Te Kete Ipurangi Navigation:

Te Kete Ipurangi
Communities
Schools

Te Kete Ipurangi user options:


Glossary

e-learning/akō-e

e-Learning is learning and teaching that is facilitated by or supported through the appropriate use of information and communication technologies (ICTs). 

e-Learning can cover a spectrum of activities from supporting learning to blended learning (the combination of traditional and e-learning practices), to learning that is delivered entirely online.

Whatever the technology, however, learning is the vital element. e-Learning is not simply associated with modes of delivery or the functionality of a particular technology, but forms part of a conscious choice of the best and most appropriate ways of promoting effective learning.

A   B   C   D   E   F  G  H   I   J  K  L   M   N  O  P   Q  R  S   T   U   V  W  X  Y  Z

Assistive technologies

A term that includes assistive, adaptive, and rehabilitative devices for people with disabilities and also includes the process used in selecting, locating, and using them.

Blended learning

A blend of face-to-face and distance learning, synchronously and asynchronously, through the use of appropriate technologies (e.g. Skype, webinars).

Cybersafety

Cybersafety is the safe and responsible use of Information and Communication Technologies (ICT).

Community / school community

This encompasses all stakeholders in your school community: students, teachers, school leaders, parents, whanau, local iwi, Board of Trustees.

Digital learning objects (DLOs)

Digital learning objects are interactive, multimedia curriculum content that include single resource files (animation, sound file, video clip, piece of text or URL) or a combination of these. DLOs can be sourced over the Internet, referenced, used and reused for a variety of learning purposes.

Digital content, resources

A digital resource consists of a single item such as a section of video footage, an image (drawing, cartoon or photograph), or an audio file (song or broadcast).

Digital citizenship

Digital citizenship can be defined as the norms of appropriate, responsible behaviour with regard to technology use. It is the combination of technical and social skills that enable a person to be successful and safe in the information age. This includes cyber safety, digital literacy and key competencies and values.

Digital literacy

The ability to locate, organise, understand, evaluate, and analyse information using digital technology.

Directory service

A directory service maps the names of network resources to their respective network addresses. It is a shared information infrastructure for locating, managing, administering and organising everyday items and network resources, which can include volumes, folders, files, printers, users, groups, devices, telephone numbers and other objects. A directory service is a critical component of a network operating system.

e-Portfolio

An e-portfolio is an online working environment or learning journey that combines digital artefacts (process work, reflections, feedback and feed-forward, evidence of activities, assessments, achievements) in various media formats to produce different ‘views’ for specific audiences.

Hardware

The fixed parts that make up a computer are called hardware. For computer hardware to operate, software is needed.

High-speed fibre

Ultra-fast broadband (UFB) is broadband that is capable of speeds up to 100 megabits/second (Mbps).

Inquiry (Teaching as Inquiry)

Inquiry learning or student inquiry is based on the belief that understanding is constructed in the process of people working and conversing together as they pose and solve problems, make discoveries, and rigorously test the discoveries that arise in the course of shared activity.

Teaching inquiry is a way of reflecting on professional practice to achieve improved outcomes for all students.

Infrastructure

Infrastructure is the combination of physical and organizational structures - such as technology systems, digital tools, resources, and networks - as well as physical learning spaces and places.

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.

Peripherals

A peripheral is a device attached to a host computer, but not part of it, and is dependent on the host - such as a USB stick, camera, or recording device.

Software

Is a type of computer program - the applications and operating systems used with computers.

Student Management System (SMS)

Student Management Systems (SMS) are administration software that schools use for registration, enrolment, tracking attendance, recording marks, and reporting.

Technologies (digital)

Electronic or digital products and systems – this includes hardware, software, peripherals, and wiring.

Ubiquitous technologies

Technology is considered ubiquitous when computing/technology has become common and central to everyday activities and processes. It may no longer be obvious to the user that technology is even being used.


Footer: