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Digital Introduction
An overview of digital concepts and tools used for online learning.
Learning Management System (LMS)
A software application for administering, documenting, tracking, and delivering educational courses.
E-Learning
Learning conducted via electronic media, typically on the Internet.
Blended Learning
A mix of traditional face-to-face education with online learning.
MOOC
Massive Open Online Course, a free online course available for anyone to enroll.
Asynchronous Learning
Learning that does not occur in the same place or at the same time.
Synchronous Learning
Learning that happens in real-time, often involving web conferencing.
Digital Literacy
The ability to effectively use digital technology and communication tools.
Gamification
The application of game design elements in non-game contexts to enhance learning.
Interactive Learning
A process that actively engages learners in the material.
Webinar
A seminar conducted over the Internet.
Distance Learning
Education that takes place remotely, without the requirement for physical presence.
Augmented Reality (AR)
A technology that superimposes digital information onto the physical world.
Virtual Reality (VR)
An immersive digital environment that simulates a real or imagined environment.
Digital Footprint
The trail of data you leave behind when using the Internet.
Cloud Computing
The delivery of computing services over the Internet, allowing for flexible resource management.
Collaborative Tools
Digital applications designed to help people work together on projects.
E-Portfolio
A digital collection of artifacts that showcases a learner's skills and experiences.
Online Assessment
Evaluations conducted over the Internet to measure learning outcomes.
Flipped Classroom
An instructional strategy where students learn content online and do practical work in class.
Digital Citizenship
The norms of appropriate, responsible behavior with regard to technology use.
Podcast
A digital audio or video file series that users can stream or download.
Content Management System (CMS)
Software used to create and manage digital content.
Social Learning
Learning from others through social interactions and networks.
Screen Recording
Capturing video of what's happening on a computer screen.
Digital Storytelling
Using digital tools to tell stories, combining various forms of media.
Online Discussion Forums
Platforms for users to engage in discussions through written posts.
Certification Program
A course designed to provide credentials showing proficiency in a certain skill.
E-Book
A digital version of a printed book, readable on electronic devices.
Microlearning
A teaching method that focuses on small, specific bursts of learning.
Learning Analytics
The measurement and analysis of data related to learners and their contexts.
Adaptive Learning
An educational method that uses algorithms to provide personalized resources.
Digital Collaboration
Working together with others using digital tools and platforms.
User Interface (UI)
The space where interactions between humans and machines occur.
User Experience (UX)
The overall experience of a person using a product, especially in terms of how easy or pleasing it is.
Open Educational Resources (OER)
Free, openly licensed educational materials that can be used for teaching.
Video Conferencing
Conducting live conferences via video to connect users in different locations.
Learning Pathway
A structured sequence of learning experiences designed for achieving a specific goal.
Digital Badge
An online representation of a skill or achievement.
Mobile Learning (m-Learning)
Learning conducted via mobile devices, often in a flexible manner.
Instructional Design
The process of creating educational experiences that make learning more efficient.
Feedback Loops
Continuous assessment and communication of student performance to improve learning.
Digital Assessment
Evaluations carried out online to gauge learners' knowledge and skills.
Artificial Intelligence (AI) in Education
Application of AI technologies to personalize and enhance learning experiences.
Semantic Web
An extension of the World Wide Web that allows data to be shared and reused across applications.
Remote Proctoring
Monitoring students during online exams to ensure integrity.
Quality Assurance in E-Learning
Processes to ensure educational programs meet quality standards.
Course Development Life Cycle
The stages involved in creating educational courses, from planning to delivery.
Instructional Technologies
Tools and systems that aid in the process of teaching and learning.
Virtual Classroom
An online environment that simulates a traditional classroom experience.
Digital Resources
Any form of digital content used for educational purposes.
Educational Technology
The integration of technology into educational settings to enhance learning.
Online Tutoring
Personalized instruction provided over the Internet in real-time.
Internet of Things (IoT) in Education
Connecting devices to the Internet to enhance educational experiences.
Home-based Learning
Learning that occurs at home typically facilitated by digital tools.
Cybersecurity in Education
Measures and protocols designed to protect education-related digital assets.
Digital Marketing in Education
Promoting educational programs or institutions via digital channels.
Peer Learning
Learning with others, often involving collaboration among students.
Self-directed Learning
A process where individuals take the initiative in diagnosing their learning needs.
Tech-Enhanced Learning
Learning experiences that are improved through the use of technology.
Web Accessibility
Designing websites to be usable by people with disabilities.
Artificial Intelligence in E-Learning
Using AI tools to analyze data and personalize learning experiences.
Digital Networking in Education
Connections made through online platforms to engage with others in educational environments.
E-Training
Training that is conducted via electronic means.
Digital Simulation
An imitation of a real-world process or system done digitally.
Student Engagement Tools
Applications designed to foster interaction and participation among students.
Telepresence in Education
Using technology to create the sense of being present in a virtual environment.
Content Curation
The process of gathering and organizing relevant digital content for a specific audience.