TechAppsK-12 Terms

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

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