1-to-1 Essentials - EdTech Glossary

Helping schools, families, and students harness the power of technology responsibly.

Phase 1: Envision

Outline how you will communicate with all of the key players involved in your 1-to-1 program. Get everyone on the same page and spur collaboration.

Download Phase 2 Action Plan PDF

EdTech Glossary

Discover the latest buzzwords used in today's ed-tech landscape.

1-to-1 technology
one device per student in the classroom with the goal of making learning more individualized and to extend academics beyond the four-walled classroom
adaptive learning
software that adapts it content and pacing to the current knowledge level and skill needs of the user
app flow
mapping out a combination and sequence of apps that can help students meet lesson and learning objectives
asynchronous learning
a student-centered teaching method that uses online resources to facilitate learning without requiring students and instructors to be in the same place at the same time
blended learning
a pedagogical model that combines online and on-site learning and supports some element of student control over the time, place, path, and or/pace of their learning experience
checkout forms
documentation that indicates when and by whom a device is being used or "checked out" from a cart of devices
course management system (CMS)
a platform for organizing and managing all digital resources for class discussion, course assignments, homework submission, and course scheduling
differentiated instruction
adjusting and adapting instructional methodology, programs, and materials to address individual students' learning styles and ability levels
digital citizen
someone who navigates the possibilities and pitfalls of the digital world safely, responsibly, and respectfully
digital citizenship
the practice of navigating the digital world safely, responsibly, and ethically
digital literacy
the skills for using technology competently, including interpreting and understanding digital content and assessing its credibility as well as creating, researching, and communicating with appropriate tools
digital storytelling
the practice of using web-based tools to create and tell stories; they usually contain some mixture of digital images, text, recorded audio narration, video clips and/or music
digital workflow
a method outlining and facilitating how classwork is assigned, distributed, accessed, worked upon, collected, and submitted in the digital space
e-learning
a web-based learning environment that allows instructors and students to interact through the computer without worrying about time or place; capitalizes on the current "anytime, anywhere" notion of learning
flipped classroom
a model in which students access the directed teaching (lectures) at home, usually through videos, and they then spend their valuable classroom time applying skills through inquiry-based learning in a collaborative space and with the facilitation of and feedback from an instructor
gamification
using game design principles and mechanics to drive motivation and increase engagement in learning
individualized learning
personalized learning strategies and goals that target an individual's strengths and weaknesses, often thereby encouraging more learner ownership over the learning process/experience
informal learning
learning that takes place outside a dedicated learning environment and delivered in flexible and informal ways, often focused on the activities and interests of students
infographic
a graphic, visual representation of information, data, or knowledge
learning analytics
the evaluation of data to finding meaningful patterns to inform learning and teaching
learning management system (LMS)
a platform for the administration, documentation, delivery, tracking, and reporting of online learning activities
location-based services
any information, entertainment, or social media service that is available on a mobile device, and makes use of geographical position; such information is provided via apps or is built into mobile device hardware and software
massive open online course (MOOC)
a course in which materials and instruction are delivered over the Internet to users around the world; the course is designed to connect instructors with learners interested in a common topic and works best with a large user-base with open content
mobile learning
learning methods and materials that involve the use of mobile phones or handheld devices; capitalizes on the notion of "just-in-time" learning and learning "anytime, anywhere"
Open Educational Resources (OER)
digital materials available for reuse and repurposing in teaching, researching, and learning; these materials are made available through open licenses
personalized learning
the content, pace, structure, and goals of instruction vary depending on the individual student's learning habits
professional learning community (PLC)
an online community focused around a particular topic, interest, or subject in order to share best practices and resources
social bookmarking
an online service which enables users to add, annotate, edit, and share bookmarks of websites and documents
synchronous online learning
a real-time learning situation in which immediate two-way communication between instructor and participants is possible
synching
process of updating apps and software to or between specific devices
trouble ticket
a reporting system to report and track tech-related issues; each ticket is issued with a unique reference number to allow the user or support staff to quickly locate, add to, or communicate the status of the user's issue or request
virtual learning environment
an online education system that mimics real-world education by using virtual concepts for exams, assignments, classes, and more