Term | Definition |
---|---|
TECHNOLOGY | The application of scientific knowledge for practical purposes, especially in industry. |
HARDWARE | The physical components of a computer system, such as the CPU, RAM, and motherboard. |
SOFTWARE | Programs and other operating information used by a computer. |
DIGITAL FILE | A file that exists in a digital format, such as a document, image, or video. |
DIGITAL INFORMATION | Data that is stored in a digital format and can be processed by computers. |
NETWORK | A group of interconnected computers and devices that can communicate with each other. |
COMPUTER | An electronic device that processes data according to a set of instructions. |
ARPANET | The precursor to the internet, developed by the U.S. Department of Defense. |
INTERNET | A global network of interconnected computers that communicate using standardized protocols. |
INTRANET | A private network accessible only to an organization's staff. |
WORLD WIDE WEB | A system of interlinked hypertext documents accessed via the internet. |
LAN (Local Area Network) | A network that connects computers within a limited area, such as a building. |
WAN (Wide Area Network) | A network that covers a broad area, such as a city, country, or even the globe. |
MAN (Metropolitan Area Network) | A network that spans a metropolitan area, connecting multiple LANs. |
PERIPHERAL DEVICE | An external device connected to a computer, such as a keyboard, mouse, or printer. |
COMPATIBILITY | The ability of a system or component to work with other systems or components. |
COMPATIBILITY ISSUES | Problems that arise when systems or components are not compatible with each other. |
FILE NAMING CONVENTION | A systematic method for naming files to ensure consistency and clarity. |
FILE MANAGEMENT SYSTEM | Software that organizes and manages files on a computer or network. |
DIGITAL STRATEGY | A plan for using digital tools and technologies to achieve business goals. |
MEDIA | Various means of communication, such as text, images, video, and audio. |
TEXT | Written or printed words. |
GRAPHIC | A visual representation, such as a drawing, chart, or photograph. |
IMAGE | A visual representation of something, such as a photograph or illustration. |
VIDEO | A recording of moving visual images. |
AUDIO | Sound, especially when recorded, transmitted, or reproduced. |
SOFTWARE EVALUATION | The process of assessing software to determine its suitability for a specific purpose. |
SOFTWARE SUPPORT SERVICES | Services that provide assistance with software issues and maintenance. |
SOFTWARE LICENSE | A legal agreement that grants the user the right to use software under certain conditions. |
PRIMARY STORAGE DEVICE | A device that stores data that is actively being used by the computer, such as RAM. |
SECONDARY STORAGE DEVICE | A device that stores data for long-term use, such as a hard drive or SSD. |
OFFLINE STORAGE DEVICE | A storage device that is not connected to the computer or network, such as a USB drive. |
ELECTRONIC RESOURCES | Digital materials that can be accessed electronically, such as e-books and online databases. |
INFORMATION SYSTEM (IS) CONFLICT | Disputes or issues that arise within an information system. |
ACCURACY | The degree to which data or information is correct and free from errors. |
PRECISION | The degree to which repeated measurements or calculations yield the same results. |
VALIDITY | The extent to which a concept, conclusion, or measurement is well-founded and corresponds accurately to the real world. |
RELIABILITY | The consistency of a measure or system over time. |
INTELLECTUAL PROPERTY RIGHTS | Legal rights that protect the creations of the mind, such as inventions, literary works, and trademarks. |
COPYRIGHT | A legal right that grants the creator of original work exclusive rights to its use and distribution. |
CREATIVE COMMONS (CC) LICENSE | A license that allows creators to communicate which rights they reserve and which rights they waive for the benefit of recipients. |
OPEN SOURCE LICENSE | A license that allows software to be freely used, modified, and shared. |
CYBERBULLYING | The use of electronic communication to bully a person, typically by sending messages of an intimidating or threatening nature. |
ONLINE HARASSMENT | The use of the internet to harass, threaten, or maliciously embarrass someone. |
