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Comprehensive vocabulary flashcards based on the lecture notes by Mr. Michaelson Jasper P. Duyan regarding Educational Technology foundations, frameworks, and tools.
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tekne
The Greek word meaning craft, from which the term technology is derived.
Technology
Includes tools ranging from pencil and paper to the latest electronic gadgets.
ICT Literacy
The ability to use networks to find, manage, evaluate, create, and share information.
Education Technology
The use, access, and integration of technology and learning, categorized into digital and non-digital tools.
Non-digital Education Technology
Learning resources such as flip charts, pictures, models, and realia.
Digital Education Technology
Learning resources involving electronic tools, hardware, and software.
Online Digital Tools
Tools that require an internet connection to access and utilize the information needed.
Instruction Technology
The development, utilization, management, and evaluation of resources for learning.
Multimedia
The sequential or simultaneous use of a variety of media formats in a given presentation.
Productivity Tools
Tools used for personal, professional, or classroom-related tasks.
Google Apps
A suite of cloud-based applications.
Technology as Tutor
A domain where technology delivers instruction and guides learning, such as educational software.
Technology as Teaching Tools
A domain where technology assists teachers in presenting lessons, such as PowerPoint or videos.
Technology as Learning Tools
A domain where technology is used by students to explore, create, and apply knowledge through projects or research.
Freedom of Expression
An ICT integration issue regarding the right to think, speak, and share opinions freely.
Privacy and Security
An ICT integration issue where individuals have the right to keep their personal life and information protected.
Surveillance and Retention
An ICT issue where technology collects data and policies control the duration for which it is stored.
E-pollutants from E-waste
Toxic materials from electronic devices that require proper handling and disposal.
Edgar Gale
The individual credited with contributions to audio and visual instruction, associated with the Cone of Experience.
Dale’s Cone of Experience
A learning pyramid where lower levels encourage active learning and upper levels require more instructional support.
Direct Purposeful Experiences
Learning by doing through direct, first-hand experience.
Contrived Experiences
Simulated or edited versions of real-life situations used for learning.
Mock up
A type of contrived experience that is singled heightened and magnified.
Specimen
A contrived experience involving an animal, plant, or piece of a mineral.
Simulation
A representation of a real manageable event.
Dramatized Experiences
Reconstructed experiences such as plays, pageants, and role playing.
Tableau
A stationary and silent dramatized experience, usually performed in costume with props and scenery.
Iconic Experience
Learning through observation using visuals such as demonstrations, study trips, and exhibits.
Educational Television
Television programs designed to educate and inform viewers, especially children.
Symbolic Experiences
Learning through abstraction using visual representations or verbal spoken words.
Enactive Learning
A mode of learning through direct experience, including working with objects.
Iconic Learning
A pictorial experience mode of learning, such as reading photos.
Symbolic Learning
A highly abstract experience mode of learning involving reading or hearing symbols.
Technological Knowledge (TK)
Understanding how to use digital tools and technologies effectively for teaching and learning.
Content Knowledge (CK)
The actual subject matter and mastery of the topic that teachers need to learn about teaching.
Pedagogical Knowledge (PK)
Awareness of teaching strategies and processes such as classroom management, assessment, and lesson planning.
PCK (Pedagogical Content Knowledge)
A TPACK overlap involving knowing how to teach specific content effectively.
TPK (Technological Pedagogical Knowledge)
A TPACK overlap involving knowing how to use technology to support and enhance teaching methods.
ASSURE Model
A model for creating lesson plans coordinating technology and media: Analyze learners, State objectives, Select methods, Utilize materials, Require participation, Evaluate/Revise.
SAMR Model
A framework developed by Dr. Ruben Puentedura to help educators integrate technology into teaching.
Substitution (SAMR)
Technology replaces a traditional tool with no change in function, such as typing instead of handwriting.
Augmentation (SAMR)
Technology replaces a tool with functional improvement, such as using spell check in a word processor.
Modification (SAMR)
Technology allows for significant task redesign, such as students collaborating on a shared document online.
Redefinition (SAMR)
Technology enables the creation of new tasks previously impossible, such as sharing multimedia presentations globally.
Merril’s Principle
A principle of instruction involving Problem-Centered learning, Activation, Demonstration, Application, and Integration.
Blackboard
A tool used for online learning delivery.
Classroom Response Systems
Tools that allow students to record their answers during a lesson.
Flipping the Classroom
A method where students learn lessons at home through technology (like videos) and do activities in class.
Synchronous Delivery
A mode of delivery where students learn at the same time in real-time, such as virtual classrooms.
Asynchronous Delivery
A mode of delivery where students learn at different times with a flexible schedule, such as through modules.
MOODLE
Modular Object-Oriented Dynamic Learning Environment; a free learning platform used for online courses.
Google Classrooms
A free and open Learning Management System for sharing lessons, assignments, and feedback.
Edmodo
A microblogging site used for collaboration between students and teachers.
Developmental E-Portfolio
A type of electronic portfolio used for self-assessment.
Showcase E-Portfolio
A type of electronic portfolio used to showcase skills and experience.
Assessment E-Portfolio
A type of electronic portfolio used to evaluate student learning and performance.