Glossary – English version
1. Classroom Area

In this area you can find the 47 terms and/or expressions associated with learning and teaching matters.
ADAPTIVE LEARNING
A technique that uses computer algorithms to deliver customized learning paths that address the unique needs of a student (rather than providing a one-size-fits-all learning experience).
APPLIED LEARNING
An educational approach where students learn by engaging in direct implementation of skills, theories, and models.
ASYCHRONOUS TEACHING
An educational approach where students learn by engaging in direct implementation of skills, theories, and models.
AUDIOCONFERENCING
A conference in which people at different people communicate with each other via telephone or Internet connections.
BLENDED COURSE
A course includes face-to-face classes that are occurring with online materials and activities, particularly a mix of both live and online learning.
BLENDED LEARNING
An approach to education that integrate online educational materials and opportunities for interaction online with conventional physical classroom methods.
COMPETENCY-BASED LEARNING
An educational approach which focuses on the student’s demonstration of desired learning outcomes as central to the learning process.
COMPUTER-BASED LEARNING (CBL)
Use of computers for teaching purposes to deliver instructions to students utilizing by various instructional strategies.
COURSEWARE
A software program particularly created for educational purposes.
DIGITAL DISTANCE LEARNING
A form of education in which the main components contain physical separation of teachers and students during teaching and the use of digital technologies to facilitate student-teacher and student-student communication.
DIGITAL LEARNING
Any kind of learning that is aided by technology or by instructional practice that makes use of technology effectively.
DIGITAL LEARNING ENVIRONMENT
An online platform which provides students and teachers digital solutions which boost the learning experience.
DIGITAL TEACHING
Any type of teaching that is aided by technology or by instructional practice that makes use of technology effectively.
DISCUSSION BOARD
A messaging system which teachers and students can share information asynchronously.
DISCUSSION THREAD
The act of bringing together all comments or discussion on the same topic.
DISTANCE LEARNING
A way of studying in which one does not participate a school, but study from where one lives, generally being instructed and given work to do via internet.
E-COURSE
A self-paced and asynchronous course which allows students to accomplish course requirements entirely online.
E-LEARNING
Online or electronic learning which is the obtain of knowledge which is provided via electronic technologies and media.
E-SCHOOL
An online school teaches students fully or mainly online or via Internet.
E-TEACHER (OR E-INSTRUCTOR)
Instructors who teach online, through the Internet.
FULLY ONLINE LEARNING
A kind of education whereby students learn in a completely virtual environment.
GAME-BASED LEARNING
The use of certain gaming principles and implementing them to real-life settings to engage students.
GAMIFICATION
The process of adding games or similar elements to something to encourage participation.
HYBRID LEARNING
An educational model where some students participate class in-person, while others attend the lesson virtually from out of the classroom.
LEARNING COMMUNITY
A learning community is a group of students and instructors where pupils can share many ideas, complete important research, ask numerous questions and provide educational presentations. Learning communities are usually managed by instructors, who create academic lessons, examine each student’s opinions and provide detailed feedback.
LEARNING MANAGEMENT SYSTEM (LMS)
A learning management system is a software application or Web-based technology used to provide an instructor with a way to create and deliver content, monitor student participation, and assess student performance.
LEARNING OBJECT
A self-contained piece of learning material with an associated learning objective. Essentially, a learning object should be capable of being reused in a variety of applications and may be described as a Reusable Learning Object (RLO).
MOBILE LEARNING
The use of mobile devices and/or mobile networks to deliver teaching and learning.
MOOC
MOOC stands for ‘Massive Open Online Course’. The idea is that learning and training materials on a topic are made available to anyone and with, in principle, no limit on the numbers who can access and use them.
ONLINE COURSE
Any course offered over the Internet. Online courses are the modern version of courses: you can create and share learning content in an organized way that allows users to progress in their understanding of a certain topic. Online courses can include videos, images, text, and hyperlinks.
ONLINE COURSE PROVIDER
An organization that provides courses that are offered over the Internet.
ONLINE LEARNING
The use of the Internet to follow a course that usually results in the award of a diploma or certificate. Education in which instruction and content are delivered primarily over the Internet.
ONLINE LEARNING PROGRAM
An online learning program is an organized offering of courses delivered primarily over the Internet.
ONLINE SCHOOL
A formally constituted organization (public, private, state, charter, etc.) that offers full-time education delivered primarily over the Internet.
ONLINE TEACHER (OR INSTRUCTOR)
The person who holds the appropriate teaching certification and is responsible for instruction in an online course.
ONLINE TUTOR
Someone who supports student learning in specific content areas over the Internet.
REMOTE LEARNING
Remote learning refers to educational activities that have a variety of formats and methods, most of which take place online. Remote Learning can occur synchronously with real-time peer-to-peer interaction and collaboration, or asynchronously, with self-paced learning activities that take place independently of the instructor.
REMOTE LEARNING OFFICE HOUR
Specified time where teachers are available to answer questions and interact with students remotely using an online meeting platform.
SELF-PACED LEARNING
Online courses in which students work at their own pace within an overall time frame.
SOCIAL MEDIA LEARNING
Social media learning refers to the acquisition of information and skills through social technologies that allow people to collaborate, converse, provide input, create content, and share it.
SYNCHRONOUS LEARNING
Online learning in which the participants interact at the same time and in the same space (often using a video conference or e-chat).
VIRTUAL CLASSROOM
The virtual classroom refers to a digital classroom learning environment that takes place over the Internet rather than in a physical classroom.
VIRTUAL MEETING
Virtual meetings are real-time interactions that take place over the Internet using integrated audio and video, chat tools, and application sharing.
VIRTUAL RESIDENCY
A government issued digital identity and status that provides access to a country's transparent business and/or educational environment.
VIRTUAL SCHOOL
A virtual school or cyber-school describes an institution that teaches courses entirely or primarily through online methods.
WEB-BASED TRAINING (WBT)
Delivery of educational content via a Web browser over the public Internet, a private intranet, or an extranet. Web-based training often provides links to other learning resources and may include a facilitator who can provide course guidelines, manage discussion boards, and so forth.
2. ICT INFRASTRUCTURE Area
In this area you can find the 24 terms and/or expressions related to ICT.
ACCESSIBILITY
The quality or feature of being easy to approach, enter, or use it.
AUTHENTICATION
An act of confirming that something (i.e., an identity, an artwork, or a financial transaction) is real, true, or genuine.
BACKUP
A copy of information kept on a computer which is saved separately from the computer.
BROWSER
A computer program that provides reading information on the internet.
CACHE
An area or kind of computer memory where information which is usually in use can be stored temporarily.
COOKIE
Text files with small pieces of data (i.e., username and password) which are utilized to identify your computer as you use a computer network.
COOKIE PROFILING
The use of persistent cookies to follow a person's overall activity online.
CYBERSECURITY
Implementation of technologies, processes, and controls to secure systems, networks, programs, devices and data from cyber-attacks.
DATA SECURITY
Process of protecting data from unauthorized access and data corruption during the whole of its lifecycle.
DIGITAL PLATFORM
Systems and interfaces that constitute a commercial network or market facilitating business-to-business (B2B), business-to-customer (B2C) or customer-to-customer (C2C) transactions.
HYPERLINK
A link from a hypertext document to another location, directed by clicking on a highlighted word or image.
INFOGRAPHIC LANGUAGE
A demonstration of information in a graphic format designed to make the information easily coherent briefly.
INFORMATION TECHNOLOGY (IT) EQUIPMENT
Any equipment or interconnected system or subsystem of equipment that is used in the automatic acquisition, storage, manipulation, management, movement, control, display, switching, interchange, transmission, or reception of data or information by the executive agency/User.
INTERNET
A vast computer network connecting users worldwide via TCP/IP protocol. It can also be described as an electronic communications network that connects computer networks and organizational computer facilities around the world.
INTERNET COMMUNICATION TECHNOLOGY (ICT)
Information and Communication Technologies (ICTs) is a broad term, which refers to all communication technologies that enabling users to access, retrieve, store, transmit, and manipulate information in a digital form. The "C" reflects the important role that computers now play in communications.
INTERNET OF THINGS (IOT)
A system of interrelated computing devices, mechanical and digital machines, objects, animals or people that are provided with unique identifiers (UIDs) and the ability to transfer data over a network without requiring human-to-human or human-to-computer interaction (ex. a heart monitor implant).
INTRANET
A private network inside a company or educational organization and used over its LAN (Local Area Network). A sort of local Internet. Contrasted with Internet, which is publicly available.
OPEN LICENSE
Material that is copyright free, whose copyright has expired, or which cannot be copyrighted. A work is in the public domain only if it is explicitly stated to be so.
OPERATING SYSTEM
A suite of programs that starts up when you switch on your computer and manages and runs all the other programs installed on the computer.
PRIVACY
The balance between collection and dissemination of data, technology, and individuals' right to have their personal information kept private.
TECHNOLOGY SUPPORT STAFF (TSS)
Person assigned to a building to provide remote technical help with software and computers.
