Edtech Terms Glossary: Edtech Terms in 2024
A
Accessibility
Accessibility in edtech refers to designing and developing technology and learning experiences that are usable and inclusive for all learners.
Active Learning
Active Learning is an approach that involves engaging learners in activities and tasks that require them to actively participate, collaborate, and reflect on their learning.
Adaptive Assessment
Adaptive Assessment is a form of assessment that adjusts the difficulty and content of questions based on the learner's previous answers, ensuring an appropriate level of challenge.
Adaptive Learning
Adaptive Learning refers to educational systems and technologies that adapt to the unique needs of individual learners, providing personalized learning experiences.
Artificial Intelligence
Artificial Intelligence (AI) refers to the simulation of human intelligence in machines, enabling them to perform tasks that typically require human intelligence.
Assessment
Assessment is the process of gathering evidence and making judgments about learning and performance.
Asynchronous Learning
Asynchronous Learning refers to online learning activities that occur at different times, allowing learners to access and engage with course materials at their own pace.
Augmented Reality
Augmented Reality (AR) is an interactive experience where real-world objects are enhanced by computer-generated information, such as sound, video, graphics, or GPS data.
B
Blended Learning
Blended Learning combines traditional face-to-face instruction with online learning activities, leveraging the advantages of both approaches.
Blockchain
Blockchain is a decentralized and transparent digital ledger technology that enables secure and immutable record-keeping of transactions and data.
Byod
Bring Your Own Device (BYOD) is a policy that allows students and teachers to use their personal electronic devices, such as laptops and smartphones, for educational purposes.
C
Chatbots
Chatbots are AI-powered programs that simulate conversation and interaction with users, commonly used for automated support and assistance.
Cloud Computing
Cloud computing is the delivery of computing services, such as storage, servers, and applications, over the internet.
Collaborative Tools
Collaborative tools are digital applications and platforms that enable multiple users to work together, share ideas, and collaborate on projects.
Competency-Based Education
Competency-based Education (CBE) is an approach to teaching and learning that focuses on mastery of specific skills or competencies rather than traditional subject-based curricula.
Competency-Based Learning
Competency-based learning focuses on learners acquiring specific knowledge, skills, and abilities, and progressing based on demonstrated mastery rather than traditional grading systems.
Content Curation
Content curation refers to the process of discovering, selecting, organizing, and presenting relevant and high-quality educational content.
Content Management System
A Content Management System (CMS) is a software application used to create, manage, and publish digital content.
Curriculum Design
Curriculum Design is the process of planning and organizing the content, activities, and assessments for an educational course or program.
D
Data Analytics
Data Analytics refers to the process of examining data to uncover insights, draw conclusions, and support decision-making.
Data Privacy
Data Privacy relates to the protection of individuals' personal information and ensuring that it is collected, processed, and stored securely and in compliance with privacy regulations.
Data Visualization
Data Visualization is the representation of data in a visual or graphical format, making it easier to understand, analyze, and communicate.
Data-Driven Decision Making
Data-driven decision making involves using data and analytics to inform and guide the decision-making process.
Digital Assessment
Digital Assessment involves using digital tools and technologies to administer, score, and analyze assessments, providing more efficient and detailed feedback.
Digital Badges
Digital badges are visual representations that signify accomplishments or achievements in digital learning environments.
Digital Citizenship
Digital Citizenship refers to the responsible and ethical use of technology, encompassing aspects such as digital literacy, online safety, and appropriate online behavior.
Digital Classroom
Digital Classroom refers to a physical space or online environment where teaching and learning occur using digital tools, resources, and technologies.
Digital Divide
Digital Divide refers to the gap between individuals or communities who have access to and effectively use digital technologies and those who do not, creating inequality.
Digital Literacy
Digital Literacy refers to the ability to find, evaluate, use, create, and communicate digital information and content in various formats.
Digital Storytelling
Digital storytelling is the use of digital tools to share narratives and stories, often incorporating multimedia elements.
E
E-Learning
E-learning, also known as electronic learning, refers to the delivery of educational content or training through electronic devices and the internet.
E-Portfolio
E-portfolio, short for Electronic Portfolio, is a digital collection of authentic and curated artifacts that demonstrate an individual's learning, skills, accomplishments, and growth.
Edtech
Edtech is the use of technology to deliver educational content, tools, and resources.
Educational Data Mining
Educational data mining is the process of analyzing large datasets to discover patterns and insights related to educational contexts.
Edutainment
Edutainment combines elements of education and entertainment to engage learners and make learning more enjoyable and engaging.
Elementary Education
Elementary Education refers to the phase of education that typically covers children from ages 5 to 11, focused on developing basic academic, social, and life skills.
F
Flipped Classroom
Flipped Classroom is a pedagogical model where instructional content is delivered online, while in-person class time is used for discussion, collaboration, and application of knowledge.
Formative Assessment
Formative Assessment is a type of assessment that is conducted during the learning process to provide feedback and guide instruction.
G
Gamification
Gamification is the integration of game elements and mechanics into educational experiences to enhance engagement and motivation.
H
Higher Education
Higher Education refers to post-secondary education provided by colleges, universities, and other institutions, offering degrees, diplomas, and advanced learning opportunities.
I
Instructional Design
Instructional Design is the systematic process of creating effective and engaging learning experiences, encompassing analysis, design, development, implementation, and evaluation.
Instructional Technology
Instructional Technology involves the design, development, and use of technological tools and resources to enhance teaching and learning experiences.
Instructional Videos
Instructional videos are videos that provide step-by-step instructions, demonstrations, or explanations to support learning and understanding.
It Integration
IT Integration refers to the effective incorporation and use of technology in the classroom, ensuring that it aligns with instructional goals and enhances learning experiences.
