1-to-1 technology, A technology program where each student has their own device, such as a laptop or tablet, for learning.One device per student with the goal of making learning more individualized and to extend academics beyond the four-walled classroom., 21st century skills, Skills students need to succeed today, including critical thinking, communication, collaboration, creativity, and digital literacy., Adaptive learning, A learning approach that uses technology to adjust content, difficulty, or pace based on a student’s individual needs and performance., AI, Technology that enables computers to perform tasks that normally require human intelligence, such as learning, problem-solving, and understanding language., AUP, A set of rules explaining how students and staff are allowed to use technology and the internet in an organization or school., Augmented reality, Technology that adds digital information or objects to the real-world environment, usually through a phone, tablet, or special glasses., Blended learning, A learning approach that combines traditional face-to-face instruction with online or digital learning., BYOD, A policy that allows students or employees to use their personal devices, such as laptops, tablets, or smartphones, for school or work., Cloud, A network of remote internet-based servers used to store, manage, and access data or applications instead of relying only on a local device., CMS, Content Management System - software used to create, organize, manage, and publish dig, Digital citizenship, The responsible, safe, ethical, and respectful use of technology and the internet., Digital divide, The gap between people who have access to technology and the internet and those who do not., Differentiated learning, An approach where teachers modify instruction, activities, or assessments to meet different students’ needs, abilities, and learning styles., Flipped classroom, A teaching model where students learn new material independently, often through videos or online resources, before class and use class time for practice and activities., GAFE, The former name for Google Workspace for Education, a collection of Google tools such as Docs, Drive, Gmail, and Slides used for education.13, Gamification, The use of game-like elements, such as points, badges, levels, and challenges, to increase motivation and engagement in learning.14, LMS, Software used to deliver, manage, track, and organize online courses and student learning, such as assignments, grades, and course materials., M-learning, Learning that takes place using mobile devices, such as smartphones or tablets, often allowing learning anywhere and anytime., Makerspace, A collaborative space where people design, create, build, and experiment with projects, often using tools and technologies such as 3D printers, electronics, or robotics16, OER, Free or openly licensed educational materials that can be accessed, used, adapted, and often shared by teachers and students., Podcast, A digital audio program that can be streamed or downloaded and typically consists of episodes about a particular topic., QR code, A two-dimensional barcode that can be scanned with a device to quickly access digital information, such as a website, video, or document.18, SIS, Student Information System - A system schools use to store and manage student information, such as enrollment, attendance, grades, schedules, and contact information., Synchronous vs. asynchronous learning, Synchronous learning happens in real time, such as a live video class. Asynchronous learning happens independently, allowing students to access materials and complete work on their own schedule., Virtual reality, Technology that creates an immersive, computer-generated environment that users can experience and interact with, typically using a VR headset.20
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