URL
URL stands for Uniform Resource Locator. A URL is the unique web address which every webpage has.
WI-FI
A type of network that makes use of radio channels to connect either to a local area network (LAN) or a router linked to the Internet.
WIKI
A wiki is a web application which allows users from around the world to collaborate. They can add, edit and delete content posted by other users. The most famous 'wiki' is the Wikipedia encyclopaedia.
3. MEDIA LITERACY KEY TERMS Area
In this area you can find the 28 terms and/or expressions that need to be understood to comprehend the rest of the notions.
21st CENTURY SKILLS
A set of knowledge, skills, work habits, and traits that are identified to be critically important for the success in 21st century society.
BIASED
Giving inaccurate results because information has not been obtained correctly.
CONNECT TIME
Amount of time spent by a person in being connected to a network (i.e., the Internet).
CYBERBULLYING
Activity of the use of internet aiming for harming or frightening another person, particularly by sending unpleasant messages.
DIGITAL CITIZENSHIP
A person who has the knowledge and abilities to effectively use digital technologies to communicate with other people, take part in society and design and use up digital content.
DIGITAL DIVIDE
The gap between people who benefit from the Digital Age and people who do not.
DIGITAL FOOTPRINT
Information about a specific person which exists on the internet because of their online activity.
DIGITAL LITERACY
Having the competences, one needs to live and work in a society where communication and access to information is increasingly via digital technologies like internet platforms, social media, and mobile devices.
DIGITAL SKILL
A range of competences to use digital devices, communication applications, and networks to access and manage information.
DIGITAL TWIN
A virtual model constructed to accurately reflect a physical object.
DISINFORMATION
False information spread to mislead people.
E-ACTIVITIY
Every action one does on internet.
END USER
A person who ultimately utilizes or is intended to ultimately utilize a good or service.
FACE-TO-FACE
An interaction that happens in person.
INFORMATION LITERACY
A set of skills requiring people to acknowledge when information is needed and to be able to locate, evaluate, and effectively use the needed information.
MALINFORMATION
Deliberate publication of private information for personal or corporate rather than public interest. In other words, a truth or fact used for harming another person, institution, or state.
MISINFORMATION
Unintentional mistakes such as inaccurate photo captions, dates, statistics, translations, or when satire - the use of humor, irony, exaggeration, or ridicule to expose and criticize people's stupidity or vices - is taken seriously.
NETIQUETTE
Etiquette on the Internet. A code of behavior for people communicating by email via the Internet. Informal rules of conduct for how to behave on the Internet. For example, in a distance learning course, it is poor netiquette to use ALL CAPITAL LETTERS in a message, as this is the equivalent of shouting.
OFFLINE
Not connected to a computer or network of computers. Often used in the sense of working with software stored on a stand-alone computer. For example, if you use a package such as Microsoft Word you are working with offline software.
ONLINE PROFESSIONAL DEVELOPMENT
Refers to professional development workshops, courses and programs that are primarily delivered online following asynchronous or synchronous approaches depending on the nature of topics and goals.
REAL-TIME COMMUNICATION
Communication in which information is received at (or nearly at) the instant it's sent. Real-time communication is a characteristic of synchronous learning.
SCREEN TIME
The amount of time a person spends watching or interacting with content on the screen of a computer, phone, TV, gaming console, etc.
SYNCHRONOUS COMMUNICATION
Live, real-time communication. Examples include a conversation at the grocery store, phoning your children to say hello when you're traveling on business, instant messaging or chatting in an AOL chat room.
TRANSVERSAL DIGITAL SKILL
The capability of a student to interpret information and rework it by using competences gained in other fields. Such skills are typically considered as not specifically related to a particular job, task, etc. and that can be used in a wide variety of situations and work settings.
UNIVERSAL DESIGN FOR LEARNING (UDL)
An approach to teaching and learning that gives all students equal opportunity to succeed, which offers flexibility in the ways students access material and show what they know.
USB FLASH DRIVE
Universal Serial Bus (USB) is a type of connector that links devices. It is mostly used on PCs but can also be used on other devices such as the PlayStation, and the Xbox.
VISUAL EDUCATION
Visual learning is a type of learning style in which students prefer to use images, graphics, colours, and maps to communicate ideas and thoughts.
WORLD WIDE WEB (WWW)
The World Wide Web is that part of the Internet which is made up of web sites. Each Web site is made up of one or more web pages.
4. MULTIMEDIA/COMMUNICATION Area
In this area you can find the 20 terms and/or expressions associated with repositories, multimedia, communication.
