|
TERM |
DEFINITION |
|
Academic freedom |
What a faculty member
hopes to have at the institution they work at but must struggle and fight
for. |
|
Active learners as a
part of a community |
Group members have
identities as being a part of the community, and are learners who learn
something from actively and intentionally engaging in the social interaction
and collaborative works. |
|
Active learners as
contributors |
Through active reciprocal
collaboration, each member learns something from others and constructs
knowledge together. Thus, it is better
to call users as learners. They also
contributors in building knowledge and/or in completing meaningful group
tasks through social interaction and collaborative work with group
members. |
|
Active Learning |
Students are engaged and
participating in the learning process rather than passively receiving
information |
|
Active members |
Contributors in building
information who do not need to have same interests or same goals. |
|
Adaptive testing |
these are tests that
change based on a user’s answers, they can become more difficult or easier
based on how the learner is doing while taking the test. For example, electronic versions of the
GRE use adaptive algorithms to control what types of questions a student
receives on the test. Adaptive testing
can be used to make individualized instruction or with a CBI (CAI etc.) to
create a personalized learning plan. |
|
Analog Signal |
Characterized by a sine
wave, this is a continuous signal that can carry audio, video, or data.
Analog signals can be transmitted via copper wire or ‘over the air.’ Two main
methods for the |
|
Analog to Digital
Converter converts (ADC) |
an analog signal into a digital signal. |
|
Anchored instruction |
Instructional material that brings up
relevant and realistic examples or problems. The learner is put in a
situation that s/he can relate to. |
|
Anchored instruction |
One of ways of creating
problem fields. Provided the realistic
context, learners are expected to capture a real problem and develop their
own solution to the problem and rationale about it. (e.g. Jasper series) |
|
Anywhere Anytime
learning |
The concept that because
of the advances in technology people ALL over the world can now learn or
train in any place at any time because technology enables it so. |
|
Apprenticeship |
The practice of learning by doing under the
tutelage of an expert. |
|
Articulation |
Learner is able to
construct meaning verbally or in writing. |
|
Articulation |
Articulation is to have
students communicate their ideas and opinions. There are several ways to
articulate. Posing questions, having students work in groups, etc. (Collins,
A. (1996). Design Issues for Learning Environments, p.357). |
|
Artificial intelligence
|
this is a way in which
computers are program so that they can form new connections with their data.
This is important in specializing information for learners, i.e., the computer
can “learn” what questions are commonly asked or what information is needed
and adapt for learner needs. At this point, AI is still only a series of
algorithms which make a computer look like it can think, but it is much less
complex than real learning. |
|
Artificial reality |
Myron Kruger, often
referred to as the grandfather of ‘artificial reality’ and who coined the
term in 1974 for his doctoral dissertation, describes artificial reality as
‘graphic worlds that people can enter from different places to interface with
each other and graphic creatures.’ It can be described as an interactive
environment that emphasized unencumbered, full-body, multi-sensory
participation in computer events. Emphasize ‘ unencumbered, full-body,
multi-sensory participation in computer events.’ |
|
Assessment |
A form of evaluation to gauge a learner’s competency in a specific are
or to determine if s/he has mastered a set of skills. |
|
Assessment of Learning |
Evaluating whether
learning occurred or not. |
|
Assisted Learning |
Expert or instructor
guidance of the learning process. |
|
Asynchronous |
"Not at the same
time." Refers to group work or
communication completed in an online environment, but not 'live.' Students not comfortable in a 'live' (synchronous)
environment may enjoy the asynchronous tools because of the time they are
allowed to gather their thoughts before responding. An effective way to promote deep
exploration of difficult issues, as long as the facilitator takes an active
role in monitoring and mediating. |
|
Asynchronous (not Real
Time) |
Sending orders and
receiving responses happen at different time. Not real time communication. |
|
Asynchronous
Communication |
A delayed (not real time)
information transmitting way that enables learners to |
|
Asynchronous
Communication |
Electronic or virtual
communication between individuals or groups that is not |
|
Asynchronous
communication |
A communication mode in
which interactions between two or more parties do not occur at the same time.
For instance, online discussion boards and emails are asynchronous
communication tools. See also Synchronous communication. |
|
Asynchronous
communication |
the type of information
exchange that occurs when the people participating do not have to be online
at the same time. Early examples were
postings in Bulletin board systems and simple email. Later examples include discussion
forums. |
|
Asynchronous interaction |
Interaction that occurs
between at least two objects or subjects (e.g. learner, instructor, and
Instructional material) reciprocally and at different times. Usually
interaction occurs in a delayed manner, for example learner and learner
interaction in a discussion board. |
|
Asynchronous tools |
Tools that allow the users interact with
each other at the different place at the different time. |
|
Asynchronous Transfer
Mode (ATM) |
high bandwidth network (155 Mbps) packet switching |
|
Audio |
Telephone, teleconference,
and videoconference all require an audio channel between the parties
involved. This audio channel transfers the auditory information either via
digital or analog |
|
Audio conferencing |
A type of teleconferencing
which allows two-way voice communication via telephone or Web phone. See also
Video conferencing. |
|
Audio Conferencing |
Conferencing system that
connects two or more distant users over a communication medium via audio.
Conferencing can simply be provided by telephone connection especially if
there are only two users. On the other hand, other connections such as
network, internet, and direct satellite connections can also be used. |
|
Audio Teleconference |
An extension of a
telephone call. A live, two-way
communication. |
|
Authentic Tasks |
Learning activities that
reflect real-world problems and complexities. |
|
Autographic
teleconference |
Still pictures plus audio
teleconference |
|
Bandwidth |
Data transfer capacity of
the network, measured in seconds. Typically given as 10 Mbps or 100 Mbps (10
or 100 megabytes per second). |
|
BBS |
Bulletin Board System-
this is an “old school” communication system on the early Internet. Bulletin
Board Systems were much like the current discussion forums with many rooms by
topics where people could log in and post messages. Often bulletin board systems also included
a chat or instant message functions.
One of the most famous bulletin board systems was ISCA(Iowa State
Computer Association) with over 100,000
members at its height of popularity. |
|
Behaviorism |
The focus on
stimulus-response learning and the belief that changes can be measured
through observable behavior. No focus on the internal working’s of a
student’s thinking processes. Changing behavior through repetitive processes,
until the desired behavior is automatically acted out. |
|
Benchmark |
A base line for comparing
theories, concepts, or other issues.
Often heard in the realm of higher education when discussing new ideas
like the role of technology in teaching/learning. When exploring the effective use of
learning communities in higher education, it will be helpful to monitor what
works and what does not; benchmarks will help leave a "trail of
breadcrumbs," if you will, to help us realize the path the exploration
into this newer area is taking Teaching and Learning. |
|
Bookmark manager |
Function: Learners may
refer to a bookmark to support their opinion, to introduce interesting
article, and/or to provide useful information. In online collaborative
learning, bookmarks are valuable resource because learners can utilize the
unlimited possibility of internet. |
|
bps |
Bits per second – binary
digits per second |
|
Bps |
Bytes per second – 8 bits
= 1 Byte |
|
Bridge |
Network infrastructure
used to connect two or more videoconference sites. |
|
Broadband |
Referring to a network
connection, a rough measure of bandwidth. See also narrowband and wideband. |
|
Case based scenarios |
Activities based on
real-world events and events. |
|
Case-based learning |
There is more than one definition. In this
context, it is a form of situated learning where learners process case
studies that may be meaningful to their experience, background, or culture. |
|
CBI (Computer Based
Instruction) – CBL (Computer Based Learning) – CAI (Computer Aided
Instruction) |
these terms have grown to
be used somewhat interchangeably. But originally these were terms that were
used to describe different types of computer programs that were designed to
help students learn. Often these early programs were drill and practice that
helped students to learn by repetition.
However, these computerized programs are more valued now for their
prescriptive nature. They often include a test which evaluates what skill a
student has and then provides content to meet student deficits and give them
exercises until they achieve learning objectives. This is very useful for students who need
extra help or move at faster rates than the rest of their class. |
|
Challenge/support |
Vincent Tinto coined this
idea in his theory of total student integration (1987 paper from the MD
College Personnel Association conference).
Denotes the need for us to provide a challenge to students that brings
him/her out of their comfort zone, but then provide appropriate support to
help them through the transition.
