Toolkit

42. Glossary of Terms.

Introduction

The field of educational technology (EdTech) encompasses a wide range of concepts, technologies, and methodologies. Understanding the key terms and jargon is essential for professionals navigating this space. Below is a glossary of commonly used terms in EdTech.

1. Adaptive Learning: A technology-driven approach to education that adjusts the learning experience based on a student’s performance and preferences.

2. Asynchronous Learning: A type of learning where students access content, engage in learning activities, and communicate at different times, allowing for flexibility.

3. Blended Learning: An educational approach that combines traditional classroom methods with online digital media and activities.

4. Cloud Computing: Internet-based computing that provides shared processing resources and data to computers and other devices on demand.

5. Course Management System (CMS): A software application for the administration, documentation, tracking, reporting, and delivery of educational courses and training programs.

6. Digital Literacy: The ability to effectively and critically navigate, evaluate, and create information using a range of digital technologies.

7. E-Learning: Learning conducted via electronic media, typically on the Internet.

8. Flipped Classroom: An instructional strategy where traditional lecture and homework elements are reversed, with lectures viewed outside of class and homework done in-class.

9. Gamification: The application of game-design elements and game principles in non-game contexts, such as education.

10. Learning Analytics: The measurement, collection, analysis, and reporting of data about learners and their contexts, for purposes of understanding and optimizing learning.

11. Learning Management System (LMS): A software application for the administration, documentation, tracking, reporting, and delivery of educational courses, training programs, or learning and development programs.

12. Massive Open Online Course (MOOC): An online course aimed at unlimited participation and open access via the web.

13. Personalized Learning: Tailoring the educational experience to individual learners’ needs and preferences.

14. Synchronous Learning: A type of learning where students and instructors are engaged in the learning process at the same time and often in the same place, such as a classroom or a live online session.

15. Virtual Reality (VR): A simulated experience that can be similar to or completely different from the real world, often used in education to create immersive learning environments.

16. Augmented Reality (AR): An interactive experience of a real-world environment where the objects that reside in the real world are enhanced by computer-generated perceptual information.

17. EdTech Startup: A small, newly emerged company in the field of educational technology, often characterized by innovation and scalability potential.

18. Digital Divide: The gap between those who have ready access to computers and the internet, and those who do not.

19. STEAM Education: An approach to learning that uses Science, Technology, Engineering, the Arts, and Mathematics as access points for guiding student inquiry, dialogue, and critical thinking.

20. API (Application Programming Interface): A set of routines, protocols, and tools for building software applications, which can be used in the context of EdTech for integration purposes.

Conclusion

This glossary provides a foundational understanding of common terms and concepts in the EdTech sector. Familiarity with these terms can enhance communication, comprehension, and collaboration within the field.

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