Glossary of Tech Terms for Teachers

A
- Adaptive Learning: Educational technology that adjusts to a student’s needs, providing personalized learning experiences.
- AI (Artificial Intelligence): Computer systems designed to perform tasks that typically require human intelligence, such as visual perception, speech recognition, and decision-making.
- AirPlay: Apple’s wireless streaming technology that allows content to be shared from Apple devices to compatible displays or speakers.
- AirDrop: A file-sharing feature for Apple devices that uses Bluetooth to create a peer-to-peer Wi-Fi network between devices.
- Algorithm: A step-by-step procedure or formula for solving a problem or accomplishing a task, often used in computer programming.
- Android: A mobile operating system developed by Google, used on many smartphones and tablets.
- App: Short for “application,” a software program designed to perform specific tasks, often on mobile devices.
- AR (Augmented Reality): Technology that superimposes computer-generated images on a user’s view of the real world, providing a composite view.
- Assessment Tool: Software used to create, administer, and grade tests or quizzes, often with features for data analysis and reporting.
- Assistive Technology: Devices, software, or equipment that helps people with disabilities perform tasks.
B
- Bandwidth: The maximum rate of data transfer across a given path in a network.
- BYOD (Bring Your Own Device): A policy allowing students and staff to use their personal devices in an educational setting.
- Blended Learning: An approach to education that combines online educational materials and opportunities for interaction online with traditional place-based classroom methods.
- Blog: A regularly updated website or web page, typically run by an individual or small group, written in an informal or conversational style.
- Bluetooth: A wireless technology standard for exchanging data over short distances.
- Bookmarking: Saving the address of a website or specific webpage for future reference.
- Breakout Room: A feature in video conferencing platforms that allows the host to split the main meeting into separate sessions for small group discussions.
- Browser: A software application used to access information on the World Wide Web, such as Chrome, Firefox, or Safari.
- Byte: A unit of digital information that consists of 8 bits.
- Backup: A copy of computer data taken and stored elsewhere so that it may be used to restore the original after a data loss event.
C
- Cache: Temporary storage of data for fast retrieval.
- Chatbot: A computer program designed to simulate conversation with human users, often used for customer service or information acquisition.
- Chrome Extension: A small software program that customizes the browsing experience in Google Chrome.
- Cloud Computing: The practice of using a network of remote servers hosted on the Internet to store, manage, and process data, rather than a local server or personal computer.
- Coding: The process of creating instructions for computers using programming languages.
- Collaboration Tools: Software designed to help people involved in a common task achieve their goals, such as Google Docs or Microsoft Teams.
- Content Management System (CMS): Software that helps users create, manage, and modify content on a website without specialized technical knowledge.
- Cookies: Small pieces of data stored on a user’s computer by websites to remember information about the user.
- Copyright: Legal protection given to the creators of original works of authorship, including literary, dramatic, musical, artistic, and certain other intellectual works.
- Courseware: Educational software designed to be used as part of a course of study.
D
- Data Mining: The process of discovering patterns in large data sets.
- Database: An organized collection of data stored and accessed electronically.
- Digital Citizenship: The responsible use of technology by anyone who uses computers, the Internet, and digital devices.
- Digital Divide: The gap between demographics and regions that have access to modern information and communications technology and those that don’t.
- Digital Footprint: The information about a particular person that exists on the Internet as a result of their online activity.
- Digital Literacy: The ability to use information and communication technologies to find, evaluate, create, and communicate information, requiring both cognitive and technical skills.
- Digital Portfolio: An electronic collection of evidence of a student’s learning journey, including demonstrations, resources, and accomplishments.
- Distance Learning: A method of studying in which lectures are broadcast or classes are conducted by correspondence or over the Internet, without the student needing to attend a school or college.
- Domain: The address of a website that users type in their browser’s address bar to visit the site.
- Download: The process of transferring data from a remote system to a local system.
E
- E-book: A book publication made available in digital form, consisting of text, images, or both, readable on computers or other electronic devices.
- EdTech: Short for “Educational Technology,” referring to hardware and software designed to enhance teacher-led learning in classrooms and improve students’ education outcomes.
- Email: Messages distributed by electronic means from one computer user to one or more recipients via a network.
- Embedding: The integration of content (such as images, videos, or social media posts) from one source into another webpage.
- Encryption: The process of encoding information in such a way that only authorized parties can access it.
- E-Portfolio: See Digital Portfolio.
- E-Reader: A mobile electronic device designed primarily for the purpose of reading digital e-books and periodicals.
- Ethernet: A family of computer networking technologies commonly used in local area networks (LAN).
- Evaluation Tool: Software used to assess the effectiveness of educational programs or interventions.
- Exabyte: A unit of information equal to one quintillion bytes, or one billion gigabytes.
F
- Fair Use: A doctrine in United States copyright law that allows limited use of copyrighted material without requiring permission from the rights holders.
- Feedback Loop: In educational technology, a process where students receive immediate and ongoing feedback on their performance, allowing for continuous improvement.
- File Format: The structure of a file that tells a program how to display its contents, indicated by the file extension (e.g., .docx, .pdf, .jpg).
- Firewall: A network security system that monitors and controls incoming and outgoing network traffic based on predetermined security rules.
- Flipped Classroom: An instructional strategy and a type of blended learning that reverses the traditional learning environment by delivering instructional content, often online, outside of the classroom.
- Formative Assessment: Assessment procedures conducted by teachers during the learning process in order to modify teaching and learning activities to improve student attainment.
- Forum: An online discussion site where people can hold conversations in the form of posted messages.
- FTP (File Transfer Protocol): A standard network protocol used for the transfer of computer files between a client and server on a computer network.
- Functionality: The range of operations that can be run on a computer or other electronic system.
- Fuzzy Logic: A form of many-valued logic in which the truth values of variables may be any real number between 0 and 1, used in some educational software for more nuanced assessment.
G
- Gamification: The application of game-design elements and game principles in non-game contexts, often used in educational settings to increase student engagement.
- GIF (Graphics Interchange Format): A bitmap image format that supports animations and uses a palette of up to 256 colors.
- Google Classroom: A free web service developed by Google for schools that aims to simplify creating, distributing, and grading assignments.
- Google Docs: A web-based word processor included as part of the free, web-based Google Docs Editors suite offered by Google.
- Google Drive: A file storage and synchronization service developed by Google, allowing users to store files in the cloud, share files, and edit documents collaboratively.
- GPS (Global Positioning System): A satellite-based radionavigation system, often used in educational apps for location-based learning experiences.
- Gradebook: A record of student grades, often in digital format for easy updating and analysis.
- Graphic Organizer: A visual display that demonstrates relationships between facts, concepts or ideas, often used as a learning tool.
- GUI (Graphical User Interface): A form of user interface that allows users to interact with electronic devices through graphical icons and audio indicators.
- G Suite for Education: A suite of free productivity tools provided by Google, including Gmail, Docs, Drive, and Classroom, designed for educational institutions.
H
- Hack: In education technology, often refers to a clever solution or shortcut to improve efficiency or effectiveness.
- Hardware: The physical components of a computer system.
- Hotspot: A physical location where people can access the Internet, typically using Wi-Fi, via a wireless local area network (WLAN) with a router connected to an Internet service provider.
- HTML (Hypertext Markup Language): The standard markup language for documents designed to be displayed in a web browser.
- HTTP (Hypertext Transfer Protocol): An application-layer protocol for transmitting hypermedia documents, such as HTML.
- Hybrid Learning: An educational model where some students attend class in-person, while others join the class virtually from home.
- Hyperlink: A reference to data that the user can directly follow, or that is followed automatically.
- Hypermedia: An extension of hypertext that includes graphics, audio, and video.
- Hypertext: Text displayed on a computer display or other electronic devices with references (hyperlinks) to other text that the reader can immediately access.
- HDMI (High-Definition Multimedia Interface): A proprietary audio/video interface for transmitting uncompressed video data and compressed or uncompressed digital audio data.
I
- ICT (Information and Communications Technology): An umbrella term that includes any communication device or application, encompassing: radio, television, cellular phones, computer and network hardware and software, satellite systems and so on, as well as the various services and applications associated with them.
- Infographic: A visual representation of information or data, often used in education to present complex information quickly and clearly.
- Input Device: Any peripheral (piece of computer hardware equipment) used to provide data and control signals to an information processing system such as a computer or information appliance.
- Interactive Whiteboard: A large interactive display in the form factor of a whiteboard that connects to a computer and projector.
- Internet: A global system of interconnected computer networks that use the Internet protocol suite (TCP/IP) to link devices worldwide.
- Internet of Things (IoT): The interconnection via the Internet of computing devices embedded in everyday objects, enabling them to send and receive data.
- IP Address: A unique address that identifies a device on the Internet or a local network.
- iPad: A line of tablet computers designed and marketed by Apple Inc., often used in educational settings.
- iCloud: A cloud storage and cloud computing service from Apple Inc.
- Instructional Design: The practice of creating instructional experiences which make the acquisition of knowledge and skill more efficient, effective, and appealing.
J
- JPEG (Joint Photographic Experts Group): A commonly used method of lossy compression for digital images, particularly for those images produced by digital photography.
- Java: A popular, object-oriented programming language designed to have as few implementation dependencies as possible.
- JavaScript: A high-level, interpreted programming language that conforms to the ECMAScript specification.
- Jigsaw Technique: A cooperative learning approach that increases student engagement and collaboration, often facilitated by educational technology.
- JITT (Just-in-Time Teaching): A pedagogical strategy that uses feedback between classroom activities and work that students do at home, in preparation for the classroom meeting.
- Journal: In educational technology, often refers to digital platforms where students can record their thoughts, learning experiences, and reflections.
- Jupyter Notebook: An open-source web application that allows you to create and share documents that contain live code, equations, visualizations and narrative text, often used in data science education.
- Junk Mail: Unsolicited bulk messages, especially advertising, indiscriminately sent to many recipients; also known as spam.
- JumpDrive: A brand of USB flash drive, often used generically to refer to any USB drive.
- Justification: In word processing, the alignment of text to the left margin, right margin, or both margins.
K
- Keyboard: An input device, partially modeled after the typewriter keyboard, which uses an arrangement of buttons or keys to act as mechanical levers or electronic switches.
- Keyboarding: The act of typing on a keyboard, often taught as a skill in schools.
- Khan Academy: A non-profit educational organization that provides free online learning resources.
- Kindle: Amazon’s series of e-readers and tablets, often used for digital textbooks and educational content.
- Knowledge Base: A technology used to store complex structured and unstructured information used by a computer system.
- Kiosk Mode: A feature that limits device functionality to a specific application or set of applications, often used in educational settings to prevent students from accessing unauthorized content.
- KWL Chart: A graphical organizer designed to help in learning, often implemented digitally in educational software. The letters KWL are an acronym for “what students Know”, “Want to know”, and “Learned”.
- Kahoot!: A game-based learning platform used as educational technology in schools and other educational institutions.
- Keylogging: The action of recording (logging) the keys struck on a keyboard, typically covertly, so that the person using the keyboard is unaware that their actions are being monitored.
- Kinesthetic Learning: A learning style in which learning takes place by the students carrying out physical activities, rather than listening to a lecture or watching demonstrations. Often supported by educational technology tools.
L
- LAN (Local Area Network): A computer network that interconnects computers within a limited area such as a school, laboratory, or office building.
- Laptop: A small, portable personal computer with a screen and alphanumeric keyboard.
- Learning Analytics: The measurement, collection, analysis and reporting of data about learners and their contexts, for purposes of understanding and optimizing learning and the environments in which it occurs.
- Learning Management System (LMS): A software application for the administration, documentation, tracking, reporting, automation and delivery of educational courses, training programs, or learning and development programs.
- Learning Object: A collection of content items, practice items, and assessment items that are combined based on a single learning objective.
- Lecture Capture: The process of recording classroom lectures as videos and making them available digitally.
- Library Database: An electronic collection of information organized for easy access, often provided by school libraries for research purposes.
- Linux: A family of open-source Unix-like operating systems based on the Linux kernel.
- Live Streaming: Broadcasting video content in real-time over the Internet, often used for remote or distance learning.
- LTI (Learning Tools Interoperability): A standard developed by IMS Global Learning Consortium that allows learning systems to easily integrate with external tools and content.
M
- Machine Learning: A subset of artificial intelligence that provides systems the ability to automatically learn and improve from experience without being explicitly programmed.
- Macro: A saved sequence of commands or keyboard strokes that can be stored and then recalled with a single command or keyboard stroke.
- Malware: Software that is specifically designed to disrupt, damage, or gain unauthorized access to a computer system.
- Metadata: Data that provides information about other data, often used in digital asset management in education.
- Microblogging: A broadcast medium that exists in the form of blogging, often used in education for quick updates or short-form learning content.
- Microsoft Office: A suite of productivity software, including Word, Excel, PowerPoint, and more, widely used in educational settings.
- MOOC (Massive Open Online Course): An online course aimed at unlimited participation and open access via the web.
- Mouse: A hand-held pointing device that detects two-dimensional motion relative to a surface.
- Multimedia: Content that uses a combination of different content forms such as text, audio, images, animations, video and interactive content.
- Mute: A feature in audio or video conferencing software that allows a user to turn off their microphone.
N
- Netiquette: A set of rules for behaving properly online, especially important in educational online forums and virtual classrooms.
- Network: A group of two or more computer systems linked together.
- NFC (Near Field Communication): A set of communication protocols for communication between two electronic devices over a distance of 4 cm or less.
- Notebook Computer: See Laptop.
- Notification: An automated message sent by an application or service to inform the user about an event or update.
- NPE (Nonprofit Educational Institution): An educational institution that is a nonprofit organization, often eligible for special considerations in software licensing.
- NTFS (New Technology File System): A proprietary file system developed by Microsoft, used in many school and university computer systems.
- Numeric Keypad: A set of numerical and arithmetic keys arranged in a rectangular array, often found on the right side of many computer keyboards.
- Netbook: A small, lightweight, legacy class of laptop computers.
- Neural Network: In machine learning, a system of hardware and/or software patterned after the operation of neurons in the human brain.
O
- OCR (Optical Character Recognition): The electronic or mechanical conversion of images of typed, handwritten or printed text into machine-encoded text.
- OER (Open Educational Resources): Freely accessible, openly licensed text, media, and other digital assets that are useful for teaching, learning, and assessing as well as for research purposes.
- Office 365: Microsoft’s subscription-based online office and software plus services suite, widely used in educational institutions.
- Online Learning: Education that takes place over the Internet.
- Open Source: Software for which the original source code is made freely available and may be redistributed and modified.
- Operating System: System software that manages computer hardware, software resources, and provides common services for computer programs.
- Optical Drive: A disk drive that uses laser light or electromagnetic waves within or near the visible light spectrum as part of the process of reading or writing data to or from optical discs.
- Output Device: Any piece of computer hardware equipment used to communicate the results of data processing carried out by an information processing system to the outside world.
- Overclocking: The practice of increasing a computer’s clock rate, running it at a higher speed than it was designed to run.
- Overhead Projector: A variant of slide projector that is used to display images to an audience, largely replaced in modern classrooms by digital projectors.
P
- Password: A secret word or phrase that must be used to gain admission to a place or system.
- PDF (Portable Document Format): A file format developed by Adobe to present documents, including text formatting and images, in a manner independent of application software, hardware, and operating systems.
- Pedagogy: The method and practice of teaching, especially as an academic subject or theoretical concept.
- Peer Assessment: An assessment of students’ work carried out by other students in the same class.
- Phishing: The fraudulent practice of sending emails purporting to be from reputable companies in order to induce individuals to reveal personal information, such as passwords and credit card numbers.
- Plagiarism Detection: Software tools used to identify plagiarism in students’ work.
- Podcast: A digital audio file made available on the Internet for downloading to a computer or mobile device, typically available as a series.
- Pop-up: A graphical user interface display area, usually a small window, that suddenly appears in the foreground of the visual interface.
- Portfolio: A purposeful collection of student work that exhibits the student’s efforts, progress, and achievements in one or more areas.
- PowerPoint: A presentation program developed by Microsoft, used to create slideshows composed of text, graphics, and other objects.
Q
- QR Code (Quick Response Code): A type of matrix barcode that can be read by smartphones and dedicated QR reading devices, often used in education for quick access to digital resources.
- Query: A request for data or information from a database table or combination of tables.
- Quiz: A brief assessment used to measure growth in knowledge, abilities, and/or skills, often administered through digital platforms in modern education.
- QWERTY: The most common modern-day keyboard layout for Latin script.
- Quizlet: An online study application that allows students to study information via learning tools and games.
- Quota: In computing, a limit on the amount of disk space, CPU time, or other resources allocated to users.
- Quadrant: In graphing software, one of four regions created when a two-dimensional graph is divided by an x and y axis.
- Qualitative Data: Data that can be observed but not measured, often collected through open-ended questions or observation in educational research.
- Quantitative Data: Data that can be measured and written down with numbers, often collected through surveys or tests in educational research.
- Queue: In computing, a collection of entities that are maintained in a sequence and can be modified by the addition of entities at one end of the sequence and the removal of entities from the other end of the sequence.
R
- RAM (Random Access Memory): A form of computer memory that can be read and changed in any order, typically used to store working data and machine code.
- Remote Learning: A mode of education where the learner is not physically present in a traditional classroom environment.
- Resolution: The number of distinct pixels in each dimension that can be displayed on a screen.
- RSS Feed (Really Simple Syndication): A type of web feed which allows users to access updates to online content in a standardized, computer-readable format.
- Rubric: A scoring guide used to evaluate the quality of students’ constructed responses, often implemented digitally in learning management systems.
- Router: A networking device that forwards data packets between computer networks.
- Runtime: The period during which a computer program is executing.
- Remote Desktop: A software or operating system feature that allows a personal computer’s desktop environment to be run remotely on one system while being displayed on a separate client device.
- Responsive Design: An approach to web design that makes web pages render well on a variety of devices and window or screen sizes.
- Robotics: The branch of technology that deals with the design, construction, operation, and use of robots, often incorporated into STEM education.
S
- SaaS (Software as a Service): A software licensing and delivery model in which software is licensed on a subscription basis and is centrally hosted.
- Screencast: A digital recording of computer screen output, often containing audio narration, used for creating tutorials or demonstrations.
- Search Engine: A software system designed to search for information on the World Wide Web.
- Server: A computer program or device that provides a service to other programs or devices, called clients.
- Smartboard: A brand of interactive whiteboard, often used generically to refer to any interactive whiteboard.
- Social Media: Websites and applications that enable users to create and share content or to participate in social networking.
- Software: The programs and other operating information used by a computer.
- Spreadsheet: A computer application for organization, analysis and storage of data in tabular form.
- STEM: An educational approach that focuses on one or more of the four disciplines of science, technology, engineering, and mathematics.
- Streaming: A method of transmitting or receiving data (especially video and audio material) over a computer network as a steady, continuous flow.
T
- Tablet: A wireless, portable personal computer with a touchscreen interface.
- TCP/IP (Transmission Control Protocol/Internet Protocol): The basic communication language or protocol of the Internet.
- Teleconferencing: The holding of a conference among people remote from one another by means of telecommunication devices.
- Thread: A series of messages that have been posted as replies to each other, often seen in online discussion forums.
- Touchscreen: An electronic visual display that the user can control through simple or multi-touch gestures by touching areas of the screen.
- Troubleshooting: The process of identifying, locating, and correcting problems in a computer system.
- Tutorial: A method of transferring knowledge that can be used as a part of a learning process, often in the form of instructional videos or interactive guides.
- Twitter: A microblogging and social networking service, sometimes used in education for sharing quick updates or engaging students.
- Two-Factor Authentication: A security process in which the user provides two different authentication factors to verify themselves.
- Typing Tutor: Software designed to teach touch typing.
U
- UI (User Interface): The means by which the user and a computer system interact, in particular the use of input devices and software.
- Upload: The process of transferring data from a local system to a remote system.
- URL (Uniform Resource Locator): The address of a web page.
- USB (Universal Serial Bus): An industry standard that establishes specifications for cables, connectors and protocols for connection, communication and power supply between computers, peripheral devices and other computers.
- User: Any individual who interacts with a computer system or application.
- User-Friendly: Easy to learn, use, understand, or deal with. Often used to describe well-designed software interfaces.
- Username: An identification used by a person with access to a computer, network, or online service.
- UX (User Experience): The overall experience of a person using a product such as a website or computer application, especially in terms of how easy or pleasing it is to use.
- Unicode: A computing industry standard for the consistent encoding, representation, and handling of text expressed in most of the world’s writing systems.
- Update: A new, improved, or fixed version of software.
V
- VLE (Virtual Learning Environment): A system for delivering learning materials to students via the web.
- VoIP (Voice over Internet Protocol): A methodology and group of technologies for the delivery of voice communications and multimedia sessions over Internet Protocol networks.
- VPN (Virtual Private Network): A service that allows you to connect to the internet via a server run by a VPN provider, masking your location and encrypting your data.
- Virtual Classroom: An online learning environment that allows for live interaction between the tutor and the learners as they participate in learning activities.
- Virtual Reality (VR): A simulated experience that can be similar to or completely different from the real world, often used in education for immersive learning experiences.
- Virus: A piece of code that is capable of copying itself and typically has a detrimental effect, such as corrupting the system or destroying data.
- Vlog: A blog in which the postings are primarily in video form.
- VGA (Video Graphics Array): A graphics display system for PCs developed by IBM.
- Visualization: Any technique for creating images, diagrams, or animations to communicate a message, often used in education to represent complex data or concepts.
- Volume: The level of sound from a device, such as a computer or tablet.
W
- Web 2.0: The second stage of development of the Internet, characterized by the change from static web pages to dynamic or user-generated content and the growth of social media.
- Webinar: A seminar conducted over the Internet.
- Webquest: An inquiry-oriented lesson format in which most or all the information that learners work with comes from the web.
- Wi-Fi: A technology for wireless local area networking with devices based on the IEEE 802.11 standards.
- Wiki: A website that allows collaborative editing of its content and structure by its users.
- Windows: A series of operating systems produced by Microsoft.
- Word Processor: A computer program or device that provides for input, editing, formatting and output of text, often with additional features.
- Workflow: The sequence of processes through which a piece of work passes from initiation to completion.
- WWW (World Wide Web): An information system on the Internet which allows documents to be connected to other documents by hypertext links, enabling the user to search for information by moving from one document to another.
- WYSIWYG (What You See Is What You Get): A system in which content during editing appears very similar to the final product.
X
- XML (eXtensible Markup Language): A markup language that defines a set of rules for encoding documents in a format that is both human-readable and machine-readable.
- XSS (Cross-Site Scripting): A type of computer security vulnerability typically found in web applications.
- XHTML (eXtensible HyperText Markup Language): A variant of HTML that uses the syntax of XML.
- X-axis: The horizontal axis in a two-dimensional coordinate system.
- Xylophone: In the context of educational technology, often refers to virtual instrument apps used in music education.
- XR (Extended Reality): A term referring to all real-and-virtual combined environments and human-machine interactions generated by computer technology and wearables.
- X-ray: In educational technology, often refers to apps or software that provide “x-ray” like views into systems or organisms for learning purposes.
- Xerte: An open-source tool for creating interactive learning content.
- Xbox: A video game console developed by Microsoft, sometimes used in educational gaming contexts.
- Xerox: Often used generically to refer to photocopying, which remains relevant in many educational settings alongside digital technologies.
Y
- YouTube: A video-sharing website, often used in education for sharing instructional videos or student projects.
- Y-axis: The vertical axis in a two-dimensional coordinate system.
- Yammer: A social networking service used for private communication within organizations, sometimes used in educational institutions.
- YAML (YAML Ain’t Markup Language): A human-readable data serialization standard that can be used in conjunction with all programming languages.
- Yottabyte: A unit of digital information equal to one septillion bytes.
- YOLO (You Only Look Once): In the context of educational technology, often refers to a real-time object detection system used in computer vision classes.
- YCBCR: A family of color spaces used in video systems, important in multimedia and design education.
- YPbPr: A color space used in video electronics, often taught in multimedia courses.
- Y2K: The year 2000 problem, a computer programming shortcut that caused concern as the year 2000 approached, often discussed in computer history classes.
- YALSA (Young Adult Library Services Association): A division of the American Library Association that focuses on improving library services for teens.
Z
- Zip File: An archive file format that supports lossless data compression.
- Zoom: A video conferencing tool widely used for remote learning and virtual classrooms.
- Z-score: A statistical measurement of a score’s relationship to the mean in a group of scores, often calculated using educational software.
- Zettabyte: A unit of information equal to one sextillion bytes or 1,000 exabytes.
- Zero Day Vulnerability: A computer-software vulnerability that is unknown to, or unaddressed by, those who should be interested in mitigating the vulnerability.
- Zotero: A free and open-source reference management software, often used in academic settings.
- Z-Space: An augmented/virtual reality technology platform used in education.
- Zencastr: A web-based platform for high-quality podcast recordings, sometimes used in education for creating audio content.
- Zapier: An online automation tool that connects apps and services, sometimes used in educational technology integration.
- Zine: A self-published work of original or appropriated texts and images, often produced via digital means in modern educational settings.
Numbers and Symbols
- 1:1 Computing: An educational environment in which students have access to their own computing device.
- 2FA (Two-Factor Authentication): An extra layer of security used to ensure the identity of users trying to access an online account.
- 3D Printing: The process of making three dimensional solid objects from a digital file.
- 4K: A high-definition resolution of 3840 pixels × 2160 lines.
- 5G: The fifth generation technology standard for broadband cellular networks.
- 8-bit: A descriptor for computer architectures that use 8 bits as a unit of data.
- 24/7: Refers to systems or services that are available 24 hours a day, 7 days a week.
- 360-degree Feedback: A feedback process where input comes from all around an employee, in educational contexts often used for teacher evaluation.
- .edu: A top-level domain used by educational institutions.
- @: The “at” symbol used in email addresses.
A (continued)
- Acceptable Use Policy: A set of rules applied by the owner/manager of a network, website, or large computer system that restrict the ways in which the network, website or system may be used.
- Accessibility: The design of products, devices, services, or environments for people with disabilities.
- Active Learning: A form of learning in which teaching strives to involve students in the learning process more directly than in other methods.
- Adaptive Technology: Hardware or software products that provide access to a computer that is otherwise inaccessible to a person with a disability.
- Adobe Creative Suite: A collection of graphic design, video editing, and web development applications developed by Adobe Systems.
- Adult Learning Theory: A set of assumptions about how adults learn, which can inform the design of educational technology for adult learners.
- Affiliate Link: A specific URL that contains the affiliate’s ID or username, used in marketing partnerships between online merchants and affiliate websites.
- Agile Learning: An approach to learning that is iterative, incremental, and flexible, often supported by educational technology.
- Algorithm: A process or set of rules to be followed in calculations or other problem-solving operations, especially by a computer.
- Analytics: The discovery, interpretation, and communication of meaningful patterns in data, often used in educational contexts to track student performance and engagement.
B (continued)
- Badging: The process of awarding digital badges to recognize skills, achievements, or knowledge.
- Bandwidth: The maximum rate of data transfer across a given path in a network.
- Bitmoji: A personal emoji or avatar, sometimes used by teachers to create engaging digital content.
- Blackboard: A virtual learning environment and course management system developed by Blackboard Inc.
- Bloom’s Digital Taxonomy: An adaptation of Bloom’s Taxonomy for the digital age, incorporating digital skills and tools.
- Bookmarklet: A small software application stored as a bookmark in a web browser, which typically allows a user to interact with the currently loaded web page in some way.
- Bring Your Own Technology (BYOT): An educational development and a supplementary school technology resourcing model where students bring a personally owned device to school for the purpose of learning.
- Broadband: A high-capacity transmission technique using a wide range of frequencies, which enables a large number of messages to be communicated simultaneously.
- Byte: A unit of digital information that most commonly consists of eight bits.
- Backchannel: A digital conversation that runs concurrently with a face-to-face activity, often using social media platforms.
C (continued)
- Canvas: A learning management system created by Instructure Inc.
- Captcha: A type of challenge-response test used in computing to determine whether or not the user is human.
- Chromebook: A laptop or tablet running the Linux-based Chrome OS as its operating system.
- Classroom Management Software: Tools that help teachers manage all aspects of their classroom, including student behavior, attendance, and academic performance.
- Clickbait: Content whose main purpose is to attract attention and encourage visitors to click on a link to a particular web page.
- Cloud Storage: A model of computer data storage in which the digital data is stored in logical pools, said to be on “the cloud”.
- Coding: The process of designing and building an executable computer program for accomplishing a specific computing task.
- Cognitive Load Theory: A theory that seeks to understand how the cognitive load produced by learning tasks can impede students’ ability to process new information and to create long-term memories.
- Collaborative Filtering: A technique used by recommender systems to make automatic predictions about the interests of a user by collecting preferences or taste information from many users.
- Computer-Assisted Instruction (CAI): The use of computers to assist in the delivery of instruction to students.
D (continued)
- Data Mining: The process of discovering patterns in large data sets involving methods at the intersection of machine learning, statistics, and database systems.
- Deep Learning: A subset of machine learning based on artificial neural networks with representation learning.
- Design Thinking: A methodology for creative problem solving, often applied in educational contexts.
- Digital Badges: An online representation of a skill or achievement, often used in educational settings to recognize and validate learning.
- Digital Citizenship: The responsible use of technology by anyone who uses computers, the Internet, and digital devices to engage with society on any level.
- Digital Equity: Equal access and opportunity to digital tools, resources, and services to increase digital knowledge, awareness, and skills.
- Digital Footprint: The information about a particular person that exists on the Internet as a result of their online activity.
- Digital Immigrant: A person born or brought up before the widespread use of digital technology.
- Digital Native: A person born or brought up during the age of digital technology and therefore familiar with computers and the Internet from an early age.
- Digital Storytelling: The practice of using computer-based tools to tell stories.
E (continued)
- E-learning: Learning conducted via electronic media, typically on the Internet.
- EdTech: An abbreviation for Educational Technology, referring to hardware and software designed to enhance teacher-led learning in classrooms and improve students’ education outcomes.
- Edmodo: A global education network that provides communication, collaboration, and coaching tools to K-12 schools and teachers.
- Educational Data Mining: The process of analyzing data from educational settings to better understand students and the settings in which they learn.
- Educational Robotics: The use of robotics as a teaching aid or tool in education.
- Educational Software: Computer software, the primary purpose of which is teaching or self-learning.
- Edutainment: Content designed to educate and entertain.
- ePortfolio: A collection of electronic evidence assembled and managed by a user, usually on the Web.
- eSports: A form of competition using video games, sometimes incorporated into educational settings.
- Evaluation Rubric: A scoring guide used to evaluate the quality of students’ constructed responses.
F (continued)
- Fab Lab: A small-scale workshop offering digital fabrication, often found in schools and universities.
