assists teachers/students in using instructional materials and technology.

32
New cards

Online Learning

Distance education delivered via computer networking technology allowing teacher-learner interaction.

33
New cards

Asynchronous Mode

Online learning where interaction does not occur in real time (e.g., blogs, forums).

34
New cards

Web Conferencing

A technology integration that allows live audio-video interaction over the Internet.

35
New cards

Blended Learning

Combining face-to-face instruction with increased use of online/digital resources.

36
New cards

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.

37
New cards

Learning Management System (LMS)

Software platform (e.g., Moodle, Schoology, Edmodo) that delivers, tracks and manages learning.

38
New cards

Digital Native

A person born or brought up during the digital age and familiar with computers and the Internet from early childhood.

39
New cards

Digital Citizenship

Responsible and appropriate behavior when using technology, encompassing access, commerce, communication, rights and responsibilities.

40
New cards

Digital Commerce

Buying and selling of goods or services electronically, such as online banking and transfers.

41
New cards

Plagiarism

Presenting someone else’s work or ideas as one’s own without proper citation.

42
New cards

Copyright Infringement

Unauthorized use of protected works in violation of the owner’s rights.

43
New cards

Netiquette

Appropriate and respectful behavior when communicating online.

44
New cards

E-Safety

Policies and practices that protect users from risks associated with ICT use, such as cyberbullying and harmful content.

45
New cards

Cyberbullying

Using electronic communication to bully a person, typically by sending intimidating messages.

46
New cards

Phishing

Fraudulent attempt to obtain sensitive information by disguising as a trustworthy entity via email or other communication.

47
New cards

Artificial Intelligence (AI)

Area of computer science focused on creating machines capable of tasks that normally require human intelligence.

48
New cards

Global Digital Citizen

An individual who acts responsibly and ethically both online and offline while engaging with a global community.

49
New cards

Interactive Model

Instructional exhibit that allows learners to manipulate components to explore a concept actively.

50
New cards

Multimedia Presentation

Instructional delivery using a combination of text, audio, images, animation and video to engage multiple senses.

51
New cards

Improvised Materials

Teacher-created instructional resources made from low-cost or locally available items.

52
New cards

Motivation (Media Evaluation)

Criterion assessing an app or tool’s ability to engage and sustain learner interest.

53
New cards

Organization (Media Evaluation)

Criterion checking if content is logically arranged, uncluttered and progressively sequenced.

54
New cards

Accuracy (Media Evaluation)

Criterion ensuring information is correct, well-documented and free from errors.

55
New cards

Appropriateness (Media Evaluation)

Criterion determining if content matches learners’ level, curriculum standards and cultural context.

56
New cards

Attractiveness (Display Design)

Quality of a bulletin-board or material that catches and holds learners’ attention through appealing layout and color.

57
New cards

Digital Storytelling

Learners’ creation of narratives using digital multimedia (images, audio, video) to convey content.

58
New cards

Collaborative Tool

Technology that enables individuals to work together, such as wikis, Google Docs or Skype.

59
New cards

Web 2.0 Tools

Internet applications that facilitate interactive information sharing, user-centered design and collaboration (blogs, social media).

60
New cards

Podcast

Digital audio file series users can download and listen to, often as part of lessons or resources.

61
New cards

Interactive Whiteboard

Display connecting to a computer and projector, allowing users to control and annotate content on screen.

62
New cards

Relative Advantage (Tech Planning)

Stage of planning where a teacher determines how technology improves upon existing methods.

63
New cards

Digital Security Threats

Risks such as viruses, hacking or password theft that endanger data and systems.

64
New cards

E-Waste Management

Proper disposal or recycling of obsolete electronic devices to reduce environmental impact.

65
New cards

21st-Century Skills

Competencies like critical thinking, problem-solving, communication and collaboration enhanced by technology use.

66
New cards

Digital Tools

Electronic resources (apps, devices, platforms) employed to facilitate learning activities.

67
New cards

Interactive Bulletin Board

Display area encouraging learner interaction through movable or touch-based elements.

68
New cards

Digital Game-Based Learning

Use of game elements and games to teach concepts and skills.

69
New cards

Flexible Learning Resources

Materials (e.g., print modules, radio broadcasts) adaptable to varying learner contexts and connectivity levels.

70
New cards

Distance Learning

Educational process where learners and instructors are physically separated and use technology for interaction.

71
New cards

Synchronous Learning

Online instruction happening in real time through tools like video conferencing.

72
New cards

Asynchronous Learning

Instruction where learners access materials and activities on their own schedule without real-time interaction.

73
New cards

Digital Rights and Responsibilities

Freedoms extended to everyone in the digital world and the expectations for respecting others’ rights.

74
New cards

E-Portfolio Reflection

Learner commentary explaining how tasks were accomplished and what was learned, the core of portfolio assessment.

75
New cards

Immediate Corrective Feedback

Benefit of computer-assisted tests providing instant responses that aid learning.

76
New cards

MOOC Syllabus

Guide stating course content, objectives, activities and assessments, legitimizing MOOCs as courses.

77
New cards

Interactive Model (Cone)

Learning experience where students ‘do’ and thus retain up to 90%, found at the base of Dale’s Cone.

78
New cards

Digital Access

Full electronic participation in society, including reliable connectivity and devices.

79
New cards

Improper Citation

Failure to acknowledge original sources, leading to plagiarism.

80
New cards

Digital Etiquette

Same as netiquette; standards of conduct expected by other digital technology users.