Glossary

Glossary

 

Glossary


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  • Accessibility
    fully and equally accessible for independent use by individuals with disabilities to online course content, materials, and features (COMAR 13A.04.15.07)
  • Accessible Educational Materials (AEM)
    Accessible educational materials are materials and technologies usable for learning across the widest range of individual variability, regardless of format or features (http://aem.cast.org/about#.WVY73Ovytpg)
  • Active Technology Use
    use of digital devices that require active engagement by learner to investigate, research, collaborate, or create to serve an educational purpose
  • Anytime/Anywhere Learning
    ensures all children have 24 hour access to digital tools and learning opportunities
  • Assistive Technology
    any item, piece of equipment, software program, or product system that is used to increase, maintain, or improve the functional capabilities of persons with disabilities
  • Asynchronous Learning
    a student-centered teaching technique in which online learning resources are used to enable information sharing between people in a network and is not limited by time or space (https://www.techopedia.com/definition/23154/asynchronous-learning)
  • Blended Learning
    a formal education program in which a student learns: 1. at least in part through online learning, with some element of student control over time, place, path, and/or pace; 2. at least in part in a supervised brick-and-mortar location away from home; 3.and the modalities along each student’s(...)
  • Broadcast Learning
    a teacher synchronously delivers instruction to students in different locations
  • CIPA (Children’s Internet Protection Act)
    act enacted by Congress in 2000 to address concerns about children's access to obscene or harmful content over the Internet; imposes certain requirements on schools or libraries that receive discounts for Internet access or internal connections through the E-rate program (FCC Commission)
  • Classroom Focused Improvement Plan (CFIP)
    a six-step process for increasing student achievement that is planned and carried out by teachers meeting in grade level, content, or vertical teams as a part of their regular lesson planning cycle (MSDE)
  • Cloud-based computing
    type of computing that relies on sharing computing resources rather than having local servers or personal devices to handle applications (http://www.webopedia.com/TERM/C/cloud_computing.html)
  • Communities of Practice (COPs)
    a group of educators who collaborate and learn from one another either face-to-face or online
  • COPA/ COPPA (Child Online Protection Act)
    a law in the United States of America, passed in 1998 with the declared purpose of restricting access by minors to any internet material defined as harmful to minors (http://searchcrm.techtarget.com/definition/COPPA)
  • Copyright
    the exclusive legal right, given to an originator or an assignee to print, publish, perform, film, or record literary, artistic, or musical material, and to authorize others to do the same (Oxford Online Dictionaries)
  • Creative Commons
    a nonprofit organization that works to increase the amount of creativity (cultural, educational, and scientific content) available in “the commons” — the body of work that is available to the public for free and legal sharing, use, repurposing, and remixing (http://creativecommons.org/)
  • Cyberbullying
    the use of electronic technology to bully a person, typically by sending messages of an intimidating or threatening nature (Google)
  • Data Dashboards
    a tool for viewing and analyzing student achievement and performance data in one central location
  • Data Management System
    a system software for creating and managing databases
  • Data Privacy
    deals with the ability for an educational organization to determine what educator/student data is collected in a computer system and whether and under what conditions it can shared with third parties
  • Diagnostic Assessments
    (also known as pre-assessments) provide instructors with information about student's prior knowledge and misconceptions before beginning a learning activity
  • Digital Citizen
    a person who develops the skills and knowledge to effectively use the Internet and other digital technology, especially in order to participate responsibly in social and civic activities (Dictionary.com)
  • Digital Citizenship
    the safe, ethical, responsible, and informed use of technology (NTP, 2017)
  • Digital Ecosystem
    all tools, applications and systems which support and facilitate learning within a given organization. The ecosystem includes the techniques and standards used to transmit data among the platforms (IMS Global)
  • Digital Footprint