K
Knowledge Base
A knowledge base is a database or repository that stores and organizes information, resources, and expertise for easy access and retrieval.
L
Learning Analytics
Learning Analytics involves the measurement, collection, analysis, and reporting of data about learners and their contexts, with the goal of optimizing learning and educational outcomes.
Learning Ecosystem
A learning ecosystem refers to the interconnected network of individuals, resources, and technologies that supports lifelong learning and education.
Learning Management System
Learning Management System (LMS) is a software application that allows the administration, tracking, and delivery of online courses and training programs.
Learning Objectives
Learning Objectives are statements that clearly describe what learners are expected to know, understand, or be able to do after completing a learning experience.
Learning Outcomes
Learning Outcomes are specific and measurable statements that describe what learners are expected to achieve as a result of their learning experiences.
Learning Styles
Learning Styles are the different ways in which individuals prefer to learn, such as visual, auditory, or kinesthetic, influencing how they perceive, process, and retain information.
Lms
A Learning Management System (LMS) is a software application used to deliver, track, and manage online learning.
M
Machine Learning
Machine Learning (ML) is a subset of AI that focuses on getting machines to learn from data and make predictions or take actions without being explicitly programmed.
Microlearning
Microlearning involves providing short bursts of focused learning content, typically in the form of videos, quizzes, or interactive modules.
Mobile Learning
Mobile Learning, or mLearning, refers to learning that takes place using mobile devices, such as smartphones or tablets, allowing learners to access educational content anytime, anywhere.
Mooc
A Massive Open Online Course (MOOC) is an online course designed for large-scale participation and open access to educational resources.
N
Natural Language Processing
Natural Language Processing (NLP) is a branch of AI that enables computers to understand, interpret, and respond to human language in a way that is meaningful.
O
Online Assessment
Online Assessment involves using digital tools and technologies to assess and evaluate learners' knowledge, skills, and performance in an online learning environment.
Online Collaboration
Online Collaboration is the process of working together on a task or project using digital tools and technologies, regardless of geographical distance.
Online Discussion Forum
Online Discussion Forum is a virtual space where learners and instructors can engage in asynchronous discussions, sharing ideas, asking questions, and providing feedback.
Online Proctoring
Online Proctoring is a method used to remotely supervise and monitor online exams to ensure integrity and deter cheating.
Online Tutoring
Online Tutoring is the provision of academic support, guidance, and instruction by a tutor through online platforms and tools.
Open Educational Resources
Open Educational Resources (OER) are freely accessible and openly licensed educational materials that can be used, remixed, and shared by educators and learners.
P
Parental Engagement
Parental Engagement refers to the involvement of parents or caregivers in their children's education, supporting and enhancing their learning experiences.
Pbl
Project-Based Learning (PBL) is a teaching method that engages students in solving real-world problems or completing authentic projects, promoting critical thinking and collaboration.
Peer Assessment
Peer assessment involves students assessing and providing feedback on each other's work, promoting constructive criticism and collaboration.
Personal Learning Environment
A personal learning environment (PLE) is a system or environment that allows individuals to customize and manage their own learning experience.
Personalized Learning
Personalized Learning refers to the tailoring of educational experiences to meet the individual needs, interests, and learning styles of each learner.
Podcasts
Podcasts are audio recordings or episodes that can be downloaded or streamed, often used for educational purposes.
Professional Development
Professional Development in the context of education refers to activities and programs that aim to improve the knowledge, skills, and effectiveness of educators.
R
Remote Learning
Remote Learning refers to the delivery of education and instructional activities to students who are geographically dispersed, often using online resources and tools.
Remote Proctoring
Remote Proctoring is a method used to supervise and monitor online exams remotely, ensuring integrity through the use of technology, such as webcams and screen recording.
Remote Teaching
Remote Teaching refers to the delivery of instruction to students who are geographically separated from the instructor, often using online platforms and tools.
S
Secondary Education
Secondary Education refers to the phase of education that typically covers adolescents from ages 11 to 18, offering more specialized and in-depth learning experiences.
Simulations
Simulations are computer-based models or representations of real-world scenarios used for instructional purposes to enable experiential learning.
Social Learning
Social Learning is a process in which individuals learn from and with others through observation, collaboration, and interactions, often facilitated by social media and online communities.
Steam Education
STEAM Education expands on STEM Education by incorporating the Arts into the curriculum, fostering creativity, design thinking, and interdisciplinary connections.
Stem
STEM stands for Science, Technology, Engineering, and Mathematics, and refers to an interdisciplinary approach to education in these fields.
Stem Education
STEM Education focuses on the teaching and learning of Science, Technology, Engineering, and Mathematics, emphasizing critical thinking, problem-solving, and innovation.
Student Engagement
Student Engagement refers to the level of interest, attention, participation, and motivation exhibited by students in their learning activities and educational experiences.
Student Information System
Student Information System (SIS) is a software application that manages student-related data, including enrollment, grades, and attendance.
Summative Assessment
Summative Assessment is a type of assessment that evaluates and measures learners' achievement and mastery of content at the end of a course, unit, or program.
Synchronous Learning
Synchronous Learning refers to online learning activities that occur in real-time, requiring learners and instructors to be present simultaneously.
U
User Experience
User experience (UX) refers to the overall experience and satisfaction that a learner has when interacting with an educational technology or platform.
User Interface
User interface (UI) refers to the visual elements, design, and layout of an educational technology or platform that users interact with.
V
Video-Based Learning
Video-based learning involves using videos as a primary mode of delivering educational content and instruction.
Virtual Classroom
Virtual Classroom is an online learning environment that enables real-time interaction and collaboration between instructors and learners, often using video conferencing tools.
Virtual Reality
Virtual Reality (VR) is a simulated experience that can be similar to or completely different from the real world, which is created using computer technology.