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Glossary 16-10-2007
21st century skills – Skills such as global awareness, entrepreneurship, technology skills,
critical thinking, and problem solving that experts believe will be important traits for students
in the 21st century.
A learning environment where a computer is used as the principle medium of delivering
instruction to students. This instruction can consist of lecture materials, tutorials,
assessments and more.
Adaptive tutoring software – A system that accommodates multiple users by changing the
content that is displayed depending on factors such as age of the student or answers to
assessment questions.
ADSL– Asymmetric Digital Subscriber Line – Data communications technology that uses
copper telephone wires to transmit voice and data simultaneously. It is an “always on”
connection that is faster than dial-up services.
Affordance – Some property of an object that indicates how it could or should be used. For
example, the knob on a door can be twisted, pushed or pulled and the shape of that knob is
an affordance that gives users clues as to how to use it.
Animation – A technique in which static images are placed consecutively. When the images
are shown in quick succession, the technique offers the appearance of continuous
movement.
Applet – A small program written in Java and intended for publishing on an HTML page. The
program is not operating system dependent and increases the functionality of the webpage.
Artifical intelligence – A field of study examining the capability of computers to perform
intelligent behaviors such as voice recognition or the ability to reason.
Assistive technology – Refers to any item, piece of equipment or product system, whether
acquired commercial modified, or customized, that is used to increase, maintain, or improve
functional capabilities of individuals with disabilities. Examples include specially designed
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computing equipment, specialized software, augmentative communication devices, and
motorized wheelchairs.
Asynchronous communication – In educational telecommunication modes this involves
the use of time-independent transmission of information. Examples involve such things as
email, electronic bulletin board postings, voice mail, streaming video recordings, blogs or
podcasts.
Audiographic – Telephone used in combination with an form of graphic communication
Augmented reality (AR) – The combination of the real world and computer generated data
to create an experience that could not be replicated by either environment individually.
Typically, users have special equipment such as a heads up display, goggles, or a special
computer.
Authoring software tools – Software that allows users to create or edit multimedia files,
documents, presentations or applications. Examples include Adobe Dreamweaver for web
pages, Microsoft PowerPoint for presentations, Adobe Photoshop for digital images, and
Adobe Encore for video.
Avatar – A user’s graphical representation in a virtual world. The avatar does not have to
resember the user.
Bandwith – A measure of capacity and speed of data transmission typically quoted in
megabits per second (mps). It is analogous to a highway with a certain capacity for vehicle
traffic, which when exceeded slows considerably.
BASIC – an acronym for Beginner’s All-purpose Symbolic Instruction Code. It is a computer
language that is easy to use and learn and is the language of larger programs such as
Oracle and Microsoft Visual Basic.
Beaming – Transfer of data from one handheld device to another via an infrared port on
each device. By aligning infrared ports on two devices, users can beam data to each other.
BITNET – Originally, “Because It’s There Network” and later became “ Because It’s Time
Network”. A cooperative USA university network, founded in 1981 at City University of New
York (CUNY) and Yale University.
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Blended learning (also Web-based supplemented instruction)
Blog - Term given to a website set up for posting of information, journal, documentation to
which readers are able to comment/respond (also web blog)
Bluetooth – A technology industry standard or specification for wireless communication
between devices. The devices must have the Bluetooth capability and must be in close
proximity to each other. Bluetooth connections are typically only up to ten meters.
Broadband – Derived from the terms “broad bandwidth.” Broadband describes
communications technology that allows for multiple channels of voice and data transmissions
over the same medium. Transmission capacity with sufficient bandwidth to permit combined
provision of voice, data and video, with no lower limit. Effectively, broadband is implemented
mainly through ADSL, cable modem or wireless LAN (WLAN) services.
Browser– A software program that allows users to navigate to, view and interact with
Internet and World Wide Web resources. Examples include Internet Explorer and Mozilla
Firefox.
Bulletin board – Generic web-based, asynchronous sites used to organize courses, projects
or general information. Various options include: discussion conferences, links to websites,
internal/external email, document posting and preparation, posting of agendas, submission of
class assignments, and other options depending on the system used. When used for
educational purposesuoften called course management systems (also Bulletin Board System
(BBS) ,Electronic Bulletin Board (EBB)).
CD-Rom – An acronym for Compact Disc – Read-Only Memory. A CD-Rom is an optical disc
that stores computer data which can be accessed when using a CD-Rom drive on a
computer.
Cellular networks– A network of radio cells that together can offer telephone coverage to a
broad geographic area. Each cell consists of a radio transmitter and receiver, sometimes
called a base station.
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Cellular phone – Technology that allows telephone service while moving across geographic
areas. In large areas, smaller “cells” are divided with a radio transmitter and receiver in each
(also cellular phone, mobile phone) .
Chat – An conversation between two or more persons over the Internet. The conversation is
synchronous as all parties must be on the Internet to participate in the chat. Most chat is textbased, but recent technology is also allowing for audio and/or video chatting (also Text Chat)
Chat room – A virtual space on the Internet where people can meet synchronously to chat.
Many chat rooms have themes or topics of interest to participants who sign on.
Clasroom network - A hardware and software configuration in which students can signal
answers to instructor questions and the results are aggregated and shown graphically.
Typically, each student is given a remote control type device. Multiple choice type questions
are devised in advance and when shown on the screen, students use the remote control to
signal their answers. These systems encourage interactivity in the classroom environment
and allow instructors to target areas where student understanding is weak. (also Classroom
communication systems (CCS) )
Clicker technology – A student response system that uses handheld remote control type
devices so that instructors can poll students asking for answers to multiple choice type
questions. Results are tallied for the entire class and the instructor can determine if the class
understands the material adequately before proceeding.
communication networks.
Computer assisted instruction (CAI) (also Computer based learning) Computer games – Any computer generated and/or controlled virtual space in which users
interact to achieve a goal. Some computer games have evolved so that users interact with
each other in the virtual space whereas other games pit the player against the computer.
Computer Mediated Communication (CMC) – Any means by which two or more people
communicate, each using a computer (also IT-mediated networks)
Computer Supported Collaborative Learning (CSCL) – A computer network system that
supports groups working toward a learning goal. Typical technologies include communication
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technology, file sharing or file access, and problem solving activities.
Computer Supported Cooperative Work (CSCW) – Similar to CSCL, except learning is not
necessarily the goal of the group work. It is typically used to reference work in the business
world whereas CSCL is used in the educational world.
Computer-based design and manufacturing – Using computer hardware and software to
take an initial concept through the design and manufacturing process. These concepts can
also be separated so that computer-based design is accomplished using separate hardware
and/or software from the computer-based manufacturing hardware and/or software.
Computer-Based Educational Telecommunication (CBET) – This term grew out of the
time when educational telecommunication took place via telephone or satellite. Now the
computer technologies (even in telephone components) is central to distance
learning/education.
Computer-based training (CBT) – Similar to computer-assisted instruction except that CBT
is used in the corporate training world whereas CAI is used in the education world.
Essentially, a computer is used in the process of training individuals to accomplish work
goals.
Connectivity – The capability to provide, to endusers, connections to the internet or other
Console game – A game that is played using a console system connected to a television.
Examples of console systems include Nintendo Wii or GameCube, Sony Playstation and
Microsoft Xbox.
Cyber bulling – Harrassing, threatening, humiliating or intimidating others using modern
communications technologies.
Cybercrime – Any crime involving the misuse of ICT technology
Cyberspace – A term used to describe the information networks of connected computers
and the users that gather and connect virtually using that network.
Data-logging – Using a computer along with sensors or probes to collect and analyze data.
Commonly used in scientific experiments.
Data-mining – The process of analyzing data, typically large databases of information, to
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surface trends, identify relationships, or develop new hypotheses.
Deep web – Also known as the invisible web or the hidden web, the deep web is any content
not accessible through traditional search engines. Examples include documents in online
databases or dynamic web pages accessed from database queries.
Digital – Using digital signals (zeros and ones) to broadcast and receive video (1.2) (9.7)and
audio. Digital television typically has a better picture and sound quality than analog
television. It also consumes less bandwidth.
Digital divide – The gap between people who have the knowledge, skills and access to
utilize information technology and the people who do not. The gap can be attributed to many
reasons, including economic, geographic, educational , or social reasons.
Digital immigrants (Prensky, 2001) – A term coined by Prensky to describe people who did
not grow up using digital tools (see also digital natives). According to Prensky, digital
immigrants think differently from digital natives and process information differently. For
example, digital immigrants look for text first and then seek out graphics for clarification.
Digital library – Internet accessible books, journals and periodicals that have been digitized
(also E-library, virtual library)
Digital natives (Prensky, 2001) – A term coined by Prensky to describe people who grew up
using digital tools (see also digital immigrants). According to Prensky, digital natives think
differently from digital immigrants and process information differently. For example, digital
natives seek graphics first to understand concepts and then look to text for clarification.
Digital portfolio (also electronic portfolio) – A collection of work for a purpose that uses an
electronic media for collection and/or display. Digital portfolios can be online, such as a webbased portfolio, or offline, such as a PowerPoint portfolio.
Digital TV networks – A distribution network for digital television which provides
programming for several channels.
Digital video – Moving pictures and sound that are recorded in digitized form (i.e., zeros and
ones). These images are thought to be of superior quality and are typically easier to edit and
manipulate than analog.
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Discussion board (also discussion list) – A forum on the Internet used for discussion
purposes where users asynchronously post and read comments from other users.
Discussion boards use threaded discussions (see below) to organize messages.
Distance education – Distance education describes a set of teaching and learning
strategies (or education methods) that can be used to overcome spatial and temporal
separation between educators and learners. Further, since economies of scale can be
achieved through enrolment of larger numbers of learners than is possible in a face-to-face
context, distance education is often presented as a cost-effective solution to the challenges
of increasing access to education
Distance learning –Traditionally these terms relate to provision of curriculum to a dispersed
audience. Original modes involved relatively slow correspondence courses and faster
electronic modes such as radio or satellite transmission of courses. Contemporary modes
are increasingly computer-based systems linked through the internet (also D-learning)
Distributed learning community – A group of instructors, students and experts that can be
located in different places and come together virtually for learning.
Distributed learning environment – An instructional method where the instructor, the
students and the content can be located in different places. Broader than distance learning, a
distributed learning environment can also be used in traditional classroom courses when
resources are found outside the classroom.
E-learning – Learning that is facilitated or delivered through the use of computer or
communications technologies, including computer, Internet, CD-Rom or television (also Webbased instruction, Web-based education, Multimedia learning)
E-learning platforms – See also Learning Management System, Course Management
System and Knowledge Management System. A system that is used to create and
implement learning goals as well as assess learners. Typically web-based, the LMS can offer
content delivery as well as interactivity such as discussion boards.
E-learning policy – Government policies, strategies or guidelines that relate to e-learning or
information technology in education (also IT-in-education policy, E-strategy).
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Electronic Field Trip (EFT) – The combination of synchronous and asynchronous
communication techniques to provide virtual and real-time classroom experiences that are
prohibitive in terms costs, time, or logistics of normal field trip travel activities.
Electronic Performance Support System (EPSS) – An application that is embedded
withing other applications and provides on demand training in the form of context-sensitive
help and job aids.
Email (electronic mail)– Asynchronous messages exchanged between computer systems to
individuals with unique email addresses.
Emerging technology - A technology in which the basic theory and principles are
understood but the potential is unfulfilled. A new technology that has recently been
introduced but has not had widespread use yet.
ENIAC )– An acronym for Electronic Numerical Integrator and Computer. ENIAC was the first
electronic computer that used vacuum tubes.
E-Rate – A program which benefited schools and libraries by offering discounted
telecommunication products and services. The program was funded by the
Telecommunications Act of 1996.
E-readiness – Being ready to appropriately use technology.
European Pedagogical ICT License (EPICT)– A comprehensive in-service training course
for teachers to learn and understand the European standards for ICT integration in
education.
Extranet – A part of a company’s intranet that is shared with those outside the company. An
extranet is a private network utilizing Internet protocols that can be shared with interested
parties such as suppliers or customers.
Facebook – Also see MySpace. A social networking site where users can create web pages
with personal information and connect and communicate with other users.
Freeware – Software that is free to download and use but remains copyrighted by the
author.
Generation Y – Also called Millenial Generation or the Internet Generation, it typically
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includes people born from the year 1978 – 2000.
Geographic Information System (GIS) – Computer hardware and software that is used to
collect, store and display data in a geographic context. For example, demographic data can
be overlayed on a map of a city to identify areas for a new Senior Citizen Center.
Global Positioning System (GPS) –A GPS uses satellites and receiving devices to calculate
positions on the earth, typically within less than a few meters. It is typically used for
navigation.
Google Earth – A desktop application that uses satellite photos of the earth, maps and a
search feature and allows users to navigate to and search for places on the earth.
Google image– The google search engine specifically for images on the Web.
Google maps – Satellite interactive maps providing directions and keyword searches.
Graphing calculator – Also called a graphical calculator. A handheld calculator that can
also plot graphs, solve equations with variables and be programmed.
Groupware – Collaborative software that allow groups of people to work on collectively to
accomplish goals. Groups can use groupware to share documents or information.
GUI design – GUI is an acronym for graphical user interface. A GUI design uses graphics
such as icons and pointers to make navigating software easier.
Handheld – Also called a personal digital assistant (PDA) or a pocket PC. A handheld is a
small computer that can fit in one’s hand. It holds many traditional PC software applications,
but with fewer features. Some handhelds can accept handwriting on the screen as an input
method. Most also allow connections to small keyboards for input.
Hot spot – A wireless access point that offers wireless Internet access, typically in a public
place such as a library, coffee shop or airport. A hot spot can offer free or paid service.
HTML – An acronym for Hypertext Markup Language. It is the programming lange used to
create Web pages for the World Wide Web.
Hypermedia – A combination of hypertext along with multimedia such as graphics, audio
and video. Hypermedia platform – is non-linear, allowing the user to decide how to progress.
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Hypertext – Words or text on web pages that are specially coded to link to other related web
pages. Typically, hypertext is underlined and displayed in blue font. Users click on the
hypertext word to bring up the related web page.
Information age – A time period marked by increased and exceptional reliance on and
access to information. Most experts agree that the Information Age began at the end of the
twentieth century.
Information highway – A global high speed computer network that transfers information,
graphics, text, audio, video and more. Many times, the phrase is synonymous with the
Internet (also Information superhighway)
Information literacy (also computer literacy, digital literacy, e-literacy, e-skills, technological
literacy, new literacy) – all knowledge and skills that are necessary to participate in an
information; sometimes also used as name for a school subject; sometimes also more
narrowly defined as skills that are necessary to effectively use technology, e.g. finding and
evaluating information on the Internet)
Information society – A society where information is created, manipulated, managed and
distributed by information technologies, (also information-driven society)
Information Technology (IT) –The hardware, software, and network technologies
associated with creating, displaying and communicating information (also comuter
technology, technology, information and communication technology, informatics technology).
Infrared interface – Infrared ports allow devices to transmit data using infrared light waves.
Both devices must have the appropriate ports and those ports must be aligned for the
transmission to occur.
Instant messaging (IM)– A program that allows users to communicate with text
synchronously. Users establish contacts with others and are alerted when these contacts are
online. Users can then commicate in real time over the Internet.
Instructional Knowledge management Systems (IKMS) – See also Content Management
System and Knowledge Management System. A system that is used to create and
implement learning goals as well as assess learners. Typically web-based, the LMS can offer
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content delivery as well as interactivity such as discussion boards.
Integrated Learning Systems (ILS) –Integrated Learning Systems (ILS): Integrated
Learning Systems (ILS) are computer-based systems for the delivery of curriculum material,
via an individualised programme of study. A complete package of software for instruction that
includes the lessons, assessment, and record keeping.
Intelligent agent (also digital agent) – A software program that is designed for a particular
purpose, that runs in the background, sometimes without the users’ knoweldge, and reports
results back to the owners or developers.
Intelligent Computer Assisted Instruction (ICAI) – Computer Assisted Instruction that
takes advantage of artificial intelligence to enhance the instruction. Intelligent Computer
Assisted Instruction can include natural language, for example.
Intelligent tutoring system (ITS) - A system that adapts to the learners’ preferences to
deliver instruction.
Interactive story books– A story that is created with multimedia so that users can interact
with the words and pictures. Interactive story books can read words or describe pictures
when clicked. Also, some story actions can take place when clicked.
Interactive video – A videodisc that is played on a computer. The user contols certain
actions and can make certain decisions as the video plays.
Interactive white boards – A special whiteboard that interprets a projected computerized
image. By touching the image on the whiteboard, users interact with the computer in a way
similar to the mouse (also smartboard, digital schoolboard, electronic whiteboard)
Electronic repositories
Interface – The look and layout that users view and interact with when using technology.
Interfaces allow users to interact with technology without using programming languages.
International Computer Driving License (ICDL) – Begun in Australia, the ICDL includes
testing to certify computer knowledge for individuals and employers. The standards are
accepted in over 140 countries.
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Internet - A global network of computers that communicate via common communications
protocols
Internet addiction - a compulsion to Internet use
Internet browser, also browser – Software that is used to view Internet pages, including
text and graphics.
Internet predators– An individual who lurks and stalks others on the Internet, usually in chat
rooms or on social networking sites. These individuals attempt to get to know other users
and then prey on them.
Internet Provider (IP) (7)or the communication link that allows a computer user to link to the
Internet for accessing World Wide Web resources or for communication. Both public and
private IPs exist with the latter requiring paying a subscription to use the service.
Internet relay chat (IRC) – A chat forum designed mainly for group communication over
channels in which anyone on a channel can read all text on that channel. It can be used for
one-to-one communication also.
Interoperability – A set of rules that are established to allow two software programs
(applications) to talk to each other. These rules define how one software program asks another
software program for information and defines how the second software program will respond.
This set of rules is referred to as an interface. If a software program writes to the interface it
should be able to communicate with other applications and the operating system. A software
program that writes to an interface is one that has used the standard set of rules to ask for or
provide information. These sets of rules are generally referred to as Application Programming
Interfaces (API's). www.accessibilityforum.org
Intranet – A network that uses Internet protocols but is secured for private use, usually by
corporations or organizations.
IVR (Interactive Voice Response) – Technology in which individuals use telephones to
acquire information or input information into a database using voice or touch-tone keys. For
example, banks use IVR systems so customers can access their accounts.
Know bots– Short for Knowledge Robot. A know bot searches networks such as the Internet
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to gather information in response to a request and then displays the information to the user.
Knowledge management system (KMS) - See also Learning Management System, Course
Management System and E-learning platform. A system that is used to create and implement
learning goals as well as assess learners. Typically web-based, the LMS can offer content
delivery as well as interactivity such as discussion boards.
Knowledge society – Refers economic systems where ideas or knowledge functions as
commodities (also knowledge-based society, knowledge economy) Knowledge society, also
knowledge economy
LAN An acronym for Local Area Network. A LAN is a network of computers in a small
geographic region (usually within a few square kilometers) that are connected so as to share
data, applications, and peripherals.
Laptop– A small, portable computer that can fit in a lap. Newer laptops typically offer
wireless connectivity to the Internet.
LCD projector– A projector that utilizes liquid crystal display. The machines are connected
to a computer which projects the display onto a screen for more public viewing.
Learning circles - Learning Circles are highly interactive, project-based partnerships among
a small number of schools located throughout the world. Learning Circles promote themebased project work integrated with the classroom curriculum. The Learning Circle model
evolved out of a research project at the University of California, San Diego in the mid
eighties. Downloaded December 12, 2006.
http://www.iearn.org/circles/lcguide/p.intro/a.intro.html
Learning Content Management System (LCMS) A system that is used to create and
implement learning goals as well as assess learners. Typically web-based, the LMS can offer
content delivery as well as interactivity such as discussion boards.
Learning management Systems (LMS) Web-based, asynchronous sites used to organize
courses. Course participants register and can post completed assignments and
communicate with classmates and instructors. Commercial systems (e.g. Blackboard,
WebCT, TeleTop) involve modes of assessment and grade posting. In contrast, systems like
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BSCW, Moodle and Nicenet are free and less complicated but may lack features such as
attaching documents (also Course management system (CMS)
Learning object –The term learning object refers to an object or set of resources that can be
used for facilitating the achievement of specific learning outcomes. Individual learning objects
can be extracted and reused in other learning environments and educational contexts.
Learning object repository – A digital storage space used for learning or instruction related
content as well as the metadata for content (also digital repository)
Lifelong learning – Learning that occurs throughout one’s life, including formally and
informally. Typically considered a state of mind, such that lifelong learners are inquisitive and
constantly trying to better themselves.
Lifelong learning skills – Traits associated with lifelong learners such as creativity, problemsolving, persistence, and ethical behavior.
Listserv – An automated email list server. Users can subscribe to a listserv and then all
email messages sent are delivered to all other members of the group. Listservs are typically
organized around interest groups so that emails are personally or professionally meaningful
to the group.
Logo – A programming language developed by Seymour Papert at the Massachusetts
Institute of Technology. Logo was created to make complicated math concepts accessible to
even very young children. It has also been shown to develop problem solving skills.
Massive multiplayer online games (MMOG) (also Massive multiplayer online role playing
games, Massive multiplayer online persistent world)
Metadata– Data that describes other data. Web pages use metadata to describe the
contents of the page. This data can then be used by search engines for example.
Microworlds – A commercialized version of the Logo TM programming language
Mobile blogging (moblogging)) – Content is posted to a blog from a mobile device such as
a personal digital assistant or a cellular phone.
Mobile learning (M-learning)– learning that takes place wirelessly on devices such as cellular
telephones, personal digital assistants or wireless laptop computers.
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Mobile technology – Devices that allow users to access information wirelessly and can be
moved from place to place.
MP3 player – A typically small, portable device that plays digital audio files encoded as an
mp3.
Multi user object oriented – A type of multi-user dimension or 3-D world that is based on an
object-oriented language. In the virtual environment, users can use object oriented
programming to change or expand the environment.
Multi user virtual environment (MUVE) – A three-dimensional world created using
computerized graphics and sound. It simulates real-time interaction with many users
simultaneously (also 3D online learning environment).
Multimedia – Presenting information with a combination of text, graphics, audio and video.
Multimedia case studies – A case delivered to learners in a hypermedia environment
usually with a video case (to better capture the complexity of teaching and the
simultaneously occurring events in the classroom) as the heart of the case. Multi media
cases are particularly being use in pre-service teachere education.
Multimodality – Communications that occur using more than one mode. For example,
communications using voice, text and images would be considered multimodal.
Multiple agent– Pedagogical agents that contain different information and learning scaffolds.
Students can return to these agents for different types of information.
Multi-User Dungeon (MUD) – A role playing game over the Internet that is text driven, with
players assuming the identities of fictional characters and interacting with other
users/characters.
MySpace – A social networking site where users can create web pages with personal
information and connect and communicate with other users.
National Educational Technology Standards for Teachers
Netizens – A frequent user and active participant of a community on the Internet.
Netspeak –The language, usually abbreviated used in electronic text communication.
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Networked learning – Learning which takes place with connections between learners,
between learners and instructors and between learning communities and learning resources.
Networked multimedia environment – An environment with multimedia elements such as
grahics, animation, and video that is connected to a network such as the Internet.
Newsgroup – A discussion board that is related to a specific topic such as recreation
activites, science news or computer related news.
Object-oriented programming – A type of programming language that uses objects, or
packages of data and functionality. Popular object-oriented programming languages include
Smalltalk and Java.
One-laptop-per-child (OLPC), also – An initiative by Nicholas Negroponte of the MIT $100
computer (8.1)Massachusetts Institute of Technology’s Media Lab to provide low cost laptop
computers to children in developing nations. The laptops would be used for education and
are targeted to cost $100US each.
One-to-one computing – Providing each student and teacher with a laptop, notebook or
handheld computer to use continuously at school and home.
Online learning – A subset of e-learning communities, also virtual learning communities or
cyberspace classrooms in which all instruction is delivered through the Internet.
Open educational resources – Technology-enabled, freely accessible provision of
educational resources for use and potential adaptation by a community of users. Use of open
educational resources is for non-commercial purposes. Resources are typically made freely
available over the Internet. (also open courseware)
Open learning –The concept of open learning is based on the principle of flexibility in order
to increase access to education and often forms part of broader equity efforts in society. This
approach allows learners much more freedom to determine what, how and when they want
to learn, than do traditional approaches to education. The aim is to provide learning
opportunities to a diverse range of learners both originating from, and learning in, different
contexts.
Open School – An Open School is an educational institution delivering primary and/or
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secondary education, providing courses and programmes predominantly through use of
distance education methods. (7).5) (7.6)
Open source e.g Moodle, Open Office – Software that is freely available to use and that
allows others to view and alter the source code. Applications that are open source are
typically developed collaboratively with large groups of volunteer developers who work
together in a loosely defined network.
Personal Computers (PC)
Personal Digital Assistent (PDA) – Also called a handheld or a pocket PC. A PDA is a
small computer that can fit in one’s hand. It holds many traditional PC software applications,
but with fewer features. Some handhelds can accept handwriting on the screen as an input
method. Most also allow connections to small keyboards for input. (also Handheld, Palmtop,
Pocket PC)
PLATO – An acronym for Programmed Logic for Automatic Teaching Operation. PLATO is
generally known as the first attempt at computer assisted instruction.
Podcasting – Use of computer and multimedia formats for posting/sharing asynchronous
communication.
Portal – A website that serves as a starting point for other web-based services, such as
email, search engines, etc. (also Web-portal)
PowerPoint – Presentation software that is a part of Microsoft Office. PowerPoint allows
users to create slides as well as handouts and outlines.
Productivity software – Software such as word processing, spreadsheets, database
systems, and desktop publishing designed to help individuals work more efficiently.
Radio frequency identification (RFID) – Technology that transmits information in the form
of radio signals from tags to readers. Transmission does not require contact or even line-ofsight.
Resource Description Framework (RDF) (8.3)
RSS – An acronym for Really Simple Syndication. RSS is typically used with blogs and
podcasts and allows users to subscribe to their favorite sites and receive content as it is
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updated. Typically, subscribers use an aggregator to gather all new content for the user and
display it in one place.
Satellite broadcast interactive TV – Television that is at various levels of interactivity and is
broadcast over satellites. Levels of interaction include commonplace actions such as using a
remote control to turn the television on and off, and less common actions such as changing
camera angles or altering the storyline in a television show.
SchoolNet – A Canadian program to promote ICT use in education.
Screen reader – A software program that reads the words on a computer screen out loud to
the user. Typically, screen readers are used by those who are visually impaired.
Search engine – A Web-based program that allows users to enter keywords and receive a
list of possibly relevant Internet sites. Examples of search engines include Google and
Yahoo!.
Second Life – A virtual world created by Linden Lab in which users can socialize with other
users and build and create the environment in which they interact.
Server – A host computer that is networked to other computers. Servers can have many
purposes, such as Web server, print server and application server.
Sharabele Content Object Reference Model (SCORM) – standard for meatadata
standards; e.g. ARIADNE CENISS, Dublin Core, EdNa, IEEE LOM, IMS, PROMETEUS
(http://www.cetis.ac.uk)
Sibling technologies – Any communications technology which supplements telephone
communication
SIMCALC – A computer and graphing calculator based application that allows students to
explore algebra and calculus concepts.
Simulation – A computer program that imitates reality. Students use simulation software to
gain experience with real situations but without the same risks.
Slow Scan Television (SSTV) – Sometimes called “freeze frame” TV these devices allowed
an ordinary telephone line to transmit slow scanned video images from one site to another.
Smart card– A plastic card approximately the size of a credit card that holds information
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such as customer account information or cash balance. Smart cards can be used for prepaid
telephone calls and credit cards with prepaid limits.
Smartphone – A handheld device that integrates mobile phone capabilities with personal
digital assistant type capabilities.
SMS (short message service) – A service for sending short text based messages between
cellular telephones (also text message).
SMS gateway (also SMS-portal) – The SMS gateway translates one SMS protocol to
another which allows wireless carriers to connect with each other and exchange messages.
Social bookmarking (e.g., www. blinklist.com) – Similar to bookmarking a Web page within
a browser except social bookmarking allows users to save and categorize their bookmarks
with tags and then share them with others.
Social software– Web-based software programs that allow users to socialize with each
other in some manner.
Speech recognition – The ability of a computer to understand and respond to spoken
words. Speech can in the form of commands or data input.
Speech-to text – Using speech recognition software, computers can use spoken input and
translate the words into text.
Spreadsheet – A software application that uses rows and columns of numbers and text for
manipulation and reporting.
Stand-alone computer – A computer that is not a part of a network of computers.
Stranger syndrome – Sharing personal information with others who are not well known to
the speaker or writer. It provides a therapy for individuals to express their feelings.
Student response system – A technological tool that consists of hardware and software to
request and receive student input during teacher led lecture or discussion. Each student is
given a handheld remote control type device. The teacher asks specific multiple choice or
true/false type question with which the students respond via the handheld remote. Results
are tallied for the teacher immediately.
Synchronous communication – In educational telecommunication modes this involves use
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of real-time transmission of information. Examples involve face-to-face communication,
teleconferencing in audio, video and text chat formats.
Synthesized speech – Computer generated simulated human speech.
Tablet computer – A computer that uses a touch screen for input. Some tablet computers
also have traditional input devices such as keyboards.
Talking book software – Software that replicates books, adding multimedia and
interactivity. Talking books typically offer stimulating pictures along with the story, can read
the text and sometimes can respond to human voice.
Teachable agents – Technology that requires students to instruct teachable agents who
explore simulated worlds and solve problems that require knowledge from the student.
Technological pedagogical content knowledge TCPK - The framework aims for teachers
to combine knowledge of technology, pedagogy and specific subject area content to design
meaningful lessons.
Telecommunication – Transmitting information through wires or optical channels for voice
or data communication.
Telecommuting – The practice of working in a place away from a traditional office building,
such as home and communicating via telecommunication.
Telesharing – Exchange or sharing of information over the Internet. Telesharing is a subset
of telecollaboration.
Thin clients – A networked computer in which all data storage and computing are performed
by the server. A thin client may not have a hard disk drive and thus relies on the server for all
needs.
Threaded discussion– Typically in the context of an electronic bulletin board. Users post
comments and other users can respond to those comments, thus creating a thread of
discussion.
TICCIT – An acronym for Time Shared Interactive Computer Controlled Information
Television. A training experiment of the United States Army that investigated the
effectiveness of computer-aided instruction.
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Total cost of ownership (TCO) - all the costs associated with the use of computer hardware
and software including the administrative costs, licence costs, deployment and configuration
requirements, hardware and software updates, training and development, maintenance,
technical support and any other costs associated with acquiring, deploying, operating,
maintaining and upgrading computer systems in organizations
Touch screen display – A computer display that uses human touch for input. Users interact
with touch screen displays by touching the screen rather than using a mouse or keyboard.
Ubiquitous computing - Computers or computing that is ever-present in the environment,
but not typically seen or noticed. For example, computers could be embedded into everyday
objects so that they are not seen but are effectively used (also ubiquitous learning (ubilearning))
URL– An acronym for Uniform Resource Locator. A URL is the address that users type into a
browser to find a resource on the Internet. For example, http:///www.google.com is a URL.
USB stick - A small memory device that uses flash memory and a USB interface to connect
to a computer. Also called a flash drive or jump drive.
Value on investment (VOI) – the systematic measurement of the alignment of a school’s
human, information and organizational capital linked to a school’s strategy and performance
in order to determine strategic readiness and the value of these intangible assets to the
school.
Videoconference – A synchronous meeting between two or more groups of people using
video monitors. Videoconferences can also include document sharing.
Virtual classroom – An online environment that allows students and instructors to interact
synchronously or asynchronously for learning.
Virtual learning community – A community of people connected via technology with the
shared purpose of learning together.
Virtual learning environment (VLE) (= ) – A web-based space that is specifically designed
for learning and has social and collaborative aspects. Many learning management systems
are examples of VLE’s. (also Electronic Learning Environments)
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Virtual reality – A virtual world that is combined with real elements such as sound and/or
movement to give users the sense that they are present and fully participating.
Virtual reality based learning systems– A learning environment which takes place using
virtual reality environments.
Virtual school – A school where learning takes place online, without buildings and
classrooms. Normally are used for distance learning/education for students in elementary
and secondary, K-12, schools (also CyberSchool).
Virtual world – A two-dimensional or three-dimensional computer-simulated environment
that users explore with avatars. Some virtual worlds allow for many simultaneous users,
others do not.
Voice Over IP (VOIP) - VoIP (Voice over Internet Protocol) –This mode of communication
makes possible audio, video, and text communication in a way that’s analogous to a
telephone conference call or bridged audiovideo teleconference
Voice user interface– The interface that allows technology to understand and respond to
the human voice.
Web 2.0 - A term used to describe the next generation of websites that allow for more user
created content. Examples of web 2.0 include wikis and blogs.
Web authoring tool – Software that allows Web pages to be created using a GUI interface
and which then generates the necessary HTML code for the user. Examples of Web
authoring tools include Macromedia Dreamweaver and Microsoft FrontPage.
Web communities – A group of like-minded people who share ideas and interests online
using various communication technologies.
Webcam (web camera): Simple computer-based camera that is used for videoconferencing
with a personal computer or capturing video images for asynchronous posting/emailing.
Webcasts – Transmitting audio or video broadcasts using Web-based technologies. The
broadcast can be live or delayed.
Webquest– A learning activity in which students use Internet resources to research and
solve problems. It was created by Bernie Dodge.
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Widgets – An element in a graphical user interface (GUI) such as a pull-down menu or a
button that allows users to interact with the computer.
Wiki – A website that allows all users to add, update or edit content on the page. Wiki is a
Hawaiian word meaning quick.
Wikipedia – An encyclopedia on the Web that is written collaboratively with users around the
world. Any user can edit or change an article.
WIMAX – An acronym for Worldwide Interoperability for Microwave Access. It is wireless
technology whose coverage is greater than wi-fi technology.
Wireless network – Networks that do not rely on cables or wires to connect computers.
Instead, computers connect via radio waves to transmit data.
World-Wide-Web (WWW) – A network of hypertexted documents written using HTML that
can be viewed with a web browser. The WWW was important because information could be
displayed graphically and hyperlinked and thus opened the Internet to more users.
YouTube – A popular website that allows users to upload videos for public or private
viewing.
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