Java Games: Flashcards, matching, concentration, and word search.

Education Review

AB
1-1 programmeScheme in which every student is given their own laptop.
acceptable use policyPolicy that sets out what users are and are not allowed to do with IT systems.
accessibilityHardware and software features to help disabled users operate computer systems.
anti-plagiarism softwareSoftware to detect plagiarised work by searching the Internet and previous work samples.
asynchronous learningIn a tele-learning environment, learning which does not require the teacher and student to be online at the same time.
black listList of banned web sites in a filtering system.
blended learningMix of traditional teaching techniques and e-learning techniques.
CIPA Children's Internet Protection ActUS law requiring Internet filtering in US most schools and libraries.
cyber-bullyingUse of IT such as social networks to harass or bully individuals.
dictation softwareUse of software to convert spoken words into text.
e-bookAn electronic book, presented as a document on a computer or an e-book reader.
e-book readerPortable device used to download and read e-books.
e-learningElectronic learning. The use of IT to teach and learn.
edutainmentEntertainment software designed to have an educational aspect.
electronic textbooksE-books designed to replace traditional paper textbooks for teaching and learning
equality of accessThe use of technology to ensure that everybody is able to access resources, regardless of problems such as physical disabilities.
false negativeWhen a system incorrectly rejects an action instead of accepting it.
false positiveWhen a system incorrectly accepts an action instead of rejecting it.
flat classroomsUse of IT to connect classrooms with other classrooms around the world
forumsOnline areas where users can post messages to each other.
intellectual propertyRefers to creations of the mind – non-physical property such as photographs, music, stories, and films.
interactive whiteboardA computer input and output device often used in classrooms. Displays computer graphics as output and allows input using special pens or a finger.
m-learningMobile learning. Use of mobile devices to teach and learn.
motion controllersInput devices which are moved through the air to control a computer system.
multimediaUse of images, audio, text, and video data together.
onscreen keyboardKeyboard which is displayed on screen and controlled by clicking on buttons with the mouse or a touch screen.
open coursewareEducational material which is released for free use and distribution.
open textbooksTextbooks whose content is freely available online for reading, copying, and often editing.
plagiarismUse of another user's work without proper credit or citation being given.
podcastSound files recorded and uploaded to a web server, usually in episodic format.
predictive textSystem that predicts the word being typed based on the letters already typed.
profile privacy settingsSettings in social networks and other systems to control how a user's data is shared with others.
projectorOutput device used to display computer graphics on a wall or board.
reference softwareElectronic encyclopedia software containing articles, images, videos, and other reference items.
school information systemDatabase system for storing and managing information about a school, its students, and staff.
serious gamesGames designed to teach players about an issue.
speech synthesisAccessibility feature for users with eyesight problems, reads text from the computer out loud.
synchronous learningIn a tele-learning environment, learning which does requires the teacher and student to be online at the same time.
tele-learningLearning that occurs when the teacher and students are in separate geographical locations.
touch sensitive inputInput devices which allows a screen to be controlled with fingers rather than using a mouse or a keyboard.
video conferencingUse of video cameras and microphones to conduct a conversation over a network.
VLEA content management system (CMS) which allows teachers to upload lessons, worksheets, quizzes, and other class material, to be displayed on a web page.
web 2.0Refers to web pages which allow user interaction and collaboration.
Virtual Learning EnvironmentA content management system (CMS) which allows teachers to upload lessons, worksheets, quizzes, and other class material, to be displayed on a web page.



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