Glossary


 * **Term** ||  || **Definition** ||
 * Algorithmic Thinking || || The ability to develop step-by-step procedures for solving problems. ||
 * Application || || A computer program used to accomplish specific tasks (e.g., word processors, spreadsheets, accounting systems). ||
 * Asynchronous collaboration || || Interaction that occurs intermittently with a time delay. Examples are self-paced courses taken via the Internet or CD-ROM, Q&A mentoring, online discussion groups, and e-mail. ||
 * Blog (web log) || || A web page that serves as a publicly accessible personal journal for an individual. Typically updated daily, blogs often reflect the personality of the author. ||
 * Concept Map || || A technique for visualizing the relationships between different concepts; A visual representation to help show relationships between different items; A diagram showing the relationships among concepts; graphical tools for organizing and representing knowledge. ||
 * Cyberbullying || || Using technology to harass, intimidate, embarrass or cause harm to another. ||
 * Data Visualization || || Presenting data and summary information using graphics, animation, 3-D displays, and other multimedia tools. ||
 * Digital Database || || A large collection of data that is developed and maintained for quick searching and retrieving. ||
 * Digital Device || || A device that that produces and/or displays electronic media. ||
 * Digital Environment || || A created environment using a computer. ||
 * Digital Media || || any electronic media that is produced and displayed using computer technology, such as digital audio, digital video and anything that you would find online, internet technology, interactive games, communication & social interaction. ||
 * Digital Planning Tools || || Hardware and software that allows users to easily organize and reorganize information to adapt to changing circumstances. Examples are PDAs, Inspiration, MS Outlook, and MS Project. ||
 * Digital Products || || Student work, produced in an electronic form, which is designed to demonstrate learning. ||
 * Digital Publication || || Refers to publishing a work in electronic form, usually on the Internet. ||
 * Digital Reference Tools || || Software or web-based tool that assists the user in finding, gathering, storing and citing references. ||
 * Digital Resources || || An all-encompassing term that refers to electronic tools that assist with instruction and learning. Examples include websites, streaming media, and eBooks. ||
 * Digital Storytelling || || The use of technology to create media-rich stories. Digital stories usually include images, music, and narrative. ||
 * Digital Tools || || Hardware and software. Examples might include projectors, interactive whiteboards, digital recorders, digital cameras. ||
 * eBooks || || An electronic version of printed material some with the ability of interactive applications. Also called eTextbooks. ||
 * Electronic Whiteboard || || Also called interactive whiteboard or IWB, is a large interactive display that connects to a computer and projector. A projector projects the computer's desktop onto the board's surface, where users control the computer using a pen, finger or other device. ||
 * Fair Use || || A doctrine in United States copyright law that allows limited use of copyrighted material without requiring permission from the rights holders, such as for commentary, criticism, news reporting, research, teaching or scholarship. ||
 * Forum || || A medium for open discussions ||
 * Graphic Organizer || || A visual representation of knowledge, ideas or concepts. ||
 * Hardware || || The computer equipment used to do the work (i.e., operate software programs). It consists of the items that can be touched, such as the computer case and peripherals (e.g., monitor, keyboard, mouse) that are attached to the computer. ||
 * Hypermedia || || Multimedia, such as text, sound, and video, with electronic links. ||
 * Information aggregators || || A web-based or local application, e.g. RSS feeds, Google Reader, etc. that collates content from various websites. The content is published by a website as a feed and is typically limited to text and images. More recently, aggregators have been able to work with audio and video content, distributed as podcasts. ||
 * Learning Management System || || Software that automates the administration of a class web site. These often include modules for online class discussions, grade books, homework turn-in and pickup, class calendars, and tools to make it easy to upload documents and link to electronic course reserves. ||
 * Message Board || || Forum on the Internet or an intranet where users can post messages for others to read. ||
 * Multimedia Presentation || || Describes the use of a combination of audio, video, animation, text, images and/or graphics in some form of presentation. Multimedia can be anything from a simple PowerPoint slide slow to a complex interactive simulation. ||
 * Network Interfaces || || The means in which users access a network. ||
 * Online Collaborative Tools || || Software, platforms, or services that enable people at different locations to communicate and work with each other in a secure, self-contained environment. May include capabilities for document management, application sharing, presentation development and delivery, whiteboarding, and chat. ||
 * Online Discussion Forums || || Online message boards used to exchange ideas, post questions, offer answers, or offer help on relevant subjects. Forums on the Internet or an intranet where users can post messages for others to read ||
 * Online Etiquette || || Online manners; the rules of conduct for online or internet users. ||
 * Peripheral || || A device that is attached to a computer, such as a monitor, keyboard, mouse, external modem, external CD-ROM drive, external DVD drive, printer, scanner, and speakers. ||
 * Podcast || || An audio file that can be downloaded to a portable audio player or computer, usually speech. ||
 * Primary Resources || || An item is considered a primary resource if it is published at the time the event occurred by someone involved in the event. For historical events, a primary resource on Abraham Lincoln would be either one written by Lincoln or by someone who knew Lincoln. ||
 * Probe || || Equipment and software used to gather and analyze data, usually in science, math, or technology classes. ||
 * Productivity Tools || || Software applications that allow users to accomplish specific tasks more efficiently and effectively. For example, word processing and spreadsheet applications, online Calendar and To-Do lists, etc. ||
 * Project Management Software || || Software programs that provide tools to help manage projects, such as integrated calendars, report generators, scheduling, charting, tracking, and prioritizing. ||
 * Ranking and Sorting Tools || || Ranking tools allow users to analyze data by placing items in a particular order; Sorting tools allow the user to analyze data by placing items in similar categories. ||
 * Real-time || || Refers to information that is received and processed so quickly by a computer that the interaction seems instantaneous. Videoconferencing and chat are two examples of real-time applications. ||
 * Secondary Resources || || An item is considered a secondary resource if it is written about an event after it occurred. Examples of a secondary resource would be a newsmagazine, such as Time or Newsweek when they report on a particular event or topic after the fact. Any resource that describes an event, person, place, or thing but not created at the time; published information gathered from primary sources, e.g. published books, biographies, newspaper articles. ||
 * Simulation || || A representation of a real or imaginary system in action. One main learning benefit of simulations is that they enable learners to practice skills or behaviors in a risk-free environment. Simulations may be played out in person or through a sort of computer display, from a mobile device to a 3D virtual reality. The purpose of a simulation is to enable users to explore interactions between the elements, observe system operation over time and ask “what if” questions about the effects of changes to any of the system elements or attributes. Simulations are different from models in that simulations are dynamic, whereas models are static. In the educational world, the terms “simulation” and “game” are often used interchangeably. ||
 * Smartphone || || An electronic handheld device (usually a cell phone) offering advanced capabilities, often with PC-like functionality. Usually combines voice services with e-mail, fax, pager or Internet access. ||
 * Social Bookmarking || || This is an online version of local bookmarking or favorites, It is more advanced because you can draw on others' bookmarks and tags or keywords. In a social bookmarking system, users store lists of Internet resources that they find useful, and other people with similar interests can view the links by category, tags, or randomly. Examples are Diigo and del.icio.us. ||
 * Social Media || || Can refer to interactive communication in which participants in online communities such as Facebook share thoughts, photos, etc. with members of their own personal networks in a controlled way; enables people to connect or collaborate through computer-mediated communication. Examples include instant messaging, chatting, blogs, wikis, etc. ||
 * Software || || Programs that tell a computer what to do. ||
 * Student Response System || || A software/hardware system that allows instructors to ask students multiple-choice or numeric questions and receive immediate, in-class feedback using a portable receiver, student remote control response pads, computer projection equipment or response pads with LCD screens and response analysis software. Responses are anonymous unless the instructor knows the specific response pad number for each student. ||
 * Synchronous collaboration || || Real-time interaction in which all participants are logged on at the same time and communicate directly with each other. Interaction may occur via audio- or videoconferencing, internet telephony, or two-way live broadcasts. ||
 * Technology System || || Computer hardware, software, and infrastructure and the interaction between them. Examples include the Internet, video production, cell phones, and computer networks. ||
 * Threaded Discussion || || A form of asynchronous discussion on the Web whereby one user posts a message or a document giving other users the ability to see it and respond to it in their own time. ||
 * Tracking Tool || || An application used to denote revisions that have been made to a document, usually identifies the editor responsible for the revision as well. For example, the Track Changes feature in MS Word and the revision history feature in Google Docs. ||
 * Video-conferencing || || Interactive video-based communication which allow two or more locations to interact via two-way video and audio transmissions simultaneously. Two-way (or multi-way) videoconferencing involves video links between all participants; one-way videoconferencing involves video in one direction, with audio links in the other. ||
 * Virtual Worlds || || A computer simulated environment where users can interactive with each other via the internet. ||
 * Visual Data Tools || || Tools that present data and summary information using graphics, animation, 3-D displays, and other multimedia tools (see also v//isualization tools//). ||
 * Visualization Tools || || Tools that present data and summary information using graphics, animation, 3-D displays, and other multimedia tools (see also //visual data tools)//. ||
 * Vodcast || || A video file that can be downloaded to a portable AV file or computer. ||
 * Web Publishing || || Creating and posting a document that can be accessed on the Internet; may contain information, graphics, and hyperlinks to other web-pages and files. ||
 * Webinar || || A small, synchronous, online learning event in which a presenter and audience members communicate via text chat or audio about concepts often illustrated via online slides and/or an electronic whiteboard. Webinars are often archived as well for asynchronous, on-demand access. ||
 * Wiki || || A collaborative website that enables multiple users to edit and add content. One of the best-known and frequently accessed public wikis on the Internet is //Wikipedia//. ||