    the information about a particular person that exists on the Internet as a result of their online activity (Google)
  • Digital Learning
    any instructional practice that uses technology to support the student and/or educator learning experience
  • Digital Learning Day
    a day that promotes the effective use of modern day tools afforded to every other industry to improve the learning experience in K-12 public schools (Alliance for Excellent Education)
  • Digital literacy
    the ability to use information and communication technologies to find, evaluate, create, and communicate information, requiring both cognitive and technical skills (ALA Office for Information Technology Policy)
  • Digital Native
    a person born or brought up during the age of digital technology and therefore familiar with computers and the Internet from an early age
  • Digital Portfolio
    an electronic selection of a student's work (such as papers and tests) compiled over a period of time and used for assessing performance or progress (Merriam Webster Dictionary)
  • Digital Tools
    devices and hardware that provide access to the Internet
  • Digital Use Divide
    the gap between students who have access to the Internet and devices at school and home and those who do not (National Tech Plan)
  • E-rate
    a source of federal funding for Internet connectivity for U.S. schools and libraries that was created by Congress in 1996 (Federal Communications Commission - FCC)
  • eCommunities
    a group of individuals who share the same platform to access documents, conduct discussions, and collaborate
  • Equity
    means increasing all students’ access to educational opportunities with a focus on closing achievement gaps and removing barriers that students face (NETP, 2017)
  • Evidence-based Research
    instructional strategies and methods based on significant and reliable evidence derived from experiments
  • Experiential Learning
    process through which students develop knowledge, skills, and values from direct experiences outside a traditional academic setting (i.e. Makerspaces, STEM Labs) (University of Colorado Denver)
  • Fair Use
    a legal doctrine that portions of copyrighted materials may be used without permission of the copyright owner provided the use is fair and reasonable, does not substantially impair the value of the materials, and does not curtail the profits reasonably expected by the owner (Merriam-Webster)
  • FERPA
    (Family Educational Rights and Privacy Act): a federal privacy law that gives parents certain protections with regard to their children's education records (Parents' Guide to the Family Educational Rights and Privacy Act)
  • Filtering
    software for sorting or blocking access to certain online material (Merriam-Webster)
  • Flipped Classroom
    a pedagogical model in which the typical lecture and homework elements of a course are reversed (EduCause)
  • Formative Assessments
    a process used by teachers and students during instruction that provides feedback to adjust ongoing teaching and learning (AERA/APA/NCME (2014) FAST SCASS/CCSSO (2007)
  • Genius Hour
    a movement that allows students to explore their own passions and encourages creativity in the classroom and provides students a choice in what they learn in school during a set period of time (Genius Hour)
  • Growth Mindset
    the belief that their most basic abilities can be developed through dedication and hard work—brains and talent are just the starting point
  • Hour of Code
    an opportunity for every student to try Computer Science for one hour and can also be taught all year long (CS EdWeek)
  • Infrastructure
    the underlying technological foundation or basic framework of a system or organization
  • Learning Management System (LMS)
    a software application used to organize and distribute e-learning materials, assignments, and assessments; track and calculate grades; and facilitate communication among students and teachers
  • Local Educational Agency (LEA)
    another term for the school systems (districts) throughout Maryland
  • Makerspace
    is a physical location (such as classroom, library, community centers, etc.) where people gather to share resources, tools and knowledge, work on projects, network, and build. Projects related to Makerspace support the development of the growth mindset
  • Maryland Educational Enterprise Consortium (MEEC)
    organized to provide members opportunities to license the use of educational hardware and software at competitive prices (MEEC)
  • Maryland Learning Links
    a site developed under federal funding through a State Improvement Grant. It is co-owned by the Maryland State Department of Education, Division of Special Education and Early Intervention Services (MSDE), and the Johns Hopkins University School of Education Center for Technology in Education(...)
