Adaptive Learning Systems- It is to adjust the content, pace, and assessment based on individual learner needs, utilizing data and analytics to personalize the learning experience.
ADDIE- The Addie model is an instructional design methodology used to help organize and streamline the production of your course content.
Apps- software applications that can be installed through mobile gadgets.
Audiovisual Materials - non-print educational materials that use visual and aural cues to improve comprehension.
Augmented Reality- Overlays digital information onto the real world, enhancing the learning experience by blending physical and digital elements.
Asynchronous Learning- It allows students to access learning materials and engage in activities at different times, providing flexibility in when and where learning occurs.
Blended learning- A combination of traditional face-to-face instruction with online learning experiences, providing a balanced and flexible approach to education.
Bloom’s taxonomy -A framework that was created to guide teachers and students to a higher level of learning.
Bloom's taxonomy level - A set of levels that the learners need to attain. These levels are to remember, understand, apply, analyze, evaluate, and create.
Cognitive learning - A style of learning that focuses on more effective use of the brain. To understand the process, it's important to know the meaning of cognition. Cognition is the mental process of gaining knowledge and understanding through the senses, experience, and thought.
Conventional Learning- Portable tools like textbooks and calculators for independent student learning.
Critical Thinking- Critical thinking is the ability to analyze and evaluate information, arguments, and ideas in a logical and systematic way.
Cybersecurity Awareness- Cybersecurity awareness involves understanding the risks and best practices for protecting personal and professional information online.
Data Literacy- Data literacy is the ability to understand, interpret, and communicate with data, including data analysis and visualization.
Digital Citizenship- Digital citizenship refers to the responsible and ethical use of digital technologies, including respecting others' online privacy and promoting positive online behavior.
Digital Learning Resources- Online tools fostering educational growth and engagement.
Digital World- A virtual environment with the development of new technologies, and having more digital devices in people's lives than ever before.
Distance Learning- Mode of providing education without physical contact between teacher and students.
Educational Posters- Classroom visuals with content, diagrams, or illustrations aiding topic comprehension.
Flipped Classrooms- Lectures are moved outside of the classroom, and homework tasks, such as problem-solving, are done in class, allowing for more interactive and engaging learning experiences.
Gamification- It involves applying game elements and principles, such as competition or rewards, to non-game contexts, like education, to enhance engagement and motivation.
ICT Literacy- ICT (Information and Communication Technology) literacy involves the ability to use digital tools and technologies to access, manage, integrate, and evaluate information.
Information Literacy- Information literacy is the ability to find, evaluate, and use information effectively and ethically.
LMS (Learning Management System) This is a form of software that enables companies and educational institutions to create and manage lessons, courses, quizzes and other training materials. A learning management system helps organizations deliver training materials to students and workers quickly and efficiently.
Media Literacy- Media literacy involves the ability to access, analyze, evaluate, and create media content, including understanding the impact of media on individuals and society.
Online Research Skills- Online research skills involve the ability to efficiently and effectively search for information on the internet, critically evaluate sources, and cite them appropriately.
Open Educational Resources (OER)- OER are freely accessible, openly licensed educational materials that can be used, adapted, and shared, promoting widespread access to quality learning resources.
Portal- A gateway that provides access to applications and data.
Reinforcement- Way to learn and remember things, like a student who repeats the facts he has studied for a test over and over, or the ways we praise children when they share their toys.
Retrieval- refers to the cognitive process of recalling or recovering information stored in memory.
Semantic Encoding- It is the process of converting sensory input into meaningful, long-term memories by associating new information with existing knowledge and experiences.
Social Media Literacy- Social media literacy encompasses the ability to use social media platforms responsibly, critically evaluate online content, and navigate the social and cultural aspects of digital communication.
Synchronous Learning- Activity occurs in real-time, with students and instructors engaging in activities simultaneously, often facilitated through live online sessions.
Technology - The application of scientific process to man's learning conditions.