Useful for introducing new technology in the classroom, particularly
to professors |
|
Chat |
a chat is a program that
allows users to connect in real time. One of the early chats was IRC
(Internet Relay Chat) where users would set up a connection with another
computer using client host(server) technology. Modern chats allow for many more users at
once, while a more modern version of IRC is still popular. |
|
Chat |
Chat means conversation and talk, but in an online environment, chat
means writing each other instant messages over internet. Chat is a
synchronous communication tool. Chat is simply communicating using an
‘interface’ or window within a browser or a software over internet. |
|
Chat tools |
A type of applications
that allow members to communicate interactively with written language in real
time. There is certain space for
chatting. (e.g. Synchronous Virtual
Café) |
|
Chatbots |
these are small
intelligent agents that adapt to learner needs to provide information and can
provide support. For example, the annoying paper clip in Word, when it offers
suggestions like “You are typing a letter, do you need help?” it is performing
like a Chatbot. Many programs now have little animations that do actually
talk to the user. |
|
Chatting manager |
Function: For synchronous
collaboration, one of the useful tools is chatting. It can be incorporated in
the collaborative learning system, or it can be provided as an independent
module such as the MS Messenger or the AOL Instant Messenger. |
|
Client |
a program which connects
to another computer for means of communication. |
|
Clip Manager |
Function: Learners are
able to embed appropriate clips in their messages and white board to enhance
collaboration. Clips also should be well organized so that learners easily
identify and search. |
|
CMC (Computer Mediated
Communication) |
A communication system of
human beings through computer based means such |
|
Coaching |
Instructor guides, instead
of leads the learning process. |
|
Coaching |
Coaching involves all
kinds of activities that are supportive and reflective. Coaches determine the
problems/troubles with the tasks that the learners are engaged in, and offer
corrective solutions to these problems. (Collins, A. (1996). Design Issues
for Learning Environments, p.357). |
|
CODEC |
COder DECoder. A codec
converts analog data into digital form, and then once transmitted, back to
digital form. |
|
Cognitive Apprenticeship |
Learning settings which
leads the learner to get benefit from more |
|
Cognitive
Apprenticeship |
The learner is
acculturated into a community of practice by participating in authentic
tasks. |
|
Cognitive
Apprenticeship |
Cognitive apprenticeship
is a learning environment where the experts or an instructor (presumably the
person who knows more than the person who needs apprenticeship) supports the
learner (the apprentice) by one or more of the following methods: modeling,
scaffolding, coaching, articulation, or reflection. Cognitive apprenticeship
is ideal for skill based – task – learning. |
|
Cognitive apprenticeship |
One of ways of creating problem fields. Experts support learners by modeling and
coaching. |
|
Cognitive
Apprenticeship |
One means by which
learners participate in learning community. To realize effective
apprenticeships, some kind of monitoring is needed, and interim progress
report, list of updated facts, and summary of process should be included. |
|
Cognitive
Apprenticeship |
Learning environment where
a Master (instructor/facilitator/mentor) provides instruction and direction
for an apprentice learner within that learner’s ZPD using the methods listed
below. Over time, the assistance is
slowly withdrawn as apprentice masters the subject and can perform on their
own. |
|
Cognitive
apprenticeship |
this occurs when an expert
takes a novice under their wing and helps to guide them in forming new
relationships with tasks or knowledge or to teach them how to process new
information. This requires a lot of structure and methods for teaching things
that come “natural” to the experts. (ie. Tacit knowledge). |
|
Cognitive
Constructivism |
A theory which tells that
the knowledge construction is based on the interaction |
|
Cognitive
constructivism |
A theoretical framework
that states that the mind is in a person’s head (as opposed to being socially
distributed). Learning is active, authentic, and holistic. |
|
Cognitive
constructivism |
Grounded in Piaget’s
developmental theory. Individual learners can construct their own knowledge
by themselves via an interaction with the authentic environment in which they
are situated. Learners are active subjects of their learning process, rather
than passive beings that are receptive to given knowledge from instructors or
experts. |
|
Cognitive Dissonance |
A state of confusion or disorientation that occurs when there is a
discrepancy |
|
Cognitive dissonance |
The state of mind when a learner encounters information that does not
fit into his/her mental schema. |
|
Cognitive Flexibility
Theory |
A theory of learning
originating with Spiro related to creation of learning |
|
Cognitive
framing/structuring |
Organizing information
around concepts, problems, questions, themes, and interrelationships, while
framing activities using thinking-related terminology (e.g. classify,
summarize, predict). |
|
Cognitive Learning |
Learning that involves
both awareness (getting the knowledge) and judgment (tell fault from truth). |
|
Cognitive Loading |
A process between short
term (working) and long term memory of human brain. |
|
Cognitive Overload |
A user’s feeling of being
overwhelmed in a hypermedia environment in which |
|
Cognitive Overload |
When using new
technologies, it is easy for someone not accustomed to multi-tasking to
become overloaded by all the information.
This would be a challenge, that would then require support
from the instructor or other students.
I experienced cognitive overload in class when we had a synchronous
chat with the authors of the EC book.
How to cope: ask questions.
When I became frustrated, I asked others questions like: How did you
follow along? or, Does facility with this come with experience? Students' responses were helpful, as was
the discussion led by our professor afterward. |
|
Cognitive Tools |
A varied group of software
that take advantage of the power of the computer to present ‘concrete’
representations of abstract concepts. The main components of cognitive tools
are an underlying numerical model that can be changed by the user and a
visualization of the behavior of this model that is determined by ‘running’
the model with the user’s choices of values. |
|
Cognitive tools |
Tools that assist, help,
support, and/or facilitate with developing the thinking processes. |
|
Cognitivism |
The mapping out of thought
processes. The focus on the internal workings of the brain when new knowledge
is introduced and negotiated with the schema (record of existing knowledge in
the brain); information processing model with inputs and outputs. |
|
Cognitivism |
this philosophy of
learning is strongly rooted in the information-processing model of learning.
Cognitivists believe that as students learn the network of what they know
(schema) grows and make richer connections like linking files in a computer. They can look at learning as opportunities
to increase the size of the information and the connections between it. Also,
some of the cognitivists studied expertise and explored if an expert would
map out information, would a novice be able to learn and make connections by
looking at how an expert did the same task.
|
|
Cohort |
A group of people that
enroll in the same workshop period. Cohort here shows a time span. It can be
about a week for this kind of workshop. |
|
Collaboration |
More than two people work
together to achieve shared goals. Collaboration occurs via communication and
includes a variety of activities, such as information sharing, negotiation, a
problem solving and so on. |
|
Collaboration |
Group activity focused on
meaning making or a task. |
|
Collaboration |
Collaboration is engaging collaborators in shared learning activities.
When collaborating, other parties work with you to achieve project goals, on
the other hand the involvement of other parties is mutually advantageous.
Collaborators have real opportunities to shape and influence their projects.
In a collaborative environment, learners learn by helping others to perceive
the implications of the collaborated work. In collaborative environments
voluntary activities such as voluntary labor and energy, expertise, advice
and shared interests are valued. |
|
Collaboration |
Two or more students
actively working together to construct knowledge and/or solve problems |
|
Collaboration |
working with other people where everyone
contributes to the end project in a team fashion. I.e. collaboration is not
“divide and conquer” but a group process where people share information,
knowledge, and skills to complete a project or work. |
|
Collaborative |
Tools which facilitate group work and shared problem-solving: |
|
Collaborative input
tools |
A type of groupware
application that allows members to interact with common workspace such as
shared window. Several people can work
on this application simultaneously.
The tools should know whether the user has the authorization or not.
(e.g. Whiteboards) |
|
Collaborative Learning |
A type of learning
environment in which students and/or facilitators work |
|
Collaborative Learning |
A method of teaching and
learning in which students team together to explore a significant question or
create a meaning project. A group of students discussing a lecture or
students from different schools working together over the Internet on a
shared assignment are both examples of collaborative learning. |
|
Collaborative Learning |
Interactive learning
process in which more than two learners work together to achieve common
learning goals. |
|
Collaborative online
learning environments |
Technology-assisted
environments designed on constructivist principles that promote cooperation
and collaboration as a means of learning. |
|
Collaborative System |
A system that lets
learners work “together” by leading them to focus on common |
|
Collaborative tool |
A device, often located in
a networked or otherwise electronic environment, designed to help people
collaborate regardless of physical distance.
It can take the form of a discussion board, a sharing environment for
pictures or files, a white board for drawing diagrams and text, among
others. |
|
Collaborative
transparent tools |
A type of groupware
application that allows members to interact with common workspace such as
shared window. Only authorized person
can control the tool while others watching what the person doing. |
|
Collaborative writing
tools |
A type of groupware
application that allows members to make revision and/or annotation and to
track changes in developing group documents.
|
|
Common discussion space |
Common discussion space is provided for
discussing general issues. |
|
Common interests, goals
and/or tasks |
Share common interests, goals, and/or
tasks, group members collaborate around them. |
|
Communication |
The process of message
transmission from intended sender to intended receiver. There is at least one
medium that delivers messages. The effectiveness of communication is
increased as sender and receiver share more experience with each other. |
|
Communication |
Facilitating communication
between participants: |
|
Communities of practice
|
are informal groups that
form by people (often in a workplace) who want to work better and more
efficiently. I can best define this by an example, last year as a core
student, a group of us formed a group to highlight and share our skills with
each other. We taught little workshops and critiqued each other’s work. No
one asked us to form this group and membership was voluntary and by
invitation. Not everyone was invited. When people got too busy they did not
attend the workshops because they did not feel they were contributing. This
kind of informal community can be a powerful group in an organization. |
|
Community Building |
Activity that engages
instructor(s) and learners to build a sense of community within the medium
that is available as the course environment. |
|
Community of practice |
A community of
practitioners or experts in the same professional field for the purpose of
sharing their beliefs, knowledge and practices (e.g. community of practices
for elementary school teachers). |
|
Community of Practice |
The group participating in
the same activity or meaning making process. |
|
Compressed Video |
A standard NTSC video
signal requires 90 Mbps, which is out of the range of a vast majority of
networks. Compressed video reduces the dimensions of the video, as well as
eliminating |
|
Compression |
Reduces the required
bandwidth to transfer a digital file, or stream digital video. |
|
Computer |
Generally, a computer is
any mechanical or digital device that can perform numerical calculations.
However, today computers are integrated circuits that perform specific
complex processes. Information sharing is one of the important tasks that
today’s computers can perform. |
|
Computer as tool |
As a tool, the computer can be used to carry
out tasks assigned by the student. |
|
Computer as tutee |
in which the student
learns by teaching the computer. This is the situation with Logo, when
students think of the computer as their pupil, who/which needs to be taught
every step in a procedure (Taylor,1980). |
|
Computer as tutor |
the computer functions as a substitute or
supplemental teacher. |
|
Computer Conferencing
tools |
Computer-based systems
that connect two or multiple locations through audio, |
|
Computer Networking |
A collection of computers and servers which allow the easy flow of
data and use of resources among users. |
|
Computer-based training
(CBT) |
CBT tutorials, and
simulations consisting of text and possibly graphics, which provide training
by means of mainframe or personal computer. Also known as CAI
(computer-assisted instruction), CAL (computer-assisted learning), or
CBI(computer-based instruction). |
|
Computer-Mediated
Communication |
Discussing and sharing
information over an electronic network through the use of a personal
computer. The computer's format helps
with the mediation of discussion or presentation of information. Students can take as much as they want out
of the discussion. Those who attempt
to work with it and internalize the information tend to take more with
them than those who do not. |
|
Computer-Mediated
Communication (CMC) |
Communication among users
of virtual or electronic environments. |
|
Computer-Mediated
Communication (CMC) |
The use of a computer as a
medium of communication. People can create, exchange, and communicate
information by using a networked computer system. |
|
Computer-Mediated
Discourse Analysis (CMDA) |
A qualitative methodology
based in linguistics which may be used to analyze |
|
Concept Map |
a concept map is a map of
cognitive structures reflecting the psychological structure of knowledge
(Wandersee, 1991). It provides a technique of graphically delineating a two
dimensional hierarchical—horizontal linear representation of concepts
(lexical nodes) and the relational arcs linking those concepts (Norlin, 1980
cited in Harris & Grandgenett, 1993). |
|
Concept mapping software
|
is a program that allows
users to show connections between ideas and terms. While it is similar to early flowcharting
software (like RFFlow) programs designed for concept mapping like Inspiration
and Kidspiration are specially designed to facilitate users in making visual
representations of a topic or a brainstorming session. Some of the tools included are a variety of
lines and boxes and colors so that users can organize their information using
a variety of methods. These are being
used a lot in K-12 settings to help students organize vocabulary rich
disciplines (like science) and also to aid in writing and its
organization. |
|
Connection |
Link that provides a
medium to share information between two parties. |
|
Consensus Building |
Development of group
agreement on a meaning. |
|
Construction
Environments |
‘Constructionism’, as a
theory of learning, it based on the belief that students learn best when they
are designing and constructing objects of their own imagination and desire.
It adds to the picture of learning an emphasis on students creating just
about anything-stories, physical structures, computer games, drawings – with
appropriate tools that require significant thought. |
|
Constructionism |
A theory which states that
children learn best when they are in the active role of the designer and
constructor. According to Papert, the
creation process and end product in constructionist learning must be shared with
others and then this sharing becomes a “public entity”. |
|
Constructionism |
coined by Simon
Papert. Children (and adults) learn
better when they are engaged in building or creating something. This idea was applied through such
applications as Logo which allowed children to build stories as well as
objects to learn math and Mindstorms – the Lego robot system inspired by the
Logo software language. |
|
Constructivism |
Psychological theory
formed by several researchers and grouped into two major arms: social
constructivism (includes the work of Vygotsky and others) and cognitive
constructivism (includes the work of Piaget and others). Discusses students who build their own
learning environments learn more effectively because they become actively
involved with the learning process.
They create the context through which they choose to learn, and at
times they are able to interpret concepts on their own. The internalization, ZPD and scaffolding
are examples of principles for constructivist learning. |
|
Constructivism |
A theoretical framework
that states that learning is an active process and that learners construct
new concepts based on knowledge current and past. |
|
Constructivism |
A philosophy of teaching
with foundations in student construction of their own |
|
Constructivism |
The learner creates their
meaning from interacting with the world and with their peers. The learner
negotiates their own meaning from experiencing the universe. |
|
Constructivism |
is a philosophy or learning where
subscribers believe that learners construct their own view of the world or
knowledge based on their own experiences.
If people have different experiences then they may have a different
worldview. In addition, people then
have to negotiate meaning with others and somehow come to a consensus as to a
correct answer. For example, someone cannot just say a red light means go,
because for most people it means stop, so they must in some ways conform to
the standards of their communities but they may still have their own
perceptions. (ie… for some people … yellow means go real fast, and in others
it means stop). |
|
Constructivist Approach |
Learning is an individual
attempt to construct meaning. Here are some perspectives to constructivism: |
|
Constructivist Teaching |
Maintain the following
principles: 1. Reflection, reflexivity and self-awareness; 2. Self-regulation;
3. Social negotiation and collaborative learning; 4. Problem-based learning;
5. Student initiation and ownership; 6. Multiple perspectives and multiple
modes. |
|
Content Analysis |
A methodology for
analyzing the contents of a body of work. The body of work |
|
Context |
Scenario in which
knowledge has meaning |
|
Cooperation |
is the process by which a
project is completed by “divide and conquer”. People do not work together but
instead each do their part and complete the project like a patchwork
quilt. |
|
Cooperative Learning |
is a specific kind of
collaborative learning. In cooperative learning, students work together in
small groups on a structured activity. They are individually accountable for
their work, and the work of the group as a whole is also assessed. In small
groups, students can share strengths, and also develop their weaker skills.
They develop their interpersonal skills, learn to deal with conflict. |
|
Cooperative learning
principles |
• Positive interdependence: When members of
a group have to rely on each other when given a common task. • Individual
responsibility: When each person in a group has something specific to do and
is clear about his/her task. • Team skills and rules: Agreed upon rules and
codes of conduct on group work. • Group processing: Evaluating each member's
findings or behavior. |
|
Cooperative System |
A system that leads to
interdependency among learners in a way that they must |
|
Correspondence study |
Distance education that
the instruction is delivered by mail. |
|
Course CDs |
Compact Discs filled with
interactive media, such as websites, video clips, and forms (the list is
endless) that are part of course or come with the book that is purchased for
the course. |
|
Course Content |
Written material that
keeps the knowledge that course tries to teach to the learners. |
|
Course Content |
The meat and potatoes of
course. The really important stuff a student needs to understand and learn. |
|
Course Evaluation |
Course evaluation refers
to end of course evaluation where the instructor and the course are evaluated
by a “smile test”. This evaluation is used to increase the performance in the
course preparation and the presentation by the instructor. |
|
Critical Thinking |
The ability to
self-consciously construct meaning and evaluate it. |
|
Culturally Diverse
Learners |
Learners that come from
different backgrounds and experiences, typically, ethnically and/or racially,
and that may have dramatically different views from other students. |
|
Cyber character manager |
Function: To add some fun
stuff, the cyber character can be used in collaborative learning. Each
learner can modify and decorate her/his own cyber character. For example, the
users can show their feeling using the cyber character’s facial expression.
Using the cyber coin, learners can buy costume for their own cyber character. |
|
Cyber coin manager |
Function: It’s another fun stuff. Learners’ various collaborative
activities can be enforced by the cyber coin. Users can earn cyber coin as a
result of their activities. With the cyber coin, learners can purchase the
decorating stuff for their “my page” and costumes for their cyber characters.
|
|
Cyberspace |
this is a place where the
human nervous system and mechanical-electronic communications and computation
systems are linked (Spring, 1990). Cyberspace as an educational medium is
already being explored by such visionaries as Joseph Henderson, M.D. of the
Interactive Media Laboratory at the Dartmouth Medical School. |
|
DAC |
Digital to Analog
converter |
|
Databases |
Structural information
aggregate that contains one or more data sets which are organized logically. |
|
Decision support
software (and group decision support software) |
Decision Support software was very popular in late 80’s and early
90’s. Programs like Expert Choice would allow business people to transform
difficult decisions into other forms of data (numeric lists and percentages
for example). Modern forms of this software
allow groups to work together and make the responses anonymous to allow a
group decision to be made without roles and positions being identified. |
|
Delivery of Instruction |
The manner in which a
course is delivered to the student. This could be via television, computer,
face to face, video, teleconferencing, etc. |
|
Delivery System |
Tools which provide the material and
instructional support: |
|
Demonstration |
Displaying how an activity
may be accomplished or showing how something works. |
|
Desktop
Videoconferencing |
Videoconferencing from a
personal computer. Most often between two people, although it is possible to
have larger groups. Web-camera’s and microphones are common required technology
in addition to the personal computer. |
|
Digital libraries |
Networked information and
resources regarding to books, journals, government documents, music, video,
and more. |
|
Digital museums |
Networked information and
resources specialized in arts. |
|
Digital Signal |
Voice, video, or data
transmitted as binary information (1’s and 0’s) |
|
Discovery learning |
A learner-centered,
inquiry-based learning approach and similar to the Socratic method. Students
discover and construct knowledge through problem solving processes which
might include selecting, organizing, and structuring information that they
need. |
|
Discussion board |
An asynchronous tool with
which a group of people can exchange messages and post questions about a
particular topic. The postings may be searchable by topic, date, or author. |
|
Discussion Forum |
Embedded in most learning
communities for learners to share opinions and discuss questions. It can be
used in both synchronous and a synchronous learning. |
|
Discussion Forum |
an asynchronous form of communication where users can post messages
whenever they want to in order to interact with members. Most discussion forums now include the
functionality to attach files and pictures.
The main benefit of this technology is that users can post or read
messages whenever they want which helps to bridge issues with time and space
limitations. It is a tool often used in online education. |
|
Discussion forum
manager |
Function: For asynchronous
collaboration, one of the useful tools is the discussion forum. It’s a kind
of electronic bulletin board. Learners post their message, share documents,
and discuss issues with threaded messages. |
|
Distance Education |
There are more than dozen
of definitions for it. The consensus is that 1) It has an educational purpose
– meaning that it is an intentionally
organized instructional program, 2) Learner and instructor is
separated by time and location – meaning there is a need to communicate each
other. |
|
Distributed
Intelligence |
Knowledge shared among
members of a group. |
|
Document Sharing |
A type of collaborative
software or groupware which allows multiple users to view and/or edit the
same documents in real time. |
|
Document Sharing |
Two or more individuals
are working on the same document at the same time. This is usually a feature
found in videoconferencing tools and in electronic collaboration tools. The
two individuals do not have to be in the same place, just on the same network
at the same time. |
|
DVB |
Digital Video Broadcasting
– based on MPEG2 |
|
Educational Games |
Most games fall into two categories: action
games that rely mostly on hand-eye coordination, and drill games that
resemble automated flashcards with fancy scoring mechanisms and rewards. Many
game designers spend more time on flashy rewards than on educational content. |
|
Educational Technology |
Computer and Internet
related technology adopted under the direction of psychological notion of
learning and cognition to enhance teaching and learning. |
|
E-learning |
A learning process that is
delivered and mediated by electronic technology either asynchronously or
synchronously. |
|
E-learning, On-line
learning, WBI |
Distance education that
the instruction is delivered by
internet, intranet, www. |
|
Electronic blackboard |
A network workspace which
allows multiple users to draw and view on a computer screen in real time.
