Adaptive Learning

“Adaptive learning, also known as adaptive teaching, is an educational method which uses computer algorithms to orchestrate the interaction with the learner and deliver customized resources and learning activities to address the unique needs of each learner. In professional learning contexts, individuals may “test out” of some training to ensure they engage with novel instruction. Computers adapt the presentation of educational material according to students’ learning needs, as indicated by their responses to questions, tasks and experiences. The technology encompasses aspects derived from various fields of study including computer science, AI, psychometrics, education, psychology, and brain science.” More in Wikipedia

Asynchronous Learning

Asynchronous learning is a general term used to describe forms of education, instruction, and learning that do not occur in the same place or at the same time. It uses resources that facilitate information sharing outside the constraints of time and place among a network of people. In many instances, well-constructed asynchronous learning is based on constructivist theory, a student-centered approach that emphasizes the importance of peer-to-peer interactions.[ This approach combines self-study with asynchronous interactions to promote learning, and it can be used to facilitate learning in traditional on-campus education, distance education, and continuing education. This combined network of learners and the electronic network in which they communicate are referred to as an asynchronous learning network.” More in Wikipedia

Blended Learning

Blended learning is an approach to education that combines online educational materials and opportunities for interaction online with traditional place-based classroom methods. It requires the physical presence of both teacher and student, with some elements of student control over time, place, path, or pace. While students still attend “brick-and-mortar” schools with a teacher present, face-to-face classroom practices are combined with computer-mediated activities regarding content and delivery.[ Blended learning is also used in professional development and training settings. ” More in Wikipedia

BYOD – Bring Your Own Device

Bring your own device […]—also called bring your own technology (BYOT), bring your own phone (BYOP), and bring your own personal computer (BYOPC)—refers to being allowed to use one’s personally owned device, rather than being required to use an officially provided device. ” More in Wikipedia

In the context of teaching, it refers to students bringing their own phone or computer for running EdTech avoiding teaching institutions to invest in hardware and relying on students existing habits.

CMS – Course Management System

CMS, see Virtual Learning Environment

Differentiated Instruction

Differentiated instruction and assessment, also known as differentiated learning or, in education, simply, differentiation, is a framework or philosophy for effective teaching that involves providing all students within their diverse classroom community of learners a range of different avenues for understanding new information (often in the same classroom) in terms of: acquiring content; processing, constructing, or making sense of ideas; and developing teaching materials and assessment measures so that all students within a classroom can learn effectively, regardless of differences in their ability. ” More in Wikipedia

Digital badge

Digital badges (also known as ebadges, or singularly as ebadge) are a validated indicator of accomplishment, skill, quality or interest that can be earned in various learning environments.” More in Wikipedia

Distance Education

Distance education, also called distance learning, is the education of students who may not always be physically present at a school.] Traditionally, this usually involved correspondence courses wherein the student corresponded with the school via post. Today, it involves online education. ” More in Wikipedia

EdTech – Educational Technology

Educational technology (commonly abbreviated as EduTech, or EdTech) is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. Educational technology creates, uses, and manages technological processes and educational resources to help improve user academic performance. […]

The Association for Educational Communications and Technology (AECT) defined educational technology as “the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources” More in Wikipedia

E-learning

Flipped Classroom & Flipped Learning

” A flipped classroom is an instructional strategy and a type of blended learning focused on student engagement and active learning, giving the instructor a better opportunity to deal with mixed levels, student difficulties, and differentiated learning preferences during in-class time. […]
The flipped classroom intentionally shifts instruction to a learner-centered model in which time in the classroom is used to explore topics in greater depth and create meaningful learning opportunities while students are initially introduced to new topics outside of the classroom. In a flipped classroom, ‘content delivery’ may take a variety of forms. Often, video lessons prepared by the teacher or third parties are used to deliver content, although online collaborative discussions, digital research, and text readings may be used.” More on Wikipedia

Gamification & Serious Games

Gamification is the application of game-design elements and game principles in non-game contexts. It can also be defined as a set of activities and processes to solve problems by using or applying the characteristics of game elements. Gamification commonly employs game design elements to improve user engagement ” More on Wikipedia
Gamification can be used in the context of education with Serious games.

“A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The “serious” adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics.

Hybrid Instruction

See Blended Learning.

Individualized Learning

Instructional Technology

Learning Glass

Learning Management System (LMS)

” A learning management system (LMS) is a software application for the administration, documentation, tracking, reporting, automation and delivery of educational courses, training programs, or learning and development programs. ” More on Wikipedia

Lecture Capture

MOOC

” A massive open online course (MOOC/muːk/) is an online course aimed at unlimited participation and open access via the web. In addition to traditional course materials, such as filmed lectures, readings, and problem sets, many MOOCs provide interactive courses with user forums or social media discussions to support community interactions among students, professors, and teaching assistants (TAs), as well as immediate feedback to quick quizzes and assignments.  ” More on Wikipedia

OER – Open Educational Resources

Open educational resources (OER) are freely accessible, openly licensed text, media, and other digital assets that are useful for teaching, learning, and assessing as well as for research purposes.” More on Wikipedia

Online Instruction

Personalized Learning

PLC – Professional Learning Community

SPOC – Small Private Online Course

Storyboarding

Synchronous Learning

VLE – Virtual Learning Environment

Webinar

WYOD Wear Your Own Device