Adaptive Technology - Adaptive Technology is technology that adapts to the user based on algorithmic patterns throughout the systemic environment of hard and soft technologies (hardware and software) and specific adaptive environments that can be represented through simulation and immersion. This is completed through a basic algorithm of capture, analyze, select, or present information to a learner based on current or perceived needs or wants. (Shute V. J. & Zapata-Rivera, D., 2008)
Augmented reality - using technology to enhance reality by providing computer generated sensory input while a person looks at an image.
Business intelligence comprises any information used to make a business decision.
Connectivism: is a learning theory promoted by Stephen Downes and George Siemens. Called a learning theory for a digital age, it seeks to explain complex learning in a rapidly changing social digital world.
Data breach is an event that comprises the unauthorized access to secured data sources.
Educational data mining describes the machine-centered process of discovering new knowledge within educational software trace logs.
Fitbit-Tracks steps/sleep, phone call/texts, and optical heart rate monitor/GPS.
Formal learning- Accomplished in an explicitly academic environment, related to academic objectives.
Gamification is the application of game-design elements and game principles in non-game contexts.
Google Glass-Takes photos, videos, text messages, Google Hangouts, makes phone calls, searches Google and navigation system.
InfoViz: Information visualization or information visualisation is the study of (interactive) visual representations of abstract data to reinforce human cognition. The abstract data include both numerical and non-numerical data, such as text and geographic information.
Informal learning: Accomplished through independent, traditionally non-academic means. Requires students to act on behalf of themselves.
Internet of Things describes the connectivity of physical objects to the virtual environment with sensors.
Learning analytics knowledge describes the human-centered process of discovering new knowledge within educational software trace logs.
Linkage Design Model - Linkage design model refers to the links between network users, content, and Web 2.0 tools. It is is an architecture that connects multiple, personalized learning resources and individuals into a central location (Huntsman, A. 2017).
Metrics describes anything that is measured.
Minimesters - an accelerated course occurring ranging from 5 to 14 weeks.
Mobile apps - computer software applications that are downloaded to today's smartphones and tablet style computers.
Mobile learning - learning that takes place anywhere, anytime by users using mobile devices such as SmartPhone, tablet, mp3 player.
MOOC is a Massive Open Online Course and is characteristically education with unlimited enrollment that is free to access for anyone with an internet connection.
cMOOC is a MOOC that utilizes social aspects, user-generated content, and typically begins and ends on specific dates.
xMOOC is a MOOC that is typically absent of social learning, consists of instructor-curated content, uses computer-marked assessments, and is generally self-paced.
Online Constructivist Instructional Strategies: These online instructional strategies are incorporated to guide learners in constructing new knowledge in a collaborative connective environment. These strategies are as follows:
Online Collaborative Interaction: This is a learning environment where learners interact collaboratively to construct knowledge in a connective setting.
Online Network Instructional Environment (ONLE): ONLE are digital environments that give learners an opportunity to connect to people, resources, and tools by integrating Web 2.0 tools to design an open network learning environment.
Online constructivist instructional strategies: These online instructional strategies are incorporated to guide learners in constructing new knowledge in a collaborative connective environment. These strategies are as follows:
Online Network Learning Environment (ONLE): ONLE are digital environments that give learners an opportunity to connect to people, resources and tools by integrating web 2.0 tools to design an open network learning environment.
Online Network Linkage Design Model (ONLDM): links and connects multiple network resources, network learners, and Web 2.0 tools in ONLE to allow learners, instructors, and other ONLE stakeholders to construct and share their PLEs within a human network
ONLE Instructional Strategies: ONLE instructional strategies utilize Web 2.0 tools to promote contribution, cooperation, collaboration, and creation among learners in both informal and formal connective learning environments.
Open Educational Resources (OER) - Open Educational Resources (OER) are any type of educational materials that are in the public domain or introduced with an open license. The nature of these open materials means that anyone can legally and freely copy, use, adapt and re-share them. OERs range from textbooks to curricula, syllabi, lecture notes, assignments, tests, projects, audio, video and animation (UNESCO).
Open Network Learning Environment (ONLE) - “ONLEs are digital environments that empower learners to participate in creative endeavors, conduct social networking, organize/ reorganize social contents, and manage social acts by connecting people, resources, and tools” (Tu, C. H., Sujo-Montes, L., Yen, C. J., Chan, J. Y., Blocher, M., 2012).
Non-formal learning - Accomplished in a traditionally non-academic setting, with explicit academic objectives.
Oculus Rift-Virtual Reality goggles that works with a user’s gaming laptop or desktop.
Personal Learning Environment (PLE): PLEs are systems that allow learners to manage and control their own learning.
QR code - a Web 2.0 tool that can be scanned and has the capacity to allow the users to join groups, create activities and collect rewards.
Self-regulated learning: a process wherein a learner uses meta-cognition, strategic planning, and self-reflection to understand, evaluate, and modify how he/she learns.
Tile Bluetooth Tracker-Bluetooth device that tracks the location of items.
Virtual Reality: a three-dimensional, computer generated environment which can be explored and interacted with by a person.
Wearable Forms-Smart clothes, web-enabled glasses and Bluetooth headsets.
Wearable Technology-Electronics that can be worn on the body, either as an accessory or as part of material used in clothing. One of the major features of wearable technology is its ability to connect to the Internet, enabling data to be exchanged between a network and the device.
Web 2.0: the second stage of development of the World Wide Web, characterized especially by the change from static web pages to dynamic or user-generated content and the growth of social media.
Web 2.0 Tools - internet software that allows users to generate content synchronously and asynchronously (collaborate), interact and connect with other users (social), and purchase goods and services (trade), and information can also be stored and shared through the internet.
Widget: an application, or a component of an interface, that enables a user to perform a function or access a service