Instructional Technology

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Across
  1. 2. A classroom equipped with multimedia devices to enhance the learning experiences.
  2. 4. A generic term used to represent the concept of distributed computing – where a set of networked computers allow for shared services. Also used synonymously with the Internet.
  3. 6. An online space where students and instructors interact.
  4. 8. A teaching framework that classifies learning objectives from lower order to higher order thinking skills: Remembering, Understanding, Applying, Analyzing, Evaluating, and Creating. Some criticize elements within this framework or its real-world applications.
  5. 9. Any conceptual framework rooted in psychological principles and used for administering education. There are multiple learning models out there, such as the behaviorist, cognitive constructivist, and social constructivist models. This field is constantly evolving as we understand more about how people learn.
  6. 12. An informal network of people that is professional in nature and meant to aid an educator in furthering his/her pedagogical craft. Since teaching in a classroom doesn’t lend itself to a lot of peer interaction, teachers create these to meet other teachers for advice and support.
  7. 14. Combing education and technology to enhance a curriculum.
  8. 15. A facility allowing computers, smartphones, or other devices to connect to the Internet or communicate with one another wirelessly within a particular area.
  9. 17. The application of scientific knowledge for practical purposes, especially in industry.
  10. 18. A machine-readable code consisting of an array of black and white squares, typically used for storing URLs or other information for reading by the camera on a smartphone.
  11. 25. A course in which materials and instructors are delivered over the internet to users around the world. This class typically has hundreds of participates.
  12. 27. A teaching practice that combines, or blends, classroom and online learning. The instruction of a lesson occurs with both teacher interaction and computing devices. Also known as Hybrid Learning.
  13. 28. Programs or tools to present learning materials in creative ways that match every student's individual learning style.
  14. 29. Using game design and mechanics to drive motivation and increase engagement in learning.
  15. 30. In this environment, students learn lessons at home with the help of videos or other instructional materials and spend their valuable classroom time doing application assignments with the teacher.
Down
  1. 1. This is an initiative where students bring their own mobile devices into the classroom for class purposes, as opposed to using school-issued devices. This is often seen as an alternative to 1:1 programs due to lower maintenance costs, though students without devices cannot participate.
  2. 3. The ability to effectively and critically navigate, evaluate, and create information using a range of digital technologies.
  3. 5. The data that is left behind by users on digital services.
  4. 7. Short for “Acceptable Use Policy,” it is a document most likely produced by the school’s Board of Education. It specifies what a district’s staff and students may or may not do on the school’s network. Students (and often their parents as well) are usually required to sign one of these at the start of every school year.
  5. 10. An interactive online service organized around a specific topic that gives users the ability to submit and receive information and learning materials.
  6. 11. A piece of software that manages student data. This includes grades, attendance, background information, discpline records, health records, etc.
  7. 13. A real-time learning situation in which immediate, two-way communication between instructor and participants is possible.
  8. 16. An educational process where the teaching methods and materials adapt to each student’s pace and level. Technology is often the vehicle for delivering this process, since software can change exercises, questions, and content easily based on previous answers and actions by a student.
  9. 19. This system keeps teachers and students organized with digital resources for class discussion, document managements, homework submission, and course scheduling.
  10. 20. A device or mobile app that allows students to answer a multiple-choice question. The teacher presents a question to the class, then students use their devices to input their answer. Some use this as an alternative to paper quizzes.
  11. 21. A teaching method based on the idea of “learning by doing.” Students work on a hands-on real-world activity that demonstrates the concepts they are learning.
  12. 22. Any learning activity that takes place on a mobile device.The word “mobile” is also relative; it could mean a laptop, a tablet, or something even smaller and more mobile, like a cellphone.
  13. 23. A student-centered teaching method that uses online resources to facilitate learning without requiring students and instructors be in the same place.
  14. 24. Used in the context of education, it means the attentiveness and interest of a student to the lesson at hand. If a student is highly engaged, it means the student is focused, and maybe even enthusiastic about the topic. The best learning occurs when there is high engagement.
  15. 26. A web-based learning environment that allows instructors and students to interact through the computer without worrying about time or place.