- Feedback Loop: In educational technology, a process where students receive immediate and ongoing feedback on their performance, allowing for continuous improvement.
- Flipped Learning: A pedagogical approach in which direct instruction moves from the group learning space to the individual learning space, and the resulting group space is transformed into a dynamic, interactive learning environment.
- Formative Assessment: Assessment procedures conducted by teachers during the learning process in order to modify teaching and learning activities to improve student attainment.
- Fragmentation: In the context of educational technology, the breakdown of learning into smaller, more manageable parts.
- Freemium: A pricing strategy by which a product or service is provided free of charge, but money is charged for additional features, services, or virtual or physical goods.
- Fuzzy Logic: A form of many-valued logic in which the truth values of variables may be any real number between 0 and 1, used in some educational software for more nuanced assessment.
- FERPA (Family Educational Rights and Privacy Act): A Federal law that protects the privacy of student education records.
- Firewall: A network security system that monitors and controls incoming and outgoing network traffic based on predetermined security rules.
- Fortnite: A popular online video game that has been used in some educational contexts for teaching concepts like collaboration and strategy.
G (continued)
- Gamification: The application of game-design elements and game principles in non-game contexts, often used in educational settings to increase student engagement.
- GeoGebra: An interactive mathematics software for learning and teaching mathematics and science from primary school to university level.
- Google Classroom: A free web service developed by Google for schools that aims to simplify creating, distributing, and grading assignments.
- Google Expeditions: A virtual reality teaching tool that lets you lead or join immersive virtual trips all over the world.
- Google Forms: A survey administration app that is included in the Google Drive office suite along with Google Docs, Google Sheets, and Google Slides.
- Gradebook: A record of student grades, often in digital format for easy updating and analysis.
- Graphic Organizer: A visual display that demonstrates relationships between facts, concepts or ideas, often used as a learning tool.
- Green Screen: A visual effects technique where two images or video streams are layered together, often used in video production in educational settings.
- Growth Mindset: The belief that abilities and intelligence can be developed, often fostered through educational technology that provides opportunities for learning and improvement.
- GUI (Graphical User Interface): A form of user interface that allows users to interact with electronic devices through graphical icons and audio indicators.
H (continued)
- Haptics: Any form of interaction involving touch, often used in virtual reality educational experiences.
- Hardware: The physical components of a computer system.
- Hashtag: A type of metadata tag used on social networks such as Twitter and other microblogging services, allowing users to apply dynamic, user-generated tagging.
- Heutagogy: The study of self-determined learning, often facilitated by educational technology.
- Hotspot: A physical location where people can access the Internet, typically using Wi-Fi, via a wireless local area network (WLAN) with a router connected to an Internet service provider.
- HTML (Hypertext Markup Language): The standard markup language for documents designed to be displayed in a web browser.
- Hybrid Learning: An educational model where some students attend class in-person, while others join the class virtually from home.
- Hyperlink: A reference to data that the user can directly follow, or that is followed automatically.
- Hypermedia: An extension of hypertext that includes graphics, audio, and video.
- HyperDocs: A transformative, interactive Google Doc replacing the worksheet method of delivering instruction.
I (continued)
- iClicker: A handheld device that allows students to respond to questions in real-time, often used for formative assessment.
- Immersive Learning: Learning experiences that deeply involve the senses, often through technologies like virtual or augmented reality.
- Infographic: A visual representation of information or data, often used in education to present complex information quickly and clearly.
- Information Literacy: The ability to find, evaluate, organize, use, and communicate information in all its various formats.
- Inquiry-Based Learning: A form of active learning that starts by posing questions, problems or scenarios, often supported by educational technology.
- Instructional Design: The practice of creating instructional experiences which make the acquisition of knowledge and skill more efficient, effective, and appealing.
- Interactive Whiteboard: A large interactive display in the form factor of a whiteboard that connects to a computer and projector.
- Internet of Things (IoT): The interconnection via the Internet of computing devices embedded in everyday objects, enabling them to send and receive data.
- iPad: A line of tablet computers designed and marketed by Apple Inc., often used in educational settings.
- IT Integration: The use of information technology to introduce, reinforce, supplement and extend skills.
J (continued)
- Jigsaw Technique: A cooperative learning approach that increases student engagement and collaboration, often facilitated by educational technology.
- JITT (Just-in-Time Teaching): A pedagogical strategy that uses feedback between classroom activities and work that students do at home, in preparation for the classroom meeting.
- Journal: In educational technology, often refers to digital platforms where students can record their thoughts, learning experiences, and reflections.
- Jupyter Notebook: An open-source web application that allows you to create and share documents that contain live code, equations, visualizations and narrative text, often used in data science education.
- Jamboard: A digital interactive whiteboard developed by Google to work with Google Workspace.
- JavaScript: A programming language that conforms to the ECMAScript specification, often taught in web development courses.
- Jing: A computer software launched by TechSmith for instant screen capture and screen-casting.
- Joystick: An input device consisting of a stick that pivots on a base and reports its angle or direction to the device it is controlling, often used in educational gaming.
- JPEG (Joint Photographic Experts Group): A commonly used method of lossy compression for digital images, particularly for those images produced by digital photography.
- Jupyter Hub: A multi-user version of the notebook designed for companies, classrooms and research labs.
K (continued)
- Kahoot!: A game-based learning platform used as educational technology in schools and other educational institutions.
- Keyboarding: The act of typing on a keyboard, often taught as a skill in schools.
- Khan Academy: A non-profit educational organization that provides free online learning resources.
- Kindle: Amazon’s series of e-readers and tablets, often used for digital textbooks and educational content.
- Knowledge Base: A technology used to store complex structured and unstructured information used by a computer system.
- Knowledge Graph: A knowledge base used by Google and its services to enhance its search engine’s results with information gathered from a variety of sources.
- Kodu: A visual programming language made specifically for creating games, designed to be accessible for children and enjoyable for anyone.
- Kolb’s Learning Styles: A learning theory that identifies four distinct learning styles, which can be considered when designing educational technology.
- Kotlin: A cross-platform, statically typed, general-purpose programming language with type inference, sometimes taught in computer science courses.
- KWL Chart: A graphical organizer designed to help in learning, often implemented digitally in educational software. The letters KWL are an acronym for “what students Know”, “Want to know”, and “Learned”.
L (continued)
- LAN (Local Area Network): A computer network that interconnects computers within a limited area such as a school, laboratory, or office building.
- Learning Analytics: The measurement, collection, analysis and reporting of data about learners and their contexts, for purposes of understanding and optimizing learning and the environments in which it occurs.
- Learning Management System (LMS): A software application for the administration, documentation, tracking, reporting, automation and delivery of educational courses, training programs, or learning and development programs.
- Learning Object: A collection of content items, practice items, and assessment items that are combined based on a single learning objective.
- Learning Styles: Different ways that individuals learn and process information, often considered in the design of educational technology.
- Lecture Capture: The process of recording classroom lectures as videos and making them available digitally.
- LibGuides: A content management system used by many libraries to curate knowledge and share information, organize class and subject specific resources, and to create and manage websites.
- Lightboard: A glass chalkboard pumped full of light that’s used for recording video lectures.
- Live Streaming: Broadcasting video content in real-time over the Internet, often used for remote or distance learning.
- LTI (Learning Tools Interoperability): A standard developed by IMS Global Learning Consortium that allows learning systems to easily integrate with external tools and content.
M (continued)
- Machine Learning: A subset of artificial intelligence that provides systems the ability to automatically learn and improve from experience without being explicitly programmed.
- Makerspace: A collaborative work space inside a school, library or separate public/private facility for making, learning, exploring and sharing that uses high tech to no tech tools.
- Massive Open Online Course (MOOC): An online course aimed at unlimited participation and open access via the web.
- Metadata: Data that provides information about other data, often used in digital asset management in education.
- Microblogging: A broadcast medium that exists in the form of blogging, often used in education for quick updates or short-form learning content.
- Microlearning: A learning strategy that involves brief, focused learning units.
- Microsoft Teams: A platform that combines workplace chat, meetings, notes, and attachments, often used in educational settings for collaboration.
- Moodle: A free and open-source learning management system written in PHP and distributed under the GNU General Public License.
- Multimedia: Content that uses a combination of different content forms such as text, audio, images, animations, video and interactive content.
- Multimodal Learning: The practice of using multiple modes to represent content knowledge and construct meaning.
N (continued)
- Netiquette: A set of rules for behaving properly online, especially important in educational online forums and virtual classrooms.
- Neural Network: In machine learning, a system of hardware and/or software patterned after the operation of neurons in the human brain.
- Nearpod: An interactive classroom tool for teachers to engage students with interactive lessons.
- Ning: An online platform allowing users to create custom social networks, sometimes used in education for class networks.
- Node.js: An open-source, cross-platform JavaScript run-time environment that executes JavaScript code outside of a browser, often taught in web development courses.
- Notetaking App: Software designed to help users organize, store, and retrieve their notes, such as Evernote or OneNote.
- Notification: An automated message sent by an application or service to inform the user about an event or update.
- NPE (Nonprofit Educational Institution): An educational institution that is a nonprofit organization, often eligible for special considerations in software licensing.
- NTFS (New Technology File System): A proprietary file system developed by Microsoft, used in many school and university computer systems.
- Nudge Technology: Technology designed to influence behavior through subtle cues or prompts, sometimes used in educational contexts to encourage positive learning habits.
O (continued)
- OCR (Optical Character Recognition): The electronic or mechanical conversion of images of typed, handwritten or printed text into machine-encoded text.
- OER (Open Educational Resources): Freely accessible, openly licensed text, media, and other digital assets that are useful for teaching, learning, and assessing as well as for research purposes.
- Office 365: Microsoft’s subscription-based online office and software plus services suite, widely used in educational institutions.
- One-to-One: A program that provides all students in a school, district, or state with their own laptop, netbook, tablet computer, or other mobile computing device.
- Online Learning: Education that takes place over the Internet.
- Open Source: Software for which the original source code is made freely available and may be redistributed and modified.
- Operating System: System software that manages computer hardware, software resources, and provides common services for computer programs.
- Optical Drive: A disk drive that uses laser light or electromagnetic waves within or near the visible light spectrum as part of the process of reading or writing data to or from optical discs.
- Outcome-Based Education: An educational theory that bases each part of an educational system around goals (outcomes).
- Outliners: Software applications that allow users to organize their thoughts in a hierarchical manner, often used for note-taking and project planning in educational settings.
P (continued)
- Padlet: A digital canvas to create beautiful projects that are easy to share and collaborate on.
- Pedagogy: The method and practice of teaching, especially as an academic subject or theoretical concept.
- Peer Assessment: An assessment of students’ work carried out by other students in the same class.
- Personal Learning Environment (PLE): Systems that help learners take control of and manage their own learning.
- Phishing: The fraudulent practice of sending emails purporting to be from reputable companies in order to induce individuals to reveal personal information, such as passwords and credit card numbers.
- Plagiarism Detection: Software tools used to identify plagiarism in students’ work.
- Podcast: A digital audio file made available on the Internet for downloading to a computer or mobile device, typically available as a series.
- Portfolio: A purposeful collection of student work that exhibits the student’s efforts, progress, and achievements in one or more areas.
- Prezi: A presentation tool that uses motion, zoom, and spatial relationships to bring ideas to life and make presentations more engaging.
- Project-Based Learning (PBL): A student-centered pedagogy that involves a dynamic classroom approach in which students acquire a deeper knowledge through active exploration of real-world challenges and problems.
Q (continued)
- QR Code (Quick Response Code): A type of matrix barcode that can be read by smartphones and dedicated QR reading devices, often used in education for quick access to digital resources.
- Qualtrics: An experience management company with a platform for survey creation, distribution, and analysis, often used in educational research.
- Quizizz: A free gamified quizzing platform that can be used for fun, formative assessments.
- Quizlet: An online study application that allows students to study information via learning tools and games.
- Quota: In computing, a limit on the amount of disk space, CPU time, or other resources allocated to users.
- Quadrant: In graphing software, one of four regions created when a two-dimensional graph is divided by an x and y axis.
- Qualitative Data: Data that can be observed but not measured, often collected through open-ended questions or observation in educational research.
- Quantitative Data: Data that can be measured and written down with numbers, often collected through surveys or tests in educational research.
- Query: A request for data or information from a database table or combination of tables.
- Quest-Based Learning: An instructional design theory and pedagogical approach that uses quests, or challenges, to teach.
R (continued)
- Raspberry Pi: A series of small single-board computers developed in the United Kingdom by the Raspberry Pi Foundation to promote teaching of basic computer science in schools and in developing countries.
- Remote Learning: A mode of education where the learner is not physically present in a traditional classroom environment.
- Responsive Design: An approach to web design that makes web pages render well on a variety of devices and window or screen sizes.
- RSS Feed (Really Simple Syndication): A type of web feed which allows users to access updates to online content in a standardized, computer-readable format.
- Rubric: A scoring guide used to evaluate the quality of students’ constructed responses, often implemented digitally in learning management systems.
- Robotics: The branch of technology that deals with the design, construction, operation, and use of robots, often incorporated into STEM education.
- Roblox: An online game platform and game creation system that allows users to program games and play games created by other users, sometimes used in educational contexts.
- Roaming Profile: A user profile that can be accessed from any computer on a network, often used in school computer labs.
- Role-Playing Game (RPG): A game in which players assume the roles of characters in a fictional setting, sometimes used as an educational tool.
- Runtime: The period during which a computer program is executing.
S (continued)
- SaaS (Software as a Service): A software licensing and delivery model in which software is licensed on a subscription basis and is centrally hosted.
- Scaffolding: A teaching method that enables a student to solve a problem, carry out a task or achieve a goal through gradual shedding of outside assistance.
- Screencast: A digital recording of computer screen output, often containing audio narration, used for creating tutorials or demonstrations.
- Scrum: An agile framework for developing, delivering, and sustaining complex products, sometimes taught in project management courses.
- Search Engine: A software system designed to search for information on the World Wide Web.
- Second Life: An online virtual world, sometimes used for distance education and training.
- Semantic Web: An extension of the World Wide Web through standards set by the World Wide Web Consortium (W3C), which promotes common data formats and exchange protocols on the Web.
- Serious Games: Games designed for a primary purpose other than pure entertainment, often used in education.
- Skype: A telecommunications application that specializes in providing video chat and voice calls between computers, tablets, mobile devices, and smartwatches via the Internet.
- Slack: A proprietary business communication platform, sometimes used in educational settings for team communication and collaboration.
T (continued)
- Tablet: A wireless, portable personal computer with a touchscreen interface.
- Teachable Machine: A web-based tool that makes creating machine learning models fast, easy, and accessible to everyone.
- Team-Based Learning: An evidence-based collaborative learning teaching strategy designed around units of instruction, known as “modules,” that are taught in a three-step cycle.
- TED-Ed: An educational platform that allows users to take any useful educational video and easily create a customized lesson around the video.
- Teleconferencing: The holding of a conference among people remote from one another by means of telecommunication devices.
- Thinglink: A tool that makes it easy to augment images and videos with additional information and links.
- Tinkercad: A free, online 3D modeling program that runs in a web browser, designed for educational purposes.
- Touchscreen: An electronic visual display that the user can control through simple or multi-touch gestures by touching areas of the screen.
- Turnitin: A commercial, Internet-based plagiarism detection service subscribed to by many schools and higher education institutions.
- Twitter: A microblogging and social networking service, sometimes used in education for sharing quick updates or engaging students.
U (continued)
- Ubiquitous Learning: Learning that can occur anytime and anywhere, often facilitated by mobile devices and wireless networks.
- Universal Design for Learning (UDL): A set of principles for curriculum development that give all individuals equal opportunities to learn.
- Upload: The process of transferring data from a local system to a remote system.
- URL (Uniform Resource Locator): The address of a web page.
- USB (Universal Serial Bus): An industry standard that establishes specifications for cables, connectors and protocols for connection, communication and power supply between computers, peripheral devices and other computers.
- User Experience (UX): The overall experience of a person using a product such as a website or computer application, especially in terms of how easy or pleasing it is to use.
- User Interface (UI): The means by which the user and a computer system interact, in particular the use of input devices and software.
- User-Generated Content: Any form of content created by users of a system or service and made available publicly on that system.
- Udacity: An educational organization that offers massive open online courses.
- Unity: A cross-platform game engine developed by Unity Technologies, often used in game design education.
V (continued)
- Virtual Field Trip: The use of technology to take students on an online journey to different places to explore and learn about them, without physically leaving the classroom.
- Virtual Learning Environment (VLE): A system for delivering learning materials to students via the web.
- Virtual Reality (VR): A simulated experience that can be similar to or completely different from the real world, often used in education for immersive learning experiences.
- Visualization: Any technique for creating images, diagrams, or animations to communicate a message, often used in education to represent complex data or concepts.
- Vlog: A blog in which the postings are primarily in video form.
- VoiceThread: A cloud application that allows users to upload and share images, videos, and documents and then have online conversations about the media through text, voice, and video comments.
- VPN (Virtual Private Network): A service that allows you to connect to the internet via a server run by a VPN provider, masking your location and encrypting your data.
- Vyond: An online video creation platform (formerly known as GoAnimate) that allows users to create animated videos for various purposes including education.
- Vygotsky’s Zone of Proximal Development: A concept that refers to the difference between what a learner can do without help and what they can do with guidance and encouragement from a skilled partner, often considered in educational technology design.
- Vocabulary.com: An adaptive learning game that improves vocabulary through personalized play.
W (continued)
- Web 2.0: The second stage of development of the Internet, characterized by the change from static web pages to dynamic or user-generated content and the growth of social media.
- Webinar: A seminar conducted over the Internet.
- Webquest: An inquiry-oriented lesson format in which most or all the information that learners work with comes from the web.
- WhatsApp: A freeware, cross-platform messaging and Voice over IP service, sometimes used for educational communication.
- Wi-Fi: A technology for wireless local area networking with devices based on the IEEE 802.11 standards.
- Wiki: A website that allows collaborative editing of its content and structure by its users.
- Windows: A series of operating systems produced by Microsoft.
- Word Cloud: A visual representation of word frequency in a given text as a weighted list, often used as a learning tool.
- WordPress: A free and open-source content management system, often used for creating educational websites and blogs.
- WYSIWYG (What You See Is What You Get): A system in which content during editing appears very similar to the final product, often used in web design and document creation software.
This comprehensive glossary provides a wide range of tech terms relevant to education, covering various aspects of educational technology, digital tools, and modern teaching methodologies. It should serve as a valuable reference for teachers looking to understand and implement technology in their classrooms.
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