Knowledge

The 10 EdTech Terms Every Educator Should Know

Technology is rapidly pervading all walks of our life and now teachers have to become competent in the use of technology for teaching and learning too. Here are 10 terms that teachers and other educators can reference when wading into discussions about the latest trends in educational technology:

Published

on

Technology is rapidly pervading all walks of our life and now teachers have to become competent in the use of technology for teaching and learning too. Educational technology a.k.a. EdTech is the use of software, hardware, internet in conjunction with educational theoretics to deliver an educational solution or medium. It encompasses several domains, including learning theory, computer-based training, online learning, and, where mobile technologies are used, m-learning. Here are 10 frequently used terms that teachers and other educators can reference when wading into discussions about the latest trends in educational technology:

1:1 Technology

In 1:1 Technology, every student is given a device for individualized learning. A 1:1 setup is one in which a school is able to purchase/obtain one device per student and give those students full access to the device for schoolwork.

Chromebooks and Tablets are perhaps the most widely documented devices for such programs.

Artificial Intelligence

Artificial Intelligence is a concept of machines being able to carry out tasks in a way that we would consider “smart”. Artificial Intelligence (AI) and Machine Learning (ML) are two very hot buzzwords right now, and often seem to be used interchangeably. EdTech advocates say AI can be applied in education through the tracking of students, to predict and optimize learning and performance. The most advanced forms of deep learning could even support content delivery.

Advertisement

Click Here to learn more about Artificial Intelligence and Machine Learning. 

Asynchronous and Synchronous learning

Asynchronous learning can be carried out even while the student is offline. Asynchronous e-learning involves coursework delivered via web, email and message boards that are then posted on online forums. In such cases, students ideally complete the course at their own pace, by using the internet merely as a support tool rather than volunteering exclusively for an e-learning software or online interactive classes.

On the other hand, Synchronous e-learning involves online studies through chat and videoconferencing. This kind of learning tool is real-time. It is like a virtual classroom which allows students to ask, and teachers to answer questions instantly, through instant messaging, which is why it is called synchronous. 

Big Data

The term Big Data is being increasingly used almost everywhere on the planet – online and offline. And it is not related to computers only. It comes under a blanket term called Information Technology, which is now part of almost all other technologies and fields of studies and businesses. In short, all the data – whether or not categorized – present in your school's servers and computers is collectively called BIG DATA. All this data can be used to get different results using different types of analysis.

Click Here to learn more about Big Data. 

Advertisement

Cloud Computing

The cloud is a network of servers, and each server has a different function. Some servers use computing power to run applications or "deliver a service." Educators are increasingly shifting aspects of e-learning, such as content creation, online classroom management, and data extraction to cloud platforms.

Click Here to learn more about The Cloud. 

IoT (Internet of Things)

The Internet of Things (IoT) is a system of interrelated computing devices, mechanical and digital machines, objects, animals or people that are provided with unique identifiers and the ability to transfer data over a network without requiring human-to-human or human-to-computer interaction.

The rise of mobile technology and the IoT allows schools to improve the safety of their campuses, keep track of key resources, and enhance access to information.

Click Here to learn more about IoT. 

Advertisement

MOOC (Massive Online Open Course)

A massive open online course (MOOC) is a free (usually) web-based distance learning program that is designed for the participation of large numbers of geographically dispersed students. The word MOOC was coined in 2008 by Dave Cormier, from the University of Prince Edward Island. MOOCs provide participants with course materials that are normally used in a conventional education setting – such as examples, lectures, videos, study materials and problem sets. 

Click Here to learn more about MOOC. 

OER (Open Educational Resources)

The term "Open Educational Resource(s)" (OER) refers to educational resources (lesson plans, quizzes, syllabi, instructional modules, simulations, etc.) that are freely available for use, reuse, adaptation, and sharing. Open Educational Resources (OERs) 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.

Click Here to learn more about OERs. 

Robotics

The primary of objective of educational robotics is to provide a set of experience to facilitate the student's development of knowledge, skills and attitudes for the design, analysis, application and operation of robots. The term robot here is used quite broadly and may include articulated robots, mobile robots or autonomous vehicles of any scale.

Advertisement

When applied to education, robotics and simulators can change the way students learn and ultimately create a more knowledgeable and well-adjusted student.

Click Here to learn more about Robotics in Education. 

Virtual and Augmented Reality

Virtual reality (VR), which can be referred to as immersive multimedia or computer-simulated reality, replicates an environment that simulates a physical presence in places in the real world or an imagined world, allowing the user to interact in that world.

Augmented reality (AR) is a live, direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data.

Educators will be able to use these technologies to build learning experiences with complete immersion in any location around the world. The simulation can also help make online courses more interactive, facilitating better discourse between students and faculty.

Advertisement

Click Here to learn more about AR, VR and other related stuff. 

Trending

Exit mobile version