Page 251 - Educational Technology A Primer for the 21st Century
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246                                       Appendix: Key Terms in the Book
            32. Educational project is a planned effort to bring about desired educational
               outcomes, which has a budget, resources, a definite beginning, a duration, and
               reasonably well-defined goals and objectives.
            33. Educational technology is the study and ethical practice of facilitating learning
               and improving performance by creating, using and managing appropriate
               technological processes and resources.
            34. Function list is the integration of functions that is designed to satisfy certain
               demands, which also includes the correlation, level of importance, and remarks
               of the functions.
            35. Gagné’s types of learning: (a) verbal information (e.g., facts), (b) intellectual
               skills (e.g., using rules to solve a problem), (c) cognitive strategies (e.g.,
               selecting a process to address a problem situation), (d) motor skills (e.g., riding
               a bicycle), and (e) attitudes (e.g., dislike of mathematics).
            36. Humanism focuses on human's overall development, emphasizes human dig-
               nity and value, and pays attention to the health and integrity of people.
            37. Inquiry-based learning approach is a method with which students learn
               knowledge driven by specific questions or a complex problem. The teacher
               scaffolds and helps students as they make contributions, identify questions, and
               gather relevant data from the Web. The setting of the problem is crucial during
               this process.
            38. Interactive whiteboard (IWB) is a large interactive display in the form factor
               of a whiteboard. It can either be a standalone touchscreen computer used
               independently to perform tasks and operations or a connectable apparatus used
               as a touchpad to control computers from a projector. They are used in a variety
               of settings, including classrooms at all levels of education, in corporate
               boardrooms and work groups, in training rooms for professional sports
               coaching, in broadcasting studios, and others.
            39. Knowledge gain/building: the production and continual improvement of ideas
               of value to a community that involves individuals and groups coming to a
               deeper understanding through interactive querying, discussing, and continuing
               improvement of ideas.
            40. Learner-centered design (LCD) emphasizes the importance of supporting the
               learners’ growth and motivational needs in designing software.
            41. Learning analytics involve data-driven approaches that use large data sets and
               dynamic information about learners and learning environments for real-time
               modeling, prediction, and optimization of learning processes, learning envi-
               ronments, and educational decision making.
            42. Learning experiences represent the user experience from a learner’s specific
               perspective in the interaction with an educational product or learning
               environment
            43. Learning is defined a persisting change in human performance or performance
               potential. The changes could include one’s abilities, attitudes, beliefs, knowl-
               edge, and skills.
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