EME 2040 Ch. 5-7

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1

Technology

first term associated with computer use in classrooms

2

Multimedia

more than one media

3

Interactivity

a feature of digital media that allows individualized exploration and instruction.

4

Digital Media Software

any computer based presentation or application that uses multimedia elements.

5

Interactive Digital Media

allows users to move through information at their own pace. a type of digital media that accepts input from the user via keyboard, voice, finger taps/movements,or a pointing device such as mouse, and responds accordingly.

6

Text

characters that are used to create words, sentences, and paragraphs. fundamental element in all multimedia/digimedia.

7

Graphic

a digital representation of non-text information, such as a drawing, chart, or photograph.

8

Visual Learners

learn concepts faster when information is displayed graphically.

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Animation

a graphic that has the ILLUSION of motion

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Audio

Any music, speech, or other sound, brings concepts that are hard to convey without sound to life.

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Video

visual frames that are played back at speeds of 15-60 fps and provide full motion in real time.

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Education

the experiences, knowledge, and skills a learner gains from both school and society.

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Curriculum

the knowledge, skills and performance standards students are expected to acquire in a particular grade level, or through sequences/clusters based on subject matter of units of instruction.

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Common Core state standards initiative

a national effort to create state standards that provide a well-defined, reliable framework to prepare students for future endeavors.

15

Common Core State Standards (CCSS)

the k-12 curriculum standards that are consistent across all states and with the goal that every student is adequately prepared to enter college or the workforce upon graduating from HS.

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Curriculum Frameworks/Guides/ Maps

documents provided by the state education department that describe curriculum standards and benchmarks for learning. They also include subject-specific standards, direction for specific content areas, learning expectations, performance indicators, benchmarks, activities, and forms of evaluation

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Performance guides / Performance Standards, expectations, or indicators

provide clear expectations for instruction, assessment and student work. They define the lvl of work that demonstrates achievement of standards + content of skills that they are expected to master for each subject area. Assist teachers in ensuring students meet content standards for that subject area.

18

Mastory Objective Checklist

identifies skills that must be mastered by a specific grade lvl.

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Curriculum Standard/ Curriculum goal

defines what a student is expected to know at a certain stage of education

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Benchmark/ Learning Objective/ Learning Expectation

a specific, measurable outcome or indicator that is usually tied to a curriculum standard.

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Integration

bringing different parts together into a whole

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Technology Integration/ Curriculum integration

the combination of all tech parts together with subject-related area curriculum to enhance learning

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Computer Lab/ Technology Lab

a designated classroom filled with computers and technology for students to use indiv. or in groups.

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Media Centers

contain computers and other relevant technologies

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Point of Instruction

having the technology in the classroom at the teachers and students fingertips.

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Teachable Moment

an open window of opportunity for the information to be comprehended in greater detail by students. (example- videos of how frogs jump in a lesson about frogs, or a map to show where frogs live.)

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Virtual Field Trips

allow you to walk through doorways and see everything in a 3D world via computer.

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Learning Style

how individuals learn, including how they prefer to receive, process, and retain info.

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Facilitator of learning

motivates students to want to learn, guides learning process,and promotes learning atmosphere + appreciation for subject.

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Welliver's Instrucitonal Transformation Model

5 hierarchal stages of tech integration. Familiarization, Utilization, Integration, Reorientation, and Revolution.

31

Authentic Learning

instructional activities that demonstrate real-life connections by associating the concept being taught with a real life experience or event.

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Participatory/Secondary Learning

occurs when students become engaged in inquiring, investigating, reflecting, solving problems, and formulating/answering questions. Includes brainstorming, explaining and debating issues with each other.

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Anchored Instruction

learning and teacher activities are designed around an anchor (situation) that provides a scenario or problem enhanced with curriculum materials that allow exploration by the learner.

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Problem-Based instruction

students use the background (anchor) information to begin to solve and understand complex problems or concepts.

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Britannica

interactive multimedia encyclopedia

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Cognitive Scafford

mental bridge for building an understanding of complicated concepts.

37

Educational Equalizer

gives students of all backgrounds, socioeconomic levels, learning styles, geographic locations, academic levels, and learning abilities access to the same information.