COMPUTER HACKING | The act of gaining unauthorized access to computer systems for the purpose of stealing or manipulating data. |
SOFTWARE PIRACY | The illegal copying, distribution, or use of software. |
PLAGIARISM | The practice of taking someone else's work or ideas and passing them off as one's own. |
COMPUTER VANDALISM | The act of intentionally damaging or destroying computer hardware or software. |
COMPUTER INVASION OF PRIVACY | Unauthorized access to someone's personal information stored on a computer. |
COMPUTER VIRUS | Malicious software that can replicate itself and spread from one computer to another. |
COMPUTER ETHICS | The study of ethical issues and decision-making associated with the use of computers and information systems. |
SOCIAL MEDIA | Websites and applications that enable users to create and share content or participate in social networking. |
CITING SOURCES | The practice of giving credit to the original authors of information used in one's work. |
DIGITAL SAFETY | Practices and tools used to protect digital information and devices from threats. |
PRIVACY POLICY | A statement that explains how an organization collects, uses, and protects personal information. |
DIGITAL ETIQUETTE | The standards of behavior expected when using digital devices and interacting online. |
ACCEPTABLE USE POLICY (AUP) | A set of rules and guidelines that outline acceptable use of technology and internet resources within an organization. |
CUSTOMER SUPPORT | Services provided to assist customers in using a product or service. |
TROUBLESHOOTING | The process of diagnosing and resolving problems with technology. |
TECHNICAL DOCUMENTATION | Written materials that explain how to use or maintain a product or system. |
HISTORY OF TECHNOLOGY | The study of the development and impact of technology over time. |
FUTURE OF TECHNOLOGY | Predictions and trends regarding the development and impact of technology in the future. |
DATA REPRESENTATION | The methods used to represent information in a computer system. |
PRODUCTIVITY SOFTWARE | Software designed to help users perform tasks more efficiently, such as word processors and spreadsheets. |
COMPUTER SIMULATION | The use of a computer to model the behavior of real-world systems. |
COMPUTER MODEL | A mathematical representation of a real-world system created using computer software. |
VIRTUAL ENVIRONMENT | A computer-generated simulation of a real or imagined environment. |
PRODUCT DEVELOPMENT | The process of creating new products or improving existing ones. |
PRODUCT DESIGN | The process of defining the features and specifications of a product. |
TREND | A general direction in which something is developing or changing. |
PROJECT MANAGEMENT | The process of planning, organizing, and overseeing the completion of a project. |
PROJECT EVALUATION | The process of assessing the success and impact of a project. |
RUBRIC | A scoring guide used to evaluate the quality of students' work. |
PROJECT SPECIFICATION | A detailed description of the requirements and expectations for a project. |
REPRESENTATIVE PRODUCTS | Examples of products that illustrate the quality and characteristics of a particular category. |
ELECTRONIC ASSESSMENT | The use of digital tools and technologies to evaluate students' learning and performance. |
PRODUCT EVALUATION | The process of assessing the quality and effectiveness of a product. |
INSTRUCTIONAL PRACTICES | Methods and strategies used by teachers to facilitate learning. |
INSTRUCTIONAL STRATEGIES | Techniques used to help students learn and achieve educational goals. |
STUDENT CENTERED LEARNING | An approach to education that focuses on the needs and interests of students. |
DEVELOPMENTALLY APPROPRIATE | Practices and activities that are suitable for the age and developmental stage of students. |
LESSON | A structured period of instruction on a particular topic. |
DIGITAL EQUITY | The fair and equal access to digital tools and technologies for all students. |
DIVERSE POPULATIONS | Groups of students with varied backgrounds, abilities, and needs. |
EFFECTIVE QUESTIONING | The use of questions to promote critical thinking and understanding. |
DATA COLLECTION | The process of gathering information for analysis and decision-making. |
RESULTS INTERPRETATION | The process of analyzing and making sense of collected |