- 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.
an introduction to 23+ tools, resources and sites for e-learning!!
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:
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment