Edcamp Glossary

Edcamp Glossary

EDCAMP GLOSSARY Adaptive Learning: A computer-based or online learning system that adapts as students work their way through the content; reinforcing material students struggle with or accelerating material that is mastered quickly. AR (Augmented Reality): A technology that superimposes a computer-generated layer (usually an image or movie) over a real-world object. Asynchronous Learning: The educational process in which students access course content and complete course assignments at individual paces rather than at the same time. Blended Learning: Instruction that is delivered through a combination of face-to-face and online learning environments. BreakoutEDU: A game that will have your students thinking critically, problem- solving, troubleshooting, working collaboratively and having so much fun they won't even realize how much they are using their brains! BYLD (Bring Your School-based technology environment where student bring the Learning Device): device of their choice. Some BYOD program include parameters such as screen size or the inclusion of a keyboard. Design Thinking: In an education context refers to a design process for problem solving that can focus on working from an outcome or goal backward through the steps and resources needed to achieve them. Often includes user experience studies, creative approaches, collaboration across disciplines and effective uses of technology. Devices: Refers to computers, tablets and smart phones used by students and teachers to access the internet and online content. Differentiated Learning: The process of developing curriculum with opportunities for students to learn at different levels and paces of achievement and mastery within the same classroom. Digital Citizenship: Includes ethical and effective research skills, maintaining appropriate behavior online and responsible use of technology in and out of the classroom. Flipped Classroom: The practice of using videos and other digital platforms to share content for students online. Teachers ask students to review content as homework, then use class time to discuss and practice the material. Gamification: The process of using game-based strategies and technology for improving student mastery of and engagement in learning. Terms such as fail up (also referred to as leveling up in gaming worlds) and fail forward refer to the idea that when learners fail a level (or concept) rather than quitting, they re-try the task with a larger foundation of knowledge until they eventually master the necessary skills. Hashtag: Also known as the pound sign, hashtag refers to a subject indexing system used on Twitter. To search for posts related to biology, as user could type #biology in the Twitter search box. Hashtags are also commonly used in Instagram. iOS: Refers to the Apple’s operating system for mobile devices (iPads and iPhones). It is different from PC (Windows 10) and Apple (OSX) computer operating systems. LMS (Learning LMSs are software platforms designed for the management of Management System): courses online. They can manage assignments, documents, forums and more for traditional or virtual classrooms. Makerspace: Any educational space that is dedicated for students to practice developing and prototyping creations. Making can include the use of 3D printers, Arduino computers and programming, electrical circuits, laser cutters and CNC machines. Makerspace supplies can also include cardboard, sandpaper, rubber bands and pipe cleaners - anything that can be used to demonstrate a concept, product or solution to a problem. MOOC (Massive Open MOOC’s are online courses that are offered for anyone to take part Online Course): in. They are usually free and do not require students to be enrolled in the institution offering the course. They also do not typically count for college or high school credit. PBL (Project/Problem Similar in some ways to Design Thinking, PBL requires students to Based Learning): approach learning from a problem or project-based standpoint. They define the project, then create avenues for learning that are often interdisciplinary and provide meaningful context for the course content. PLC (Personal Learning PLCs are an educator’s community, both in person and online. PLCs Community): can include professional organization memberships, Twitter or other online community interactions, conference involvement and on-campus professional groups. Twitter: Social media app that requires each post to be less than 180 characters. Twitter usernames are referred to as handles, the @ symbol defines the person or handle to whom a post is directed, and topics are defined using hashtags. 2 Unconference: You’re here! The unconference movement provides attendees an opportunity to drive the conversation in directions that are most beneficial to them. Rather than a succession of presentations, unconferences allow conversations to develop around subjects most meaningful to the participants. VR (Virtual Reality): A computer-created 3D immersive experience, usually explored using a headset such as the Oculus Rift. 3 .

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