Common EdTech Definitions

Digital Learning – is any instructional practice that effectively uses technology to strengthen a student’s learning experience.

Synchronous Online Learning – refers to a learning event in which a group of online students are engaging in learning at the same time.

Asynchronous Online Learning – is a student-centered teaching method that uses online learning resources to facilitate information sharing outside the constraints of time and place among a network of students.

Hybrid Digital Learning – is a model of course design that combines traditional, face-to-face class time with online course work

Distance Learning – is a method of studying in which lectures are broadcast or classes are conducted over the Internet, without the student’s needing to attend a school or college. Also called distance education.

Massively Open Online Courses (MOOCs) – is an online course with the option of free and open registration, a publicly-shared curriculum, and open- ended outcomes. MOOCs integrate social networking, accessible online resources, and are facilitated by leading practitioners in the field of study. Most significantly, MOOCs build on the engagement of learners who self- organize their participation according to learning goals, prior knowledge and skills, and common interests.

Computer Infused Classrooms – is a classroom in which the curriculum is mostly delivered through a computer application. Students can work at their own pace and teacher works with small groups.

Blended Learning – is a method of instruction in which a student learns at least in part through delivery of content and instruction via digital and online media with some element of student control over time, place, path, or pace.

Technology Integrated Classrooms – is a classroom in which technology is integrated into the traditional classroom, but typical teaching methods are used.

Flipped Classrooms – is an instructional strategy and a type of blended learning that reverses the traditional educational arrangement by delivering instructional content, often online, outside of the classroom and moves activities, including those that may have traditionally been considered homework, into the classroom.

Devices – any piece of equipment that contains a processor, memory and data paths (e.g. laptop computer, desktop computer, iPad, smartphone, etc)

Mobile Device – any device that can be easily moved around (e.g. iPads, laptops)

Static Device or Static Lab – refers to any device that is not easily moved around (e.g. desktop computers)

Assisted Technology Devices – are identified in the IDEA 2004 as: Any item, piece of equipment or product system, whether acquired commercially off the shelf, modified, or customized, that is used to increase, maintain, or improve the functional capabilities of children with disabilities.

Learning Management System (LMS) – is a software application for the administration, documentation, tracking, reporting and delivery of electronic educational technology (also called e-learning) education courses or training programs.

Instructional Improvement System (IIS) – is a platform that provides data to enable teachers, principals and other administrators to manage continuous instructional improvement. Allows for the storage and analysis of data. Additionally the platform allows for the creation of online assessments through a stored database of vetted questions.

1:1 devices – A digital learning environment where all students have 24/7 access to a device. The device becomes part of the curriculum and a daily part of the teaching and learning.

Cloud-Based Computing – An environment in which data is stored via the Internet in a server somewhere else in the world. In a cloud-based device nothing is stored locally on the device.

Gamification – The creation of learning games in which there are set rules, goals and objectives and students get feedback and results based outcomes.

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