Definitions & Key Terms

Definitions & Key Terms

The following section lists key terms that are essential in understanding educational technologies and the information presented on this site. Alongside the definitions are website links for further exploration of each topic.

Blended learning

An educational approach which combines personalized online learning with instruction in a traditional brick-and-mortar school setting

Maker Movement

An educational approach based on constructionist learning which allows students to design in a digital space and then give physical form to their designs. Tools include 3D printing, coding and other digital fabrication tools.

Game-Based Learning

An educational approach which teaches key concepts in a highly engaging “game” format while providing badges and other incentives for students to advance educationally.

Project-Based Learning

An educational approach which encourages students to be fully engaged in an exploration of real-life challenges in a complex and comprehensive way. This approach emphasizes the role of the student as central to an active learning experience

Augmented Reality

A technological tool which adds digital elements to real-life experiences through camera technology on, for example, a smartphone. Examples include lenses on platforms such as Snapchat or Instagram, or the game Pokemon Go

Virtual Reality

A technological took which allows a user to shut out the physical world and immerse fully in a virtual experience through an interactive computer-generated simulation of a 3D space

Flipped Learning

An educational approach which combines personalized online learning with virtual instruction through the use of short video segments teaching key concepts and skills

LMS or Learning Management System

Software application for education courses and programs that aid in administering, documenting, tracking, reporting and delivering educational materials


Online educative courses offered to a mass internet audience free of charge


The writing of programming language which makes possible the creation of computer software, apps and websites


STEM is an acronymