Adaptive Learning - an educational method which uses computers as interactive teaching devices, and to orchestrate the allocation of human and mediated resources according to the unique needs of each learner.

Augmented Reality - a technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view.

App - App is an abbreviation for application. An app is a piece of software. It can run on the Internet, on your computer, or on your phone or electronic device.

Asynchronous Learning -  is a student-centered teaching method that uses online learning resources to facilitate information sharing outside the constraints of time and place among a network of people.

Blended Learning - a mixture of human- and computer-based instruction.

BYOD - the practice of allowing the use of their own computers, smartphones, or other devices for work purposes. The acronym stands for Bring Your Own Device and is often used to communicate this action.

Cloud - Cloud computing, or in simpler shorthand just "the cloud", provide users with various capabilities to store and process their data in third-party data centers.

DCL - Digital Classroom Leader - School representatives that help colleagues integrate educational technology in the classroom.

Digital Citizenship - the practice of navigating the digital world safely, responsibly, and ethically.

EdTech - is the use of technology in a form of products/apps/tools to enhance learning, pedagogy and instruction.

Flipped Classroom - A model in which the typical lecture and homework elements of a course are reversed. Short, video lectures are viewed by students at home before the class session while in-class time is devoted to exercises, projects, and/or discussions.

GAFE - Google Apps For Education - Google Apps for Education (GAFE) is a core suite of productivity applications that Google offers to school and educational institutions for free.

Gamification - using game design principles and mechanics to drive motivation and increase engagement in learning. (A great example featured in March 2016 is Prodigy, a math game for classrooms and students!)

Google Drive - A personal cloud storage service from Google that helps users store and synchronize digital content across computers, laptops, and mobile devices.

Learning Management System (LMS) - A Learning Management System is a software application for the administration, documentation, tracking, reporting and delivery of electronic educational technology (also called e-learning) education courses or training programs.

Makerspaces - are creative, DIY spaces where people can gather to create, invent, and learn.

SAMR Model - a model designed to help educators infuse technology into teaching and learning. Developed by Dr. Ruben Puentedura, the model supports and enables teachers to design, develop, and infuse digital learning experiences that utilize technology.

Syncing - a process of updating apps and software to or between specific devices.

TPACK Model - Technological Pedagogical Content Knowledge (TPACK) is a framework that identifies the knowledge teachers need to teach effectively with technology.

Virtual Reality - Technology that creates an artificial environment that a user experiences, usually through a surrounding screen, audio, and handheld inputs. Users can not see their surrounding area, only the virtual space that is created (this sometimes has the effect of "motion sickness" for participants).

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