Like a blackboard in a traditional classroom, the electronic blackboards in
distance education enables teachers and students to share text and graphical
information instantly. |
|
Electronic discussion
boards |
A type of applications
that allow members to communicate interactively with written language with
other members asynchronously. |
|
Electronic Mail |
The most common online
network in which one can send information to one or more persons. A network
is built when a person sends an email initially. |
|
Electronic penpals |
People with whom one
becomes acquainted through corresponding via Email. |
|
Electure |
The presentation of facts,
approaches and phenomena of the lesson given |
|
Email |
electronic mail. One of
the oldest features of the Internet. It was originally designed to allow researchers
working on government projects to correspond. Email is a great example of
asynchronous point-to-point communication where users can deliver messages at
any time and have it delivered directly to another user. Email in education has allowed for greater
accountability with the electronic transfer of files and greater
accessibility of students and instructors as email access has increased
internationally. |
|
E-mail |
E-mail means electronic
mail. As can be understood from its vocabulary meaning, e-mail is a mail sent
electronically to the receivers. Senders are allowed to type message, attach
a limited size of electronic document attachments. The address of the
recipient is entered and the message is sent. A @ sign in the recipient
address separates the identification of the receiver and the server where
receiver’s e-mail account can be found. |
|
Email (=Electronic
mail) |
An asynchronous communication tool with which people can send and
receive messages electronically via networked computers. |
|
Experiential Learning |
Learning by experience, providing students
opportunities to apply new knowledge to real-world or simulated scenarios |
|
Experiential
Learning/Learning by Doing |
Learning in which the
learners actively engage and perform the tasks themselves. The best example
of such kind of learning can be fond in vocational high schools where
students practice their learning in physical learning laboratories. |
|
Expert |
A person of knowledge,
experience and practice in a specific area i.e. cultural anthropology,
distance education, interactive environments, manager, director etc. |
|
Explicit knowledge |
Knowledge that is formal,
easily described in words and easily observable (Nonaka, 1994). |
|
Explicit knowledge |
that which is clearly
expressed in a given context. For
example, a chart or a diagram from a textbook is an explicit presentation of
data. Explicit facts can be the
groundwork for presenting a concept in
a learning community because it puts all participants on the same
'page,' so to speak. When in the same
starting place, then the participants can better explore the implicit
knowledge behind the meaning of certain concepts. |
|
Exploration |
Discovery of information, ideas, and relationships. |
|
F2F or FTF |
face-to-face
communication: for optional learning to occur, I believe a blended approach
is best in an online learning community: blending the online
communication with F2F. The
combination of individual work and group collaboration helps students realize
their own Zone of Proximal Development. |
|
Faculty resistance |
The underlying resistance
of faculty against policy, department philosophy, institutaional goals and/or
expectations. For this paper, faculty resistance refers to the resistance by
faculty towards teaching on-line. |
|
FDX |
Full Duplex – two way,
simultaneous transmission of audio, video,or data. For example, an analog
telephone both parties can speak at the same time. See also half duplex. |
|
Feedback |
Any information and
messages given to the students after they answer a |
|
Feedback |
Instructor or students
provide information or acknowledge specific acts, performances, or situations |
|
Frame Rate |
Measured as fps (frames
per second). The higher the fps, the more realistic motion appears. Higher
frame rates increase the amount of bandwidth needed to transmit a signal. |
|
Full Duplex Audio |
Simultaneous transmission
of audio by two or more parties. See also FDX and half duplex. |
|
Full-Motion Video |
Television operates at 30
fps, videoconferences are typically 15fps. Due to the nature of
videoconference versus ‘action packed’ television, 15fps is usually more than
sufficient. The lower fps also goes to lower the bandwidth requirement. |
|
Games |
Enjoyable activity,
usually strategy based and group oriented. |
|
Gateway |
Entrance and Exit points
to a network. A gateway allows two or more networks to talk to each other,
thus facilitating a videoconference. |
|
General system manager |
Function: The general
system manager sets technical preferences for the collaborative learning
system. |
|
GIS
(http://www.sli.unimelb.edu.au/gisweb/ ) |
A self learning tool
developed to enhance teaching of Geographic Information System. |
|
Global Classroom |
A small number of
classrooms across countries are electronically connected, and students work
collaboratively to accomplish a shared goal. |
|
Gopher |
this is a very “old
school” application of the Internet. Originally started at the University of
Minnesota, gopher was a file system to organize files, information stores,
and reports in a menu system accessible by the Internet. It was text only but
was one of the first ways in which large amounts of data became available via
the Internet. One example of something that was widely accessible via gopher
was The Chronicle of Higher Education.
|
|
Graphic tool |
An authoring tool which
allows users to create, edit, optimize, and save graphic images such as GIF
or JPEG. [Examples] Adobe Photoshop
http://www.adobe.com/products/photoshop/main.html |
|
Group based DE |
DE for full time or part
time students. Synchronous mode of communication. Various of media can be
used to deliver instruction. |
|
Group knowledge |
Knowledge that is created as a result of a group learning process,
such as gathering information, sharing information, negotiating meaning, and
collaboratively solving problems. |
|
Group manager |
Function: Each group has
limited permission to access some resources. For example, only the instructor
group can access the item bank and the learner group cannot. |
|
Guided Discovery
Learning |
Learning in which students
are guided (when necessary) for a given |
|
Guided Practice |
Skills and activities to
be learned are exercised with guidance from the instructor. |
|
H.320 / H.323 |
Two common standards
regarding the interoperability of videoconference systems from different manufacturers. |
|
Half Duplex Audio |
Audio transmissions that
occur one after the other. Each end of the conversation can either hear or
talk, but not both at the same time. Half duplex audio requires up-front
negotiation of communication protocols (there are specific protocols
established by Fire Departments who utilize 2-way radio’s, which are by
nature half duplex). |
|
Hardware |
Tools or other (usually
small) objects that is found as mechanical equipment. In computer
environment, it refers to elements of computers. |
|
Help Files |
most programs are designed
with a help system built in to answer common questions. Most Microsoft programs use a help system
with attached search engine designed using specially coded RTF files (rich
text). However, as more programs and
companies have moved their product support to online repositories, many help
files are now searchable HTML (Hypertext Markup Language) or XML (Extended
Markup Language) files stored online. The advantage is that they are
searchable by a variety of search engines and can be updated and changed at
one location, thus updating the resource for all users. |
|
Horizontal Interaction |
One of the social
interaction formats. According to Hatano and Inagaki (1991), construction of
knowledge through social interaction can be observed in two formats,
horizontal and vertical. In Horizontal Interaction when no corrected answers
are immediately expected, people tend to express a variety of their own ideas
and exchange ideas with others that are likely to be examined and elaborated
by peers and oneself. (see also Vertical Interaction) |
|
Host |
a computer that allows
another computer access for communication or file transfer. |
|
Human-Computer
Interaction (HCI) |
Field of study concerned
with the design, implementation and evaluation of |
|
Hypermedia |
An extension of hypertext
that includes graphics, animation, audio, and video with text. |
|
Hypermedia |
An extension of a
hypertext system in that the contents go beyond just text to |
|
Hypermedia |
A kind of means for
presenting information and delivering computer based |
|
Hypermedia |
A classification of
software programs which consist of network of related text, graphics, audio
files, and/or video clips through which users navigate using icons or search
strategies. |
|
Hypermedia programs
(Hypercard) |
a hypermedia program is a
program that allows a user to link information and multimedia to represent
ideas, information and data. It was
first very popular on Apple computers with programs like Hypercard, however,
now is commonly done using basic web authoring tools to link files either
over the internet or locally on computers or disks. |
|
Hypertext |
Consisting of nodes and
links. The non-linear and non-sequential interface we use in multimedia on
the World Wide Web. Looked as a valuable new constructivist tool for
supporting teaching and learning. There are three levels of hypertext in
education based on the degree of learner control: read-only hypermedia,
participatory, and exploratory hypermedia. |
|
Hypertext |
A system that consists of
linked “nodes” or documents which are accessed by the action of clicking on a
hyperlink which provides the link between two |
|
Hypertext |
A classification of
software programs which consist of networks of related text files through
which users navigate using icons or search strategies. |
|
Idea
Generation |
The process in which
students are lead to brainstorm and generate ideas for the phenomenon that
they are studying. In the online settings, communication tools letting
student “get in touch” are important for this process. Especially, the tools
allowing for live interaction are preferable because of the active and
progressive nature of idea generation without delays. |
|
Implicit knowledge |
That which is not directly
expressed in a given context. It may
take discussion or exploration to bring out the implicit facts behind a
concept. An online learning community,
especially using a blended format, could be a useful tool for reading the
"between-the-lines" knowledge.
|
|
Incentives |
Perks to encourage faculty
to do more work or take on a project that their peers may not. Invented by
administrations to lessen the bite of more work. |
|
Independence &
autonomy type |
Individualized learning.
Basically, learner can choose when/how to study. |
|
Individual based DE |
Individual based DE is the
most commonly used by European. The most benefit of this type is that it
frees learner from timeline. It can be divided into tow sub categories:
pre-prepared material type and no pre-prepared type. No pre-prepared material
type is that the learner chooses the method of study and studies at local college or
university and takes the examination to get credit or graduate. |
|
Industrial type |
Mass production and
reducing the required amount of input of power, time and money are the goal.
