Asynchronous learning occurs when the internet is used to access the distance classroom at times and locales which are convenient to the student. Most often, it refers to online discussion groups in which messages from students compile over time. Advantages include the ability to facilitate group learning among a wide variety of schedules, the period of contemplation between posts, and the occasion to consider responses and messages before posting. Conversely, learning which occurs at the same time, such as in face-to-face schooling, or a live-streamed lesson, is termed synchronous learning.
Bite-sized learning refers to concentrated installments of learning supported by digital online educational materials (such as audio or video content, Google For Education Apps, digital activities) or online assignments completed within a given time frame. One common example of this is utilizing ELA apps to support vocabulary acquisition. Within in-person educational environments, bite-size learning can be a student watching a short video of an upcoming activity, lab procedure, artistic inspiration, or other instructional material. Also referred to as micro-learning.
Edutainment (originally coined by Walt Disney as educational entertainment) refers to programs or activities that uses media platforms to provide informational opportunities with incidental entertainment value. Its use has a relatively long history, (Poor Richard's Almanack by Ben Franklin is an early example). The inventions of film, radio, and television each had an important role in providing education to mass audiences, whereas today the arena of edutainment also contains the forms of video games, podcasts, and other online media.
Flaming is an interchange of unrestrained, belligerent, or abusive messages via social media, such as on discussion boards, by direct messaging (DMs), posts, tweets, or by group email. A habit for users to respond quickly to previous messages results from the concurrence of these media along with the tendency of these communications to be both short and text based. These factors, along with the inability to display emotion tends to manufacture strong feelings which quickly elevate into contentious battles, or flame wars. It is important that young and new distance learning students in particular are encouraged to "think before they click" when replying to inflammatory messages. More experienced users often resort to emojis, memes, and GIFs to suggest their humor and emotions in the context of the written words. Flaming can be likened to an explosive outburst in a traditional classroom setting, and while this occasionally provokes a productive exchange of opposing viewpoints, its continued use should not be tolerated by any responsible moderator of content.
Gamification within education means applying certain elements of video games to learning and activities, such as timers, badges, points, and leaderboards. Activities can be collaborative or competitive, are played by a set of rules, and have some type of end goal. It also can provide for problem-solving, chances to give immediate feedback, and will often feature a gradual progression of challenge, difficulty or complexity.
Increased motivation, engagement, and enjoyment are often associated with gamified elements and approaches, along with the risks of increased screen time, and the dependence on dopamine reward based programs. Poor applications of gamification principles in learning and learning design may result in ‘trivializing’ educational, and can bring a host of screen addiction behaviors and consequences if not regulated, restricted, and monitored.
A hashtag is a word, or a phrase without spaces beginning with the # symbol and used in social media platforms, such as Twitter, Instagram, and Facebook, to allow users to easily identify posts and conversations surrounding a particular event, person, or subject. For example, a Twitter search using the hashtag #hybridclassroom reveals all of the publicly posted Tweets featuring the topic of blended learning. Hashtags are not case sensitive, although hashtags sometimes contain capital letters.
ICT refers to any hardware, software, or activity that utilizes computers for the generation, storage, transmission and retrieval of information in an electronic format. It is similar to ‘information technology’ (IT), but pertains primarily to communication technologies, such as the internet, wireless networks, and cell phones to name a few.
Over time, ICT has become more user friendly as communication capabilities have increased. People can connect in real time, by the use of text chats, video-conferencing, or through a variety of voice-only methods. As a result, modern day ICT has negated physical distance as a barrier to communication, creating a "global village" of information and communication.
Java is a high-level programming language that is used across platforms, i.e. it is compatible to run on a variety of computer operating systems, such as Microsoft Windows or Apple MacIntosh. It is designed to have the fewest possible implementation dependencies. It is particularly favored for its use in constructing aspects of webpages (such as animations), offering programmers the ability to write free-standing applications. These applications are then decoded and run by the device accessing the website, as opposed to the host server.
Killer app, (short for killer application), means the ‘next big thing’ to break through to a new level of ICT use. It comes from the conclusion that innovative software frequently provides a marketing incentive to a large section of the public which encourages them to purchase the supporting hardware. For example, this could mean a particular brand of cell phone or a purchasable application. As widespread public adoption of upcoming applications commonly leads to the generation of considerable wealth and cachet, the search for the next killer app has become an essential goal of ICT companies.
The term Learning Management System (LMS) refers to software which provides a way to administer elearning by offering access to classroom materials to students, coupled with a system for tracking student progress. This software also provides platforms for communication, assessment and content. An LMS will sometimes be called a Managed Learning Environment (MLE), or sometimes referred to as a Virtual Learning Environment (VLE). Google Classroom is an example of an LMS.
Netiquette is a portmanteau which combines the words network and etiquette, meant to refer to the rules and expectations for online behavior. Because of the impulsive and emotionally removed tendencies of emails, messages, and tweets, combined with anonymity and other factors, the ability to offend others easily is greatly magnified. This can lead to flaming, as well as discouraging discussion and trust within communities online. The aim of netiquette is to minimize these harmful aspects by setting expectations for considering others while online. The use of emojis can help convey tone, intention, and humor, and can help create consideration for the feelings of others.
Open source software has a source code (or programming language) which is available to the public at no cost. The software is typically given away freely and includes all relevant documentation. Programmers may rewrite and improve the software but are normally expected to return their altered versions into the public domain at no charge.
Some educational institutions use open source software as the platform to operate their learning management system (LMS) to avoid paying commercial license fees, it allows them to customize the LMS to their specific requirements, and to have control over future use of the LMS. However, not having a supplier to maintain the LMS places the burden of the costs of running and developing their platform on the institution itself. Sometimes, companies may offer paid services to install and maintain the system on an institution's behalf, although the software itself is has no cost to obtain. Moodle is a popular example of an open source course management system (CMS).
A personal learning environment (PLE) helps students to take control of their learning by aggregating, manipulating, and creating digital content, as well as learning artifacts, and shares them with others. A PLE can be any combination of social media-enabled systems, services, and applications that help serve this purpose.
Quick response codes, better known as QR codes, are a form of two-dimensional bar codes which contain data that can be optically read to supplement material with additional information, such as forms, documents, or links to a webpage. They are often used on posters and signage in business centers such as malls and grocery stores, conveniently transferring the information to the individual's phone or other handheld device.
Sometimes referred to as the ‘three R’s’ of using open education resources (OERs), reusing, reworking, and remixing can also apply to copyrighted material for educational purposes.
When it comes to OER, reusing refers to the reuse of an openly licensed education resource in original format, but can be for a different educational context, purpose or activity than for which it was originally designed.
Reworking involves modifying an existing OER, by removing or adding content and elements, adapting it to its new use.
Remixing is the process of taking and revamping a variety of OER, commonly by integrating original content, to create something new.
Don't forget to acknowledge the OER's original source materials and resources. When remixing or reworking an OER made available with a Creative Commons license, that license should be used on the resulting OER.
The Semantic Web provides a common framework for data to be shared and reused by machines on a global scale, extending beyond the human-readable web, resulting in what is essentially a globally linked database. Tim Berners-Lee, inventor of the web, created the Semantic Web concept, though it is an effort led by his W3C consortia in collaboration with many other researchers and industrial partners. They intend to improve, extend and standardize existing systems and tools, and to develop languages which machines can process. The resulting product should be a web which improves users’ ability to find the desired information. The Semantic Web will enable computers to ‘understand’ the content they display, and to communicate more effectively with each other, by utilizing content tags and well-defined meanings.
Tagging is the addition of labels, or tags, to digital artifacts (such as blog posts, social media posts, photos and videos) in order to make it easier to share and/or share them. The attachment of tags can be a convenient method of organizing and locating previously accessed data. Tagging commonly appears in websites meant to encourage sharing, and on sites which accumulates open educational resources (OER). Tags can be user defined, (such as a singer creating and adding tags that correspond to key terms in a video they are about to post), or can be selected from pre-defined terms such as the ability to tag friends and locations in a Facebook post). Tags can also be added into the content of web pages.
Tags allow search engines to locate and index website content and blog posts, and they allow readers to select and view all the specific tags corresponding to the content as they might from a blog they are reading. Tags also notify other users to the fact that they have been tagged in any social media posts.
On Twitter, the tagging of topics or events in a Tweet is managed by using hashtags, while fellow users are tagged through the inclusion of their Twitter ‘handle’ (e.g. @username123) in a post. See the #HASHTAG definition above for more.
Also known as a web address, the uniform resource locator (URL) is a standardized address for web resources that pinpoints the resource and tells how to find it. As far as individual users are concerned, URL is the basic building block of the web.
A virtual learning environment (VLE) is the mix of hardware and software used to create online learning opportunities outside of a physical classroom. The VLE attempts to mimic all aspects of the typical classroom by using ICT and the internet or a college/university intranet. A number of commercial VLEs are available on the market (e.g. Blackboard, Canvas, D2L), as well as a increasing number of open source options.
Web-based learning is synonymous with elearning and online learning, and is an important aspect of distance learning. On the web, course content is delivered on the web via email, videoconferencing, discussion boards and live lectures (video streaming). One of the values of using the web to access course materials is that hyperlinks make access to information in other parts of the web fast and accessible.
Extensible Markup Language, or XML, is a text-based markup language used to encode documents in a way that both humans and machines can read it. hich is shareable across the web, apps, and programs.
YouTube is an online form of social media which enables users to post videos to share. Users can upload their own videos (and quality standards), which can then be tagged and made available over the internet. There are many informative educational and instructional videos which can be used to supplement instruction, and a lot of trash too.