Across
- 3. refers to being allowed to use one's personally owned device, rather than being required to use an officially provided device.
- 4. is an instructional strategy and a type of blended learning. It aims to increase student engagement and learning by having pupils complete readings at home, and work on live problem-solving during class time.
- 6. a collaborative workspace inside a school, library or separate public/private facility for making, learning, exploring and sharing that uses high tech to no tech tools
- 7. 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.
- 8. a software application for the administration, documentation, tracking, reporting, automation, and delivery of educational courses, training programs, materials or learning and development programs.
- 9. is an educational method which uses computer algorithms as well as artificial intelligence to orchestrate the interaction with the learner and deliver customized resources and learning activities to address the unique needs of each learner.
- 11. is a core suite of productivity applications that Google offers to schools and educational institutions for FREE.
- 13. refer to the knowledge, life skills, career skills, habits, and traits that are critically important to student success in today’s world, particularly as students move on to college, the workforce, and adult life.
- 16. the strategic attempt to enhance systems, services, organizations, and activities by creating similar experiences to those experienced when playing games in order to motivate and engage users
- 18. is technology-mediated instruction, web-enhanced instruction, or mixed-mode instruction, is an approach to education that combines online educational materials and opportunities for interaction online with physical place-based classroom methods.
- 19. Teaching, learning, and research materials intentionally created and licensed to be free for the end user to own, share, and in most cases, modify.
- 20. Is a one-to-one device to student ratio that gives students high quality access to develop technology skills to remain competitive in today’s global economy.
- 22. is a web-based software school districts use to store and organize data about the students in their schools.
- 23. the unequal access to digital technology, including smartphones, tablets, laptops, and the internet.
- 24. the ability to navigate our digital environments in a way that's safe and responsible and to actively and respectfully engage in these spaces.
Down
- 1. learning refers to instructors and students gathering at the same time and (virtual or physical) place and interacting in “real-time” vs. learning where students access materials at their own pace and interact with each other over longer periods.
- 2. is a form of distance education or technology enhanced active learning where learners use portable devices such as mobile phones to learn anywhere and anytime
- 5. a set of rules applied by the owner, creator, possessor or administrator of a computer network, website, or service that restricts the ways in which the network, website or system may be used and sets guidelines as to how it should be used.
- 10. the tailoring of instruction to meet individual needs. Whether teachers differentiate content, process, products, or the learning environment, the use of ongoing assessment and flexible grouping makes this a successful approach to instruction.
- 12. an interactive experience that combines the real world and computer-generated 3D content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory.
- 14. is the on-demand availability of computer system resources, especially data storage and computing power, without direct active management by the user.
- 15. is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world.
- 17. is intelligence exhibited by machines, particularly computer systems.
- 21. a program made available in digital format for download over the Internet.
- 25. is computer software used to manage the creation and modification of digital content.