CONTENT ON DEMAND (COD)
Delivering customized content on the social media, email, website, blog, etc.
CONTENT REPOSITORY
Database of digital content with a connected set of data management, search and access techniques letting application-independent access to the content.
E-LIBRARY
An online database of digital objects that can contain text, still images, audio, video, digital documents, or other digital media formats or a library accessible via internet.
FILE
A collection of related data or program records stored as a unit with a single name.
INSTANT MESSAGING (IM)
Also shortened to "IM." A software that lists a user's buddy list (who may consist of friends, family, co-workers, classmates, etc.) who are also online and enables users to exchange text-based messages. Some instant messenger programs also include voice chat, file transfer, and other applications.
INTERACTIVE MULTIMEDIA
Interactive multimedia allows learners to provide input to an online course and receive feedback as a result of the input. The input might consist of a mouse click or drag, gestures, voice commands, touching an input screen, text entry and live interactions with connected participants.
LEARNING OBJECT REPOSITORY
A space for storing digital learning resources, a kind of digital library. It enables educators to share, manage and use educational resources.
MULTIMEDIA
The integration of two or more types of information (text, images, audio, video, animation, etc.) in a single application.
ONLINE LEARNING RESOURCE
Any digital material used for supporting student learning that is delivered in multiple delivery models.
PODCAST
A method of publishing audio files or digital recordings to the internet for download and/or playback on mobile devices and personal computers. The generally accepted definition has expanded to include video as well.
SCREENCASTING
When a teacher makes a recording, often sharing the teacher’s computer screen, with students. This allows the teacher to provide directions, show students how to maneuver sites, and even allows students to refer to the video directions if they need assistance.
STREAMING MEDIA
Streaming media refers to video and audio that is downloaded to a computer from the Internet as a continuous stream of data and is played as it reaches the destination computer.
STREAMING VIDEO
Video sent in compressed form over the Internet that you view as it is being received, rather than waiting until for the entire file to be downloaded first.
TELECONFERENCE
Two-way electronic communication between two or more groups in separate locations via audio, video, and/or computer systems.
VIDEO CONFERENCING
A video conference is a 'meeting' between two or more people who are in separate geographical locations, and it is made possible by the use of video and audio monitors.
VIRTUAL ASSEMBLY
Online school assembly may occur in real time or may be pre-recorded.
VIRTUAL STAFF MEETING
Meeting hosted online in real time using an online meeting platform where staff can communicate with one another even though they are not in the same location.
VODCAST OR VIDCAST
A method of publishing video/digital recordings to the internet for download and/or playback on mobile devices and personal computers.
WEBCAST
A broadcast of video signals that's digitized and streamed on the World Wide Web, and which may also be made available for download. (verb) To digitize and stream a broadcast on the World Wide Web.
WEBINAR
A small synchronous online learning event in which a presenter and audience members communicate via text chat or audio about concepts often illustrated via online slides and/or an electronic whiteboard. Webinars are often archived as well for asynchronous, on-demand access.
5. TOOLS Area
In this area you can find the 12 terms and/or expressions related to the tools/strategies and objects that can be used by teachers, students, etc.
ADAPTIVE TECHNOLOGY
The creation of specialized versions of already existent technologies for people with a specific disability.
ASSISTIVE TECHNOLOGY DEVICE
Any technology utilized by people with disabilities for performing functions that may otherwise be difficult or inaccessible.
ASSISTIVE TECHNOLOGY SERVICE
Any service that directly aids a person with a disability in the choice, purchase, or using an assistive technology device.
AUTHORING TOOL
A tool which helps creating digital content.
BLOG
A regular record of one's or a small group's thoughts, ideas, or experiences that is put on the internet for other people to read.
CHAT ROOM
An area on internet where people can communicate and discuss with one another.
DIGITAL TOOL
Programs, websites or online resources which can ease to complete tasks.
DIGITAL VISUALIZATION TOOL
Thought processes are boosted when ways are found to link external perception with internal mental processes by the use of graphic aids.
E-BOOK
A book publication which is provided in digital form, including text, images, or both, readable on the flat panel display of computers or other electronic devices.
TEACHING TOOL
An object (such as a book, picture, or map), device (such as a computer) or a strategy used by a teacher to enhance or enliven classroom instruction.
TOUCHPAD
An instrument, typically found as part of a laptop keyboard, allowing the user to move and operate the cursor on a computer screen with the touch of a fingertip.
WHITEBOARD
The electronic equivalent of a blackboard and chalk on a computer screen that allows multiple, remote users to add text, create drawings or diagrams in a shared electronic workspace that is visible to all participants.