  • MDK12 Digital Library
    a statewide purchasing consortium created to serve all 24 school districts and approximately 100 non-public schools. Project exists under state statute Section §7-9A-01 through §7-9A-05 Annotated Code of Maryland since 2009
  • Multi-Tiered Systems of Support
    is a systemic, continuous improvement framework in which data-based problem-solving and decision making is practiced across all levels of the educational system for supporting students (Multi-Tiered System of Supports (MTSS) - Educational Services)
  • Non-cognitive competencies
    (also referred to as social and emotional learning) include a range of skills, habits, and attitudes that facilitate functioning well in school, work, and life (National Tech Plan)
  • Online course
    an Internet-based course in which 80 percent or more of the instruction is conducted online, the teacher and student are separated by distance and/or time, and two-way communication is required between teacher and student (COMAR 13A.04.15.07)
  • Open Educational Resources (OERs)
    free and openly licensed digital educational materials that can be used for teaching, learning, research, and other purposes
  • Personalized learning
    instruction in which the pace of learning and the instructional approach are optimized for the needs of each learner (NTP, 2017)
  • Privacy
    protecting an individual’s personal information from unauthorized third parties
  • Professional Learning
    wide variety of specialized training, formal education, or advanced learning intended to help educators improve their professional knowledge, competence, skill, and effectiveness (edglossary.org)
  • Project-based learning
    occurs in the context of authentic problems, continues across time, and brings in knowledge from many subjects while helping students develop 21st century skills, including creativity, collaboration, and leadership, and engages them in complex, real-world challenges that help them meet(...)
  • PTAC
    (Privacy Technical Assistance Center, U. S. Department of Education): provides a one stop resource for educators to learn about data privacy, confidentiality, and security
  • Qualitative Data
    data collected through descriptive statements related to a subject based on observations, interviews, or evaluation (study.com)
  • Quantitative Data
    data that is expressed in numbers or can be quantified
  • Review
    an analysis of a student or professional development online course by a panel of experts designated by the Maryland State Department of Education to determine whether the course shall be recommended for approval (COMAR 13A.04.15.07)
  • Robotics
    technology dealing with the design, construction, and operation of robots in automation
  • SAILOR Network
    a project of Maryland’s public libraries that provides broadband Internet access for public libraries, schools and local government in Maryland, and an extensive collection of research databases for the use of Maryland public library customers
  • Screen free
    time spent without the use of digital devices, games, or tv
  • Screen time
    time spent using a digital device
  • Sexting
    the sending of sexually explicit messages or images by cell phone (Merriam- Webster)
  • Social Media
    forms of electronic communication (such as websites for social networking and microblogging) through which users create online communities to share information, ideas, personal messages, and other content (such as videos) (Merriam Webster)
  • SpeakUp Survey through Project Tomorrow
    an easy way for students, parents and educators to participate in local decisions about technology
  • State Library Resource Center
    (SLRC): the State Library for Maryland that works with libraries across the state by providing cooperative, cost effective resources and services for Maryland libraries and their customers
  • STEM/STEAM labs
    laboratory type of environment and program that focus directly on specific questions that challenge students to think, hypothesize, and experiment in order to find a solution
  • Student Privacy
    protection for the unauthorized use of student data and information
  • Summative Assessments
    measures how much our students have learned up to particular point in time
  • Synchronous Learning
    events that occur when a group of students are engaging in learning at the same time (Wikipedia)
  • Technology Enhanced Items
    (TEIs): are computer-delivered items that include specialized interactions for collecting response data (https://edulastic.zendesk.com/hc/en-us/articles/204066665-What-is-a-Technology-Enhanced-Item-)
  • Universal Design for Learning (UDL)
    an educational framework based on research in the learning sciences, including cognitive neuroscience, that guides the development of flexible learning environments that can accommodate individual learning differences
  • Vendor
    a person or organization that markets online courses or contracted online student seats in such courses (COMAR 13A.04.15.07)
  • Video Conferencing
    live, visual connection between two or more people residing in separate locations for the purpose of communication
  • Virtual Field Trips
    a guided exploration through the world wide web that organizes a collection of pre-screened, thematically based web pages into a structured online learning experience
  • Web Conferencing
    enables the real-time sharing of computer screens, individual applications or web-based content among two or more computers or mobile devices
  • Web Content Accessibility Guidelines
    (WCAG, 2.0 Level AA): a single shared standard for web content accessibility that meets the needs of individuals, organizations, and governments internationally
  • Wi-Fi
    a wireless networking technology allowing computers, smartphones, or other devices to connect and communicate over a wireless signal (https://techterms.com/definition/wi-fi)