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Ed Tech Vocabulary (L. Beaty)

Total questions: 22

Worksheet time: 22mins

Name
Class
Date
1.

An individualized learning pathway in which teaching methods and materials are personalized for each student based on where they excel and struggle. An adaptive learning tool gathers data about a student’s learning behaviors and then responds to their needs by providing learning experiences based on strengths and weaknesses.

a)

Assistive Technology

b)

Digital Citizenship

c)

Adaptive Learning

d)

M-learning

2.

Tools that overlay virtual objects on to the real-world environment viewed through a flat-screen where the real and virtual worlds are combined to enhance students’ learning experience. An example of augmented reality is the game Pokemon Go.

a)

Cloud

b)

E-learning

c)

Virtual Reality

d)

Augmented Reality (AR)

3.

Also also called Location Independent Learning, this refers to a student’s capability to access information, demonstrate their learning, and communicate with others at any time and in any place through the use of the internet.

a)

Acceptable Usage Policy (AUP)

b)

Asynchronous Learning

c)

MOOC

d)

Instructional Technology

4.

A learning approach that combines face-to-face and electronic online learning experiences.

a)

E-learning

b)

Assistive Technology

c)

Cloud

d)

Blended Learning

5.

A set of rules set by the website, network, or service guiding users on how to use it and listing restrictions that may apply to the site, network, or service.

a)

Acceptable Usage Policy (AUP)

b)

Podcasts

c)

Gamification

d)

GAFE

6.

Any device, piece of equipment, or software program used in assisting students in working around any physical, mental, or challenges.

a)

Assistive Technology

b)

Adaptive Learning

c)

Digital Citizenship

d)

Virtual Classroom

7.

A website that allows users to add and update content on their web browser. These sites are "open sources,” meaning other users can contribute collaboratively to its content.

a)

Cloud

b)

Adaptive Learning

c)

Blended Learning

d)

Wiki

8.

Digital learning environments that allow real-time interaction between teachers and students to engage in learning experiences.

a)

Blended Learning

b)

Digital Citizenship

c)

Digital Literacy

d)

Virtual Classroom

9.

Recorded audio files that can be listened to over the Internet.

a)

MOOC

b)

Podcast

c)

M-Learning

d)

Adaptive Learning

10.

Tools that enhance the learning experience by completely immersing students in computer-generated virtual reality experiences. Students put on a virtual reality headset and haptic devices that make it seem like they are moving and interacting with the screen’s objects.

a)

Virtual Reality

b)

Augmented Reality

c)

Blended Learning

d)

E-Learning

11.

The technological abilities specifically applying to media such as the internet, smartphones, video games, and other twenty-first-century sources that allow users to locate, apply, collaborate, and create content.

a)

Blended Learning

b)

E-Learning

c)

Digital Literacy

d)

Digital Citizenship

12.

Experiences that move students from the traditional teacher-led class time to more individualized learning experiences by requiring students to view prerecorded instructional content outside the classroom. Therefore, dedicating class time to group and work activities promoting more in-depth learning. For example, students may watch a prerecorded lesson for homework and then be ready to discuss and apply them during class time.

a)

Virtual Classroom

b)

Asynchronous Learning

c)

Flipped Classroom

d)

Adaptive Learning

13.

A free online, cloud-based, core suite of productivity applications that Google offers to educational institutions that allows them to communicate, collaborate, and create through applications such as Gmail, Calendar, Docs, Screencastify, and Drive. These applications are easily accessed from any device with an Internet connection.

a)

GAFE

b)

Gamification

c)

MOOC

d)

Wiki

14.

An educational approach to increase student motivation and engagement and enhance learning experiences by using video game-like elements in the instructional setting. Examples of gamification sites include: ClassDojo and Gimkit

a)

Adaptive Learning

b)

Gamification

c)

Asynchronous Learning

d)

GAFE

15.

The responsibility of being aware and using proper ethics, etiquette, safety, rights, and norms when using digital technology. It is essential for all stakeholders involved in a student’s education to be aware of these responsibilities.

Common Sense Education has grade-level lessons on different aspects of Digital Citizenship.

a)

Digital Citizenship

b)

Digital Learning

c)

Digital Literacy

d)

E-Learning

16.

A distinctive theory and technology field that includes digital tools to create resources that enhance the teaching and learning experiences.

a)

GAFE

b)

Asynchronous Learning

c)

Assistive Technology

d)

Instructional Technology

17.

A learning structure that allows students to access instructional lessons and materials outside the traditional face-to-face classroom via electronic technology.

a)

e-Learning

b)

Digital Citizenship

c)

Adaptive Learning

d)

MOOC

18.

A stand-alone or company server software specifically designed to create, assign, and track instructional content delivery. This system differs from other management systems in that learners are encouraged and motivated to interact with the system.

a)

Learning Management System

b)

Asynchronous Learning

c)

e-Learning

d)

M-Learning

19.

A software platform that creates a structure used to create, store and organize e-learning content. Unlike LMS, this type of design offers no interactive learning features, such as quizzes or practice possibilities.

a)

Digital Citizenship

b)

CMS (Content Management System)

c)

AUP (Acceptable Usage Policy)

d)

GAFE

20.

The use of modern mobile devices (smartphones or tablets) to access learning content whenever the mobile device is connected to the Internet.

a)

Adaptive Learning

b)

e-Learning

c)

Gamification

d)

M-learning

21.

The method of using a network of remote Internet hosted servers to store, manage, and process data. This practice is usually done on a pay-as-you-go basis, saves space on local servers and personal computers.

a)

MOOC

b)

Podcast

c)

Cloud

d)

Digital Literacy

22.

A massive open online course designed to offer flexible ways to learn to skills by connecting people, students, and instructors worldwide interested in common topics and uses the Internet to distribute instruction and materials.

a)

Virtual Classroom

b)

M-Learning

c)

MOOC (Massive Open Online Course)

d)

Wiki