Group based, standardized DE. Most Asian countries. |
|
Information |
Existing data or facts
that have the potential to be converted to knowledge by learners’ internalization.
|
|
Information
Construction |
A focus on information
construction comes from seeing students as constructors of their own
knowledge, rather than as consumers of other people’s knowledge. This category embraces a range of
applications, from the use of a computer to make interactive multimedia
reports to having students in a classroom create their own ‘encyclopedia’. |
|
Information Sharing |
The action that two
parties involve in mutual knowledge/information trade. |
|
Inquiry |
A process of seeking for truth,
information, or knowledge-seeking information by questioning. |
|
Inquiry |
inquiry is a very big word in
science education right now. It comes
from a constructivist root that asserts that students should be engaged in
hands on learning in order to develop a concept of science topic based on
experience and using their own vocabulary before students are asked to learn
formal vocabulary. |
|
Inquiry Learning Forum
(ILF) |
An example of
a Learning Community, sponsored by Indiana University, "the Inquiry
Learning Forum (ILF) is an online community where math and science teachers
can virtually "visit" each others' classrooms. Teachers can see
other teachers teach, share their own ideas, and discuss their successes and
challenges in supporting inquiry-based learning. We believe that through
reflection, discussion, and sharing of ideas, educators can come to workable
solutions to make inquiry-based learning a reality in their classrooms"
(from http://ilf.crlt.indiana.edu/main/index.html). |
|
Inspiration
(www.inspiration.com) |
“The Leader in Visual
Thinking and Learning” |
|
Instant Messenger |
a modern form of chat,
first popularized by companies with online communities like America Online
(AOL) and Yahoo. This program runs as
a client on a person’s computer and connects to a host or server to allow
people to connect to other users directly to hold private conversations. In many systems this is paired with chat
to allow for private conversations outside of public rooms. An added benefit of instant messenger is
that since users sign in, most programs have the functionality to let users
know if other users who they have added to their “friends” list are online or
available. |
|
Instant messenger
software |
A type of application that allow members to
communicate instantly with written language in real time. The member has own authoring ability. (e.g.
MSN messenger) |
|
Institution based DE
taxonomy (by Verduin and Clark, 1991, cited in Wilson, 1991) |
Type I: Postsecondary
educational institutions offering college degrees to student whom they haven’t taught. |
|
Institutional support |
Support given by the
educational institution to their faculty, students, etc,. Typically when in
referring to DE, institutional support means funding, $$$, graduate assistant
help/support, technical support and or help from other departments or
divisions in accomplishing the goals/objectives of a particular person or
entity associated/working for the institution. |
|
Instructor-centered |
Locus of control for the
learning process resides with the instructor and all activities revolve
around the instructor as imparter of information |
|
Integrate |
A part of Mayor’s
constructivist theory, integrate means to help learners to internalize
information by making connections with preexisting knowledge. To help
learners integrate information, Mayer suggests the use of advance organizers,
elaborating questions, and illustrations. |
|
Intelligent agents |
these are programs that track user requests from
databases of information to see what information they use. It is used in
online search engines like Ask Jeeves when it allows a user to ask a question
in real speech instead of search terms and it also suggests similar questions
based on other user questions.
Intelligent agents are predicted to be the future of handheld and cell
phone technologies where instead of a real agent on the other line, it would
be a computer. This is already a
growing trend in customer service and telephone systems. |
|
Intelligent Tutors |
Artificial intelligence
researchers try to make computers smarter, develop intelligent tutors that
could scaffold students’ learning, provide help just when it was needed. To
accomplish this, such a system would understand students’ answers, figure out
what they understand and where they are having trouble, and decide what
problems to pose next and what advice to offer, all without a scowl or
recrimination: in short, serve as the perfect teacher. These systems are
often based on research that seeks to find the relationship between the rules
that novices use and those that experts use. |
|
Interaction |
In the online learning
context, this refers to the interaction between the learner and the learning
interface, content, other learners/peers, and experts/facilitators. |
|
Interaction |
“Reciprocal events that
require at least two objects and two actions. Interactions occur when these
objects and events mutually influence one another” (Wagner, 1994, p. 8). |
|
Interaction |
Reciprocal engagement of
learners in the learning process with instructor, other |
|
Interaction |
Mutual information sharing
between two or more parties. Here the interaction shows the collaboration and
engagement between the instructor and learners as well as among the learners. |
|
Interaction &
communication type |
The relationship between
instructor and learner and learner and learner is the most important factor
in this type. |
|
Interactive |
Two way communication in
learning, with mutually or reciprocally orders and responses. |
|
Interactive Multimedia
(IMM) |
IMM is defined as a computerized database
that allow users to access information in multiple forms, including text, graphics,
video, and audio. IMM is specially designed with linked nodes of information
to allow users to access the information according to their unique needs and
interests. |
|
Internalization |
The process that
individual learners transform information to knowledge. Information could be
gained from both an individual experience and a social context. |
|
Internalization |
One of the highest levels
of constructivist understanding. When
one internalizes information, a student has shaped the learning environment
into one that makes sense for him-/herself
The process of moving information from the external to the internal is
what creates a strong tie between the learner and the material. |
|
Internalization |
Process of taking new
information that was experienced or learned with in a social context and
developing the necessary skills or intellectual functions to independently
apply the new knowledge and strategies |
|
Internalization |
According to
social-cultural theories, learning is not an exact copying process; knowledge
and skills learners experience from their external environment can not become
their own until after being moved into internal plane. |
|
Internet |
“The Internet is a network
of networks, linking computers to computers sharing the TCP/IP protocols.
Each runs software to provide or "serve" information and/or to
access and view information. The Internet is the transport vehicle for the
information stored in files or documents on another computer. It can be
compared to an international communications utility servicing computers. It
is sometimes compared to a giant international plumbing system. The Internet
itself does not contain information. It is a slight misstatement to say a
"document was found on the Internet." It would be more correct to
say it was found through or using the Internet. What it was found in (or on)
is one of the computers linked to the Internet.”
(http://www.lib.berkeley.edu/TeachingLib/Guides/Internet/WhatIs.html) |
|
Intersubjectivity |
A shared space or
understanding among individual learners who collaborate with each other. |
|
Intersubjectivity |
It is a shared
understanding and perception of learners when they are in the |
|
Intersubjectivity |
Temporary shared learning space or content
that is the context for interacting with other learners. |
|
Intersubjectivity |
Temporary shared
collective reality |
|
IP |
Internet Protocol |
|
IP Address |
The specific address of a
device on the Internet. Each device must have its own unique address. This
allows for devices to communicate with each other. |
|
ISDN |
Integrated Services
Digital Network – international standard for point to point transmission of
digital information over a network. This information could be audio, video,
or data. |
|
Item bank manager |
Function: Though collaborative learning is based on the constructivist
perspectives, assessment of learner achievement is still important. For
convenient assessment of learner achievement, instructors can choose
evaluation items from the item bank. |
|
Kbps |
Kilobits per second –
1,000 bits per second. See also bps, Bps, Mbps |
|
Knowledge |
From the objectivist view,
knowledge is described as something people possess as a result of the
learning process. From constructivist view, knowledge is something that
learner construct from experience and interaction with the environment.
Knowledge is viewed as contextual and relativistic rather than external and
absolute. |
|
Knowledge |
Specific information about
a phenomenon that is learned though experiencing, |
|
Knowledge Construction |
Notion that students build
their own knowledge rather than receiving it, applying information gathered
from various resources to develop their own unique learning |
|
Knowledge management |
“The process of capturing,
organizing and distributing intellectual capital” in an organization
(Carlile,2002 p36). Usually, knowledge is shared in a knowledge management
system and is accessible by people in an organization because that
organization wants to be more competitive by increasing its intellectual
power. |
|
Knowledge-Dependent
Learning |
According to Glaser (1984) and other cognitive psychologists,
knowledge begets knowledge. The ability to construct knowledge is a function
of both the amount and quality of existing knowledge one has as well as one’s
reasoning and other intellectual abilities. |
|
LAN |
Local Area Network |
|
Learner autonomy |
Learner applies skills and
knowledge independently after completing instruction. |
|
Learner Centeredness |
Educational activity that
is learner controlled and focused. |
|
Learner Interpretation |
According to
constructivist approach, that knowledge exists independently of individual
but the learning is the interpretation of individuals. Learners construct the
meaning from their interpretations. |
|
Learner Needs |
Learner needs are the
necessary information that the learner should learn from a specific
instruction. Every learner comes with a prerequisite knowledge to the
instruction. Therefore, this need changes from learner to learner. Also,
learning styles of learners effect their expectations from the instruction. |
|
Learner-Centered |
From the learners’
perspective, try to make the biggest use of the resources to help them get
the knowledge in the discipline. |
|
Learner-centered
environments |
This term crosses over
between higher education and online learning communities. Teaching and Learning in higher
education is moving from a research focus toward one of student-centered
environments. Also, learning
communities and constructivist principles advocate creating a
learner-centered environment. These
issues are crucial for the future of higher education, and deserve much more
research in terms of how to create them an maintain them under the context of
teaching a set curriculum. |
|
Learner-centered Instruction
|
Instruction where the
learner has the control over the medium. Learner has options to choose from
and responsible for his/her own learning. Learner centered instruction comes
from the notion that learning is an individual attempt to construct meaning,
which is the philosophy of constructivist learning. |
|
Learning |
The act or process of
gaining new knowledge, skills and attitudes. The act or process includes
internalization of newly acquired information via a set of cognitive,
collaborative and physical activities.
|
|
Learning |
the process in which Learners seeks new
knowledge, information, skills etc. (see inquiry) |
|
Learning |
A permanent positive
change in behavior because of instruction, new knowledge, new-meaning making
and/or experiences. |
|
Learning community |
Grounded on the
Sociocultural learning theory, a shared space that is composed of at least
more than two people for the purpose of increasing shared knowledge via a
variety of activities, such as negotiation of meaning, collaborative problem
solving and so on. |
|
Learning Community |
Where collaborative
learning takes place and where distributed expertise is emphasized. (e.g.,
Brown, et al., 1993; Pea, 1993b) |
|
Learning community (LC)
|
A web of sharing ideas,
experiencing challenges, receiving encouragement, and growing with an in-tact
group of learners. This is a grouping
of resources, theories, and ideas that is hosted online, in person, or both. LCs have a proven record as beneficial
tools for increasing learning, due to the presentation of the social
component of the learning environment.
