Digital citizenship - The norms of appropriate and responsible behavior when using technology., Digital learning - Using technology to strengthen a student's learning experience, it includes a wide spectrum of digital tools and practices, Digital literacy - The ability to effectively use digital technology, communication tools or networks to locate, evaluate, use, and create information in a digital environment, Document management - Tools for storing, sharing, and organizing electronic documents such as file storage and organization tools, Educational technology - The practice of using technology in educational settings to support teaching, learning and academic achievement, Flipped classroom - Students participate in the delivery of instruction by online learning, outside of the classroom, and then attend a face-to-face session to review, ask questions, practice, and feedback., Game-based learning (GBL) - Students learn through playing games in a digital environment, Privacy - The balance between collection and dissemination of data, technology, and individuals' right to have their personal information kept private, Synchronous tools - Accessing and providing information that requires interactions with others to occur at the same time. For example, interactive webinars, videoconferencing, FaceTime, etc., Data security - The policies and practices used to help keep data safe from corruption, Cyber safety - The responsible use of information and communication online/virtually that maximizes the user's safety and minimizes security risks, Coding - It is the process of developing and implementing sets of instructions to make a computer to do a certain task, Biased website - A website where materials are partial to support or oppose a specific point of view, Asynchronous online learning - Forms of accessing and providing information that does not require interaction with others to occur at the same time. For example, web links, videos, online games, and blogs., Course Management System (CSM) - A digital resource used to keep students and teachers organized for online document management, homework, class discussion, course scheduling, etc. , E-Learning - A web-based learning environment that allows for instruction and students interactions through an electronic environment., 21st Century skills - Skills that are recommended for children to have to succeed as citizens and workers in this century., Augmented reality (AR) - use of technology that allows for perception and interaction with the real world. It also allows students to add a layer of information to reality., Open Educational Resources (OER) - Teaching and learning resources that are open to be used freely. They do not have a start or end date, allowing students to learn at their own pace., Telepresence (in education) - The use of audiovisual technologies that allows students and teachers to interact remotely and at the same time., Hybrid Learning - Education model where students learn both through face-to-face, classroom delivery, and online instruction., 1:1 Technology - Refers to having a ratio of one device (laptop, tablet, etc) to one student.,

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