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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 1 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. 2 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. 3 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 4 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 5 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. 6 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). 7 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 8 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. 9 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 10 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. 11 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 12 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 13 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. 14 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. 15 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 16 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 17 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 18 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 19 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. 20 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) 21 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. 22 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. 23