When a student shares information with others, s/he needs to
understand the material well enough to feel comfortable speaking about
it. Also, s/he feels comfortable
asking questions and increasing her/his own learning. |
|
Learning Community 1
ex.: |
Centra Software and
Symposium - http://www.centra.com/ |
|
Learning Community 2
ex.: |
Astound Incorporated -
http://www.astound.com |
|
Learning Community 3
ex.: |
HorizonLive.com -
http://www.horizonlive.com/ |
|
Learning Community 4
ex.: |
Ascolta -
http://www.greatequalizer.com |
|
Learning Community 5
ex.: |
iCohere, Inc. -
http://www.icohere.com |
|
Learning Community 6
ex.: |
Altus Learning Systems,
Inc. - http://www.altuscorp.com/ |
|
Learning Community 7
ex.: |
Topclass -
http://www.Topclass.com/ |
|
Learning Community 8
ex.: |
Learning at Internet
speed. - http://www.coolteam.org.ph |
|
Learning Community 9
ex.: |
InternetClass
Communications - http://www.internetclass.com |
|
Learning content
management system(LCMS) |
A system or software that
supports both managerial and content-related aspects of e-learning. The LCMS
allows course creation and storage that was not capable in the Learning
management system, It is a combination of both a learning management system and
a content management system. |
|
Learning environment |
A physical or non-
physical space that is designed to accommodate learning. |
|
Learning management
system(LMS) |
A system or software that
supports administrative and managerial aspects of e-learning, such as
registration, delivering different programs or courses, tracking students’
learning progress, and recording
students’ achievement. |
|
Learning Network |
Support environment
provided for students as an enabling feature, allowing exploration, feedback,
peer interaction, often in a social context |
|
Learning object |
A reusable electronic unit
of information for content creation in e-learning courses. It allows for
shortened course development time and can be effectively managed by metadata. |
|
Learning Object |
A short module that
teaches learners of a specific concept during a limited time; the module is
movable and can be used in multiple environments for multiple audiences. An example of this is a short video as seen
in the ILF (Inquiry Learning Forum) that teaches teachers on a
specific concept. Anyone subscribed to
the ILF can view and interpret the videos or other teaching tools into
his/her own context, regardless of the location. |
|
Learning Object |
A unit that can be reused
in supporting learning. Its size is determined by the scope and frequency of
reuse. As a learning object becomes smaller, its reusability increases while
its informational value decreases. Learning object can be used in providing
resources and scaffolding. |
|
Learning Object |
A reusable piece of
digital information packaged to be used individually or together with other
LO’s or learning activities, for the purpose of learning and teaching. |
|
Learning Tool |
Web-based or at least
computer-based tools that helps learner achieve learners get knowledge in
some discipline in the way of interaction with other learners (collaboration)
or with the software itself. |
|
Learning with Computer |
Using computer works as a
tool to support learning, focusing on the content of learning; It is in
contrast to learning ABOUT computer, which is to learn how to use computer
per se. |
|
Listservs |
Distributed email lists
which are only sent out to subscribers. The listservs are usually based on a
particular topic or interest, and people subscribe to the lists in which they
are interested. |
|
Listservs |
An e-mail distribution
network in which one can send information to all registered members of a
list. Also, members can send their
replies to everyone or to the person who sent an initial mail. |
|
Listservs |
these email discussion
lists. Many organizations use these to inform their membership about
available services, upcoming changes, and important things that impact the
membership. In addition, they are used widely in K-12 settings to connect
teachers at different schools, often by content area. Also, federally funded organizations (such
as the Department of Education’s Trio programs) use listservs to update
directors and staff on new issues and funding. Listservs can be useful in education as
distribution lists where students and faculty can contact all class members
by email. This can help to build
community by allowing all participants in the educational process to
communicate equally. |
|
Mayer’s Model |
An instructional design
model for constructivist learning primarily through direct instruction which
emphasize three components: Selection, Organization, and Integration as
described below: |
|
Mbps |
Megabits per second |
|
MCU |
Multipoint Control Unit –
Videoconferencing hardware that allows for three or more networks to talk to
each other. |
|
Mediation |
Learner’s psychological
activity is influenced by tools and signs in his or her environment |
|
Medium ties between
members |
Group members are bonded
with socialization purpose and familiar with other members. |
|
Mentor |
a two-way exchange of
information, tapping into both individuals' abilities to learn, but some
modeling is used by the mentor to the mentee. |
|
Mentoring |
Two ways of information
flowing process in which more expert part which |
|
Metacognition |
Learner is self-aware of
his or her own thinking processes. |
|
Meta-cognition |
Thinking about how we
think. Helpful when creating a
learning environment, such as an online learning community, because the
instructor can anticipate the needs of students before the class even
begins. |
|
Meta-data |
Data about data. This is particularly helpful when studying
an area that has been researched heavily.
One can analyze multiple studies over time and pull out major
trends. This can be helpful when using
data from something that is well-known to create something new, such as when
creating new virtual environments. One
can use constructivist theories and other research on teaching and learning
to predict the success of a specific learning initiative |
|
Microphone |
Electronic device that
converts audio waves to electronic analog signal. |
|
Modeling |
The instructor or
discussion leader in a learning community exhibits a desired type of
behavior in the virtual classroom, discussion forum, etc. By exhibiting the behavior, the instructor
can encourage others to follow suit. |
|
Modeling |
Behaviors is offered for
imitation. |
|
Modeling |
Modeling means simulating a
complex environment in more comprehensible ways. These ways include (1)
modeling a physical environment – for example a plant-, and (2) modeling an
intangible (thought) environment. (Collins, A. (1996). Design Issues for
Learning Environments, p.356). |
|
MOO |
Multi-User Domain Object
Oriented – this is another space similar to a BBS where learners can connect
and participate in discussions. It has both synchronous and asynchronous
aspects. |
|
MUD |
Multi User Dungeon
(Dimension) – this is a virtual environment where users can interact with
other users in a role playing atmosphere. Many early MUDs were based on
Dungeons and Dragons games and were text based where “players” would have
commands like slay dragons and throw fire.
MUDs were very popular communities online prior to the World Wide
Web. MUDs have evolved into some of
the multiplayer Internet games that are popular (and much more powerful)
now. |
|
Multimedia |
A presentation environment
which contains a combination of media including |
|
Multimedia |
a class of computer-driven interactive
communication systems which create, store, transmit, and retrieve textual,
graphic, and auditory networks of information. |
|
Multimedia |
Multimedia combines more
than one media type, such as audio, video, and text. An animation which
incorporates both video and audio elements is a example of multimedia. |
|
Multimedia |
Using multiple methods of
presentation can improve the active participation of the learner and improve
the quality of learning since people gather and process information
differently. |
|
Multiplexing |
Multiple simultaneous
transmissions over a single circuit. |
|
Multipoint |
Communication with more
than two locations involved. |
|
Multipoint
Videoconference |
Videoconference with more
than two locations involved. A Bridge is required to connect the multiple
sites. |
|
Multi-tasking/simultaneous
learning |
Performing many activities
at the same time. Provides a rich
learning environment, particularly during face-to-face class meetings,
though it could lead to cognitive overload. Most undergraduates today have grown up
multi-tasking while working; this is a new concept, so the professors who
teach today's students may not understand.
|
|
My page manager |
Function: “My page” is the
personalized homepage for each learner. Each user can modify its layout and
add/remove some functions. Learners can check their progress of learning and
the messages which they have posted in the discussion forum. Also, they can
have fun such as changing cyber character or buying cyber character’s
costumes with the cyber coin. |
|
Narrowband |
Low speed connection.
Usually 56Kbps or slower. |
|
Netiquette (etiquette) |
On-line this refers to the
manners and social expectations of interacting on-line. Rules for politeness
for on-line interaction. |
|
Net-Learning |
Any type of learning that
is done via the World Wide Web or over a network, could be an intranet.
Commonly refers to Internet delivered learning or training. |
|
Network |
A group of communications
devices (computers, telephones, telegraphs, …) that are connected for the
purpose of communicating data. |
|
Networked Database |
An organized collection of data which is easily accessible and
manageable either online or offline. Users can search for information by
submitting queries such as keywords, titles, or date. [Examples] |
|
Newsgroup |
A type of online
discussion forum which is organized into subject hierarchies and distributed
by Usenet, a worldwide news discussion group. |
|
No ties between
learners |
Users obtain information independently and
are not networked with other users who obtain the same information. |
|
Non-traditional student |
Typically, a student is older and has decided to return to school
after a hiatus; a working professional that has returned to the classroom,
commonly for retraining; a working professional that has decided to change
his/her career later in life. These students at times have special needs
and/or difficulties in attending college in the traditional sense. DE is
believed to better suit or reach these students. |
|
Novice |
A person at the beginning
point of learning and practicing in a specific content area of knowledge or
practice. |
|
NTSC |
National Television
Standards Committee |
|
Online archives |
Online systematic records
of community history related to activities, discussions, and/or works that
are retrievable at later times. |
|
Online catalogs |
A database that includes only the
description of resources and their locations. |
|
Online Collaborative
Work Group |
Sharing common online
space, interests, and goals, group members collaborate together towards
knowledge building or completing meaningful group tasks. For characteristics,
please see: Common interests,Reciprocal collaboration, Active learners as
contributors, Strong ties between
learner. For tools please see: Collaborative writing tools, Collaborative
transparent tools, Collaborative input
tools. |
|
Online communities
(user communities) |
these are groups of people
who are joined online for similar purpose. One of the largest of these groups
is by access, for example AOL (America Online) is a group that is organized
by people who use their service to connect to the internet but users may also
participate in use of an instant messenger, chat rooms, and discussion
forums. Other online communities are
formed by interest – for example, Ivillage is an online community for women
with discussion forums, online radio programs, and chats set up around
women’s issues like pregnancy, menopause, weight loss, and family
issues. The users often create online
communities. While it is important to have the tools that users want, many
online community attempts failed because they did not have enough participants
or did not change with participant input. There is no “if you build it, they
will come” in online community. |
|
Online Community |
An online space in which a
group of people who have common interests get together. |
|
Online Forum |
A discussion medium that
allows participants participate distantly and post their message on a server
which is connected to the internet, or a local or global network. Every
posting appears in a chorological order. Most usually the software allows
user to customize the way the discussion topics and postings listed. |
|
Online Information
Sharing |
Resources are stored online where users can
obtain certain resources. Towards the
community development, the accessibility to the resources will be limited to
the certain members. (e.g. Yahoo.com, Indiana University’s Digital Libraries,
The National Science Foundation’s National SMET Digital Library, ERIC
Clearinghouse on Information Resources). For characteristics, please see:
Storage area of resources, Passive users, No ties between learners. For tools
see: Databases, Digital libraries, Digital museums, Online catalogs, Online
archives |
|
Online Learning |
is a major collection of
terms relating to learning environments delivered over the Internet. For some people it is more concerned with
tools such as course management software (OnCourse, Blackboard, WebCT) and
for others it is about pedagogical decisions, (i.e. How to teach a course to
people over the Internet?) |
|
Online Learning
Community |
An organically growing group where members have one or more common
interests or goals, share resources, and construct knowledge through
continuous negotiation with multiple perspectives and engagement in
meaningful practices. It is just not
the group of learners, but the group where the learning occurs. In the
community, the group members are actively involved in the group works and
take up a leader role as becoming core participants. The technical structure of the online
learning community can be built. However,
whether it grows to the community depends on members. (e.g. Tapped In, Professional Development K-12
Use, Xerox Eureka, Te well, Special Multimedia Arenas for Refining Thinking
project, ILF). For characteristics see: Reciprocal Mentoring, Practice fields
(Community of practice), Problem-based learning, Anchored instruction,
Cognitive apprenticeship, Organism, Reproduction cycle, Active learners as a
part of a community, Strong ties between learners, Tools (Synchronous tools,
Asynchronous tools) |
|
Online Library |
A library on the Internet
where users can read books and other publications. The electronic resources
can be uploaded, and downloaded by users. |
|
Online Network Group |
In the online Network Group, group members
are linked in some way, and the connection of members is used for delivering
information. There is no sharing space for discussing issues among group
members.(e.g. ist_jobs, ist_kist). For characteristics see: Top-down
communication, Passive members, Weak
ties between members. For tools see: Listservs, Electronic Mail |
|
Online Open-Ended
Discussion Group |
Sharing common online
space, group members talk and discuss general interests. The purpose of this
form of this group is socialization. The
group members usually generate the subjects of discussion. For
characteristics see: Common discussion space, Reciprocal communication,
Active member, Medium ties between members. For tools see: Chat tools,
Instant messenger software, Electronic discussion boards |
|
Organism |
Community is growing organism that has its
own history. It cannot be built but
support it grow. In the online
community, each member is a part of community. |
|
Organize |
A part of Mayor’s
constructivist theory, organize means to help learners arrange (organize)
information. To help learners organize information, Mayer suggests providing
students with a recognizable text structure such as a recognizable hierarchy
and categorization within the text. Suggested elements are enumerated lists,
graphical representations, outlines and so forth. |
|
Packets |
All data on a computer
network is broken down in to packets. Packets are the individual blocks of
information that get sent across the Internet. Packets, in addition to
containing information, |
|
Passive members |
Receivers of information
who are not likely to contribute on building knowledge together. |
|
Passive users |
Consumers of the
information who are not given any opportunities to contribute on building
resources. |
|
Pedagogy |
Teaching; The art and
science of teaching children. |
|
Peer Evaluation |
Learners’ reflecting on each other for evaluative purposes. This
process is usually used in team works for learners to grade each other.
Usually, every group member grade everybody in the group, and the cumulative
grades per learner is divided by the number of people in the group. |
|
Peer Mentoring |
Students act as
instructors and tutors for each other, assuming instructor roles or
responsibilities, often on a rotating basis |
|
Performance-based
assessment- |
Learner’s are assessed
based on behaviors performed during an activity. |
|
Perspective Taking |
Getting exposed to seeing
and examining the events and phenomena through |
|
Point-to-Point
Videoconference |
Videoconference between
two sites |
|
Posting |
A posting is an electronic
message sent to a newsgroup, or e-mail distribution list over internet. |
|
POTS |
Plain Old Telephone
Service (analog service) generally limited to 52Kbps (never mind that analog
modems are being advertised and sold as 56k modems – the modem may be capable
of that speed, but the phone line is not.) |
|
Practice |
Exercising a sample task
to get used to it. It also means repeating an activity several times in order
to improve performance. |
|
Practice fields
(Community of practice) |
Under the social
constructivist theory, learning is the part of social interaction. The practice fields are kinds of support
systems to promote shared goals, understandings and practices among
collaborators working on a problem or issue.
The difference of the terms is based on how see the embeddedness of it
in the community and its impact to the community. |
|
Prerequisite Knowledge |
Prerequisite knowledge refers to learners’
previous experience and knowledge related to the information given in the
course. |
|
Problem Based Learning |
Students are given a
real-life problem and must use several skills such as research, questioning,
discussion, guessing and social interaction with their peers to solve the
problem. Whether they get it right or wrong is not the answer, it is the
journey they experience and what they learn to get to their answer that is
the important part. Typically used in a group work setting. |
|
Problem Solving |
The ability to apply
knowledge to unique situations to identify and provide creative solutions |
|
Problem-based learning |
A form of situated
learning that originated from the medical field where learners find solutions
to a complex problem by seeking information that is relevant to that problem.
|
|
Problem-based learning |
Activity based on solving
or analyzing a complex real-world situation. |
|
Problem-based Learning |
Students are presented
with real or artificial problems to which they are expected to apply new
knowledge in order to diagnose and provide solutions |
|
Problem-based learning |
One of ways of creating
problem fields. Given authentic
problems, learners are expected to develop their own solution to the problem
and rationale about it through relevant resource seeking. (e.g. Medical
school’s PBL) |
|
Programming Language |
A computer language which
consists of sets of key words and commands that are interpreted or compiled
by other assembly language programs to be able to run on the computer. |
|
Project |
It means plan, sketch,
program, and so forth in literature. Here we mean a task that is completed by
an individual for an assignment. Sometimes groups of people work on the same
task and called project team. |
|
QoS |
Quality of Service – high
quality of service equates to a good video image |
|
Questioning |
Learner questions peers or
the instructor during the learning process. |
|
Questioning |
Prompting learners to
stimulate thinking and provoke creations |
|
Radio DE program |
Distance education that
the instruction is delivered by radio. |
|
Real-Time |
Communication without
delay. |
|
Reciprocal
collaboration |
A form of mutual interaction of subject-focused
ideas, information, or work input through speech, signals, or writings toward
shared knowledge and/or completing meaningful group tasks. |
|
Reciprocal
communication |
A form of mutual exchange
of ideas, messages, and/or information through speech, signals, or writings
synchronously or asynchronously. |
|
Reciprocal Mentoring |
The expert, more advanced
peer or old-timer’s assistant activity of scaffolding to help the learner
reach more advanced level of learning. The members take turns in the role of
mentoring according to subjects or situation. Also newcomers will be grown as
old-timers, who can mentor newcomers, with their efforts over time. |
|
Reflection |
Learner reflects back on
the learning process. |
|
Reflection |
Reflection is an activity
engaged in by learners to give each other feedback and evaluate each other’s
work. |
|
Reflection |
Reflection is giving
supportive feedback. Usually judging the performance of an individual on a
task is the way reflection occurs. It does not only mean that the person
reflecting points out the problematic areas, it also means that the person
cites both fine and bad parts of the study. (Collins, A. (1996). Design
Issues for Learning Environments, p.387). |
|
Reflective Thinking |
Thinking process that
leads to not only summarizing “what is there” but also getting ideas,
creating hypothesis and solutions as well by comparing and figuring out what
is already known and what is just learned. |
|
Reminder manager |
Function: Remind learners
of the task schedule, the synchronous chatting time and so on. E-mail or my
page notification can be used. |
|
Reproduction cycle |
A community continually
reproducing itself with newcomers becoming core participants by being
motivated with authentic activities and developing identities in the
community. |
|
Resource Based Learning |
A learning process in
which learners are provided with variety of media, guidance, and sources
within the learning settings in a way that they gradually become involved in
their own independent learning. |
|
Reuse |
The process of generating
new materials by reusing old materials in an attempt to save time and effort.
In online learning, this might be achieved by using a content template for
courses or by ensuring that technical processes are streamlined across
seemingly separate electronic environments. |
|
Rewards |
Treats, prizes, monetary
compensation. DE faculty typically do not get much rewards for teaching
on-line. |
|
Right to share work |
The ability of faculty to
share their work with others in the hopes of creating a community or for
personal satisfaction of helping others. This can be controlled by their
institution. |
|
Role Play |
A useful notion in
learning tool and learning community. Learners take the stand of another
person, trying to think, express and act in his fashion. Often used to invoke
sense of human diversity and analyzing of different understandings. |
|
Role Playing |
Exploring, investigating,
and participating from different point of views and |
|
Role playing |
Activity in which students act out
particular roles within a real-world context. |
|
Role Playing |
Controlled environment
where students assume a different persona, exploring topics from a
perspective not typically their own. |
|
Router |
A device that finds the
best route between two networks. Has the ability to find the best route over
multiple networks. |
|
Scaffolding |
Support structures that
guide learners. Scaffolding can be academic/content-related, administrative,
social, or technical. |
|
Scaffolding |
A structure for
learning. Visualize a structure placed
over the outside of a building during construction: the knowledge that a
student seeks is inside the building, and the scaffold helps the student
reach the knowledge, especially that which is on the upper floors. In a constructivist learning
environment, where students create their own concepts from the material
provided, it is essential for instructors to provide a learning structure in
order to help guide the students through the learning process. Scaffolding helps the instructor change
her/his role from one of providing knowledge to one of designing a learner-centered
environment. |
|
Scaffolding |
Help, guidance,
assistance, suggestions, recommendations, advice, opinions, and comments that
the instructor provides during the learning process |
|
Scaffolding |
An interactive
instructional process whereby the teacher or designer of the learning
environment provides supports for the learner that makes the learning task
more manageable for the student, often attached to ZPD. |
|
Scaffolding |
Any support that is given
to learners while they are performing a task. One of the disadvantages of
scaffolding is that the learners may become dependent on it as they develop
thinking that whenever they need assistance, they will find it. (Collins, A.
(1996). Design Issues for Learning Environments, p.357). |
|
Scaffolding |
is an educational term that reflects the physical object for which it
is named. Scaffolding is temporary support system provided by a teacher to
help students accomplish a complex task. As the student becomes more
accomplished, the scaffolding ‘fades’, just as scaffolding on a building is
taken down once the construction is complete. Scaffolding can be as simple as
a teacher helping students do complex computational problems in steps and
keeping track of the results for them. A more complex scaffolding might
involve setting out a specific strategy for completing a research task. In
both cases, students will eventually have to do the task alone, and it is the
teacher’s job to withdraw his or her support as the student is able to work
independently or with other students. |
|
Scaffolding |
support that is provided
to learners to help them with their thinking. It may include prompts or
questions for learners to consider or it might be in how the information is
presented to learners to encourage them to move in a logical manner through
new information. |
|
Schedule manager |
Function: A team members share each member’s schedule using the
schedule manager. It can be used for the synchronous chatting and whiteboard. |
|
Select |
A part of Mayor’s
constructivist theory, select means choosing relevant information. The theory
looks at this aspect from learners’ perspective. Therefore the learner should
be able to select. To help learners select information, Mayer suggests using
text formatting such as headings, italics, font size, bullets, and/or
instructional objectives to highlight relevant information. Also suggested
are statements of instructional objectives “to emphasize relevant
information”. (Mayer, R. E. (1999). Designing instruction for constructivist
learning. C. M. Reigeluth Instructional Design Theories and Models A New
Paradigm of Instructional Theory Volume II (pp. 141-159). Mahwah, New Jersey:
Lawrence Erlbaum Associates, Publishers.) |
|
Self-regulated learning |
Learner controls his or
her learning process. |
|
Server |
A special software program
which is loaded onto central host computers. The server allows users to
access, transfer, and retrieve files. [Example] Macromedia Communication
Server http://www.macromedia.com/software/flashcom/ |
|
Server |
a special computer that
allows other computers to connect to it as clients. or A program that runs to
allow permission to other computers or access on a network. |
|
Shared workspace |
A virtual space which
allows a group of users to communicate and create works synchronously. |
|
Simulation |
Reproduction of a
real-world activity. |
|
Simulation (in contrast
to Games) |
similar to games in that
they both transport the student to another world or environment where the
student controls the action by applying a knowledge base. However,
simulations differ from games in three important ways. 1, instead of merely
trying to win (as in a game), a simulation participant takes on serious
responsibilities, suffering or benefiting from his or her own
decision-making. 2, while travel through a game is linear (typically across a
game board), a player's progression in a simulation is nonlinear, or
branching. Each new set of problems or issues is a direct result of a
participant's earlier decisions. 3, while games are dictated by rules that
are not necessarily realistic, simulations are governed by dynamic and
authentic relationships among several variables. |
|
Simulations |
Software that allows a
user to change parameters and run a model to see the effect. Such software
supports learners building and testing hypotheses, interpretation of results,
and subsequent revision and retesting. Simulations differ from one another
primarily in terms of the world that is simulated and the complexity of the
underlying models. Sometimes the simulated world is the ‘real’ one, as in
predator/prey programs. Sometimes a simulation actually expands the world
available to a student, because the world that is modeled is one that is
otherwise inaccessible. Other simulations let students investigate an
entirely imaginary world that behaves according to well-founded principles
derived from real-world behavior. |
|
Simulations |
A “pretend” real life
environment that tries to emulate or simulate the real-life situation
and/context as close as possible to the real thing in order to illicit a real
experience from/for the learner. |
|
Situated Cognition |
is outreach of cognitive
science which says that learners learn better when their new learner is
placed in a relevant experience. This is different from constructivism in
that it uses what is already known in memory as applied to new situations to
create understanding. (Young, Natasi,
and Braunhardt, 1996). |
|
Situated Learning |
Authentic tasks (real-life or simulated to
resemble a plausible scenario) are used to provide learning opportunities,
giving students the chance to apply their knowledge |
|
Situativity |
A theoretical framework
that builds upon social constructivism. The source and beneficiary of
learning is the community. The learner gains by interacting with members of
that community and gives back by contributing to that community. |
|
Skill/Procedure Learning |
Knowledge that is
necessary to complete a task is learned in skill learning. Procedure refers
to sequential instruction, which means how to do things. A simple example
would be learning how to install software in computer. |
|
Social constructivism |
Grounded in Vygotsky’s
theory.Learners can construct their own knowledge via an interaction with
their peers in a social, cultural, institutional and historical context. Like
cognitive constructivism, learners are seen as active subjects of their
learning process, rather than passive beings that are receptive to given
knowledge from instructors or experts.
|
|
Social Constructivism |
A theory which tells that
knowledge is constructed not only in mind but also in the |
|
Social constructivism |
A theoretical framework
that states that the mind and knowledge is socially distributed. Learning is
by discovery and is influenced by a learner’s social and cultural background. |
|
Social development
(online LC) |
Learning that occurs not
only about the task or concepts at hand, but also about the culture in which
a learning community operates.
Through participating in a global online community, about geography
for example, one not only learns about the features of the landscape in other
countries, but a student will also have the opportunity to learn about the
culture and social customs of that region.
Social development is an important part of collaborative online
learning - two different learning processes occur at once (learning the
subject, and learning about the subject's context in society) |
|
Social Learning |
Process of creating
meaning through group interaction. |
|
Software |
Programs that control the
functions of computer hardware. |
|
Storage area of
resources |
A place for accumulating
resources. |
|
Strategic thinking |
Learner plans how to
approach the learning process and activities. |
|
Streaming Media |
A type of media which
allows audio, video, and other data to be delivered in a continuous flow to
an end-user's PC. This web technology allows large data files to be streamed
to multiple end users on lower-bandwidth connections. |
|
Strong ties between
learners |
Group members are bonded
with common interests, goals, and/or group tasks. The process and output of members’
collaborative work will strongly bond the members together. |
|
Strong ties between
learners |
As being a part of the
community, learners are strongly bonded together under the community. They share everything such as space,
interests/goals, works, resources, and the output of collaborative group
works. |
|
Student-centered |
Locus of control for the
learning process resides with the student and all activities revolve around
the student, keeping them actively engaged in the learning process |
|
Synchronous |
In online communities,
this is a 'live' interactive tool for discussion or for performing
tasks. A chat room is one example of a
synchronous environment. Another is
the use of a collaborative graphing tool where groups of people can work on
solving mathematics problems, or other graphing examples, at the same time. |
|
Synchronous (Real Time) |
orders and responses
happen at the same time period. Real time communication. |
|
Synchronous
Communication |
A way of transmitting
information exchange through live means without any delay |
|
Synchronous
Communication |
Electronic or virtual
communication between individuals or groups that takes |
|
Synchronous
communication |
A communication mode in
which interactions between two or more parties occur in real time. Four core
Web technologies are behind the growth of synchronous tools: (1) Document
sharing, (2) Streaming media, (3) Text-based chat, and (4) Voice-Over-IP
(Barron, 2000). See: Document Sharing, Streaming Media, Text-Based Chat,
Voice-Over-IP (VOIP), See also Asynchronous communication. |
|
Synchronous
communication |
the type of information that occurs when two
people are directly connected. The oldest form of synchronous technology is
the telephone, where one person makes a point to point connection to another. Currently popular forms of synchronous
technologies include chat, video and online conferencing (ie. Netmeeting) and
instant messenger. |
|
Synchronous interaction |
Interaction that occurs
between at least two objects or subjects (e.g. learner, instructor, and
Instructional material) reciprocally and at the same times without any delay.
|
|
Synchronous tools |
Tools that allow the users
interact with each other at the different place at the same time |
|
System |
A combination of related
concepts or entities which comprise a larger |
|
Systemic change |
Cyclical modifications
that are made to all parts of a whole. |
|
T1 |
1.544 Mbps (in North
America – Europe has their own standard for T1) |
|
T3 |
45 Mbps (North America –
Europe has their own standard) |
|
Tacit knowledge |
Informal knowledge that
cannot easily be codified and delivered via delivery of instruction.
Knowledge about how to do certain things, such as how to driving a car. |
|
Tacit knowledge |
That which is already
known inherently in a given situation.
For example, I have been playing piano all of my life. Reading music is tacit knowledge for me,
since I have been reading it almost as long as I have been reading
English. Bringing one's tacit
knowledge to life in an online learning community can be difficult,
but necessary if the community involves persons of other cultures. I.e. I would need to work toward not
assuming that others in my learning can read music, and use elementary terms
when describing something musical. |
|
Task |
Some work to be done or
accomplished using a tool in a context. |
|
Task manager |
Function: In collaborative
learning, learners usually conduct tasks and/or projects in a team. The task
manager enables a team to plan and share the team tasks and projects. |
|
Task structuring |