Tuesday, 4 October 2011

e terms

As computer illiterate as I am, I thought it worthwhile to include a few of the e-terms discussed and described by Steph on his wall (www.wallwisher.com/wall/matcheterms) so that I could refer back to them as necessary:

  • animation:  Presenting images in a rapid manner to create the illusion of movement (e.g. TV cartoons).
  • apps/applications:  Computer software designed to perform specific tasks.
  • asynchronous learning:  Learning that involves people being online at different times and conversing and participating with a time delay.
  • augmented reality:  An interactive 3D environment that blends with our physical reality;  the capability to link the virtual world with the physical world.
  • Avatar:  A computer user's representation of himself/herself or alter ego whether in the form of a 3D model used in computer games or as a 2D icon used in internet forums or other online communities.
  • blended learning:  Learning events that combine aspects of online and F2F instruction.
  • blog:  Online journal that "users" can in to.  Can be visible to the whole world, or made private to a group.
  • cloud computing:  A new generation of computing that utilises distant servers for data storage and management.  
  • creative commons (sometimes abbreviated CC):  A set of licences intended to offer more freedoms than traditional copyright allowing creators to easily and freely share their work.  It is a non-profit organisation that is devoted to expanding the range of creative works available for others to build on legally and share.
  • digital divide:  The gap between those who can access technology and those who can't.
  • discussion forums:  A type of asynchronous communication.  Discussion forums allow readers to post messages for others to read and respond to.  Posted messages may need to be approved by a moderator before they become visible.
  • ebooks:  An electronic version of a printed book that can be read on a personal computer or handheld device designed specifically for this purpose.
  • eportfolio:  A collection of electronic evidence assembled and managed by a user, usually on the web, which may include inputted text, electronic files, images, mulitmedia, blog entries and hyperlinks.
  • facilitator:  An online instructor who provides assistance and encouragement in the learning process, enables self-directed learning, particularly using e-learning strategies.
  • F2F:  Describes personal interaction in real life as opposed to via digital or electronic communications mediums.  In a classroom setting.
  • interoperability:  Describes the ability of electronic systems and services to operate effectively together, exchanging data and/or information with max efficiency.
  • learning object:  Any entity, digital or non-digital, which can be used and reused for technology supported learning.
  • LMS:  Learning management system is an information system that administers instructor-led and e-learning courses and keeps track of student progress.
  • m-learning:  Mobile learning.  This is facilitated via a wireless device such as a PDA or smart phone.  Any sort of learning that occurs when a learner is not at a fixed predetermined location.
  • online chat:  Users are on-line at the same time and see each other's messages as soon as they have typed them.
  • open content:  Learning content that is freely distributable and/or able to be edited without, or at least under alleviated copyright restrictions.
  • plug-in:  A set of software components that add specific abilities to a larger software application.  Often used in web browsers to play videos and scan for viruses.
  • podcast:  A series of digital media files (either audio or video) that are released episodically and able to be downloaded by subscribers.
  • RSS:  Real simple syndication is an XML-based system that allows users to subscribe to their favourite websites for constant updates.  Users need to set up a reader (e.g.  www.google.com/reader, www.bloglines.com, www.newsgator.com, My Yahoo!) then go to their favourite websites and subscribe by clicking on the "subscribe icon".
  • SCORM:  Sharable Content Object Reference Model is a list of e-learning standards to follow for cataloging, launching and tracking course objects.  It describes a set of rules that specifies the order in which a learner may experience course content. 
  • social media:  Software tools that allow groups to generate content and engage in peer-to-peer conversations and exchange of content (e.g. You Tube, Flickr, Facebook). 
  • social networking:  An interactive website incorporating elements from blogs, bulletin boards, chat, personal profiles, photos, music and video (i.e. visible "people networks" such as facebook, LinkedIn and myspace).
  • webinar:  Web based seminar that is a presentation, lecture, workshop or seminar transmitted over the internet.
  • WebQuest:  An inquiry-orientated lesson format in which some or all of the information that students interact with comes form resources on the internet.
  • web widget:  A software widget for the web.  It is a small application that can be installed and executed within a web page by an end user.They often take the form of on-screen tools (e.g. clocks, share prices, weather, etc).
  • wiki:  A website that allows anyone who wants to contribute to do so (e.g.  physio-pedia, wikipedia).
  • WYSIWYG (wiz-ee-wig):  What you see is what you get.  Describes a system in which content (graphics and text) seen on screen during editing appears in a form exactly corresponding to its appearance when printed or displayed as a finished product. 

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