Across
- 3. learning learning that happens at different times, independent of immediate input from teachers.
- 8. legal, ethical, and institutional requirements of technology use. Making sure that the technology used in the classroom is safe, secure, accessible, and does not pose a legal risk to the school.
- 11. the ease at which a new technology can be learned, implemented, or managed at the teacher-student level
- 13. the imitation of the operation of a real-world process or system over time. Simulations require the use of models; the model represents the key characteristics or behaviors of the selected system or process, whereas the simulation represents the evolution of the model over time.
- 14. education efforts to tailor education to meet the different needs of students.
- 15. learning a style of education in which students learn via electronic and online media as well as traditional face-to-face teaching.
- 18. uses game-based elements such as point scoring, peer competition, teamwork, score tables to drive engagement, help students assimilate new information, and test their knowledge. The game elements are the rewards for completing the work.
- 20. based learning the borrowing of certain gaming elements to teach a specific skill or achieve a specific learning outcome, taking course content and making it fun. The game is the learning.
- 21. a technology integration model that holds that all technology uses either exemplify a Passive, Interactive, or Creative relationship between student and technology as well as have a Replacement, Amplifying, or Transformative effect on pedagogy.
- 22. technology special versions of existing technologies that provide enhancements or different ways of interacting with the technology for individuals with disabilities.
- 24. Design for Learning (UDL) an educational framework based on research in the learning sciences, including cognitive neuroscience, that guides the development/design of learning environments and learning experiences that meet the needs of all learners.
Down
- 1. learning learning that happens at the same time and with direct input from teachers.
- 2. based learning a student-centered approach in which complex real- world problems to promote student learning concepts.
- 4. Augmentation Modification and Redefinition (SAMR): a technology integration model that holds that technology use in the classroom either takes the form of Substitution, Augmentation, Modification, or Redefinition.
- 5. learning immerses students in local heritage, cultures, landscapes, opportunities and experiences, to use as a foundation for the study of all subjects across the curriculum.
- 6. Amplification Transformation a technology integration model that holds that technology use either Replaces, Amplifies, or Transforms pedagogical practices (Hughes, Thomas, & Scharber, 2006).
- 7. a variety of instructional techniques used to move students progressively towards stronger understanding and, ultimately, greater independence in the learning process.
- 9. evidence-based efficiency of efficacy of a technology to help improve student learning.
- 10. classroom direct instruction moves from the group learning space to the individual learning space, and the resulting group space is transformed into a dynamic, interactive learning environment where the educator guides students as they apply concepts and engage creatively.
- 12. learning two or more people learn something together.
- 13. emotional learning the process of developing the self-awareness, self-control, and interpersonal skills that are vital for school, work, and life success.
- 16. education a comprehensive approach to teaching where educators seek to address the “whole” student by engaging the emotional, social, ethical, and academic needs.
- 17. education a combination of hands-on learning and project-based learning.
- 19. model an organized pattern (often visual representation) consisting of both structure and process that helps a student comprehend content knowledge and/or solving problems relative to the principle being taught.
- 23. learning a teaching method in which students gain knowledge and skills by working for an extended period of time to investigate and respond to an authentic, engaging, and complex question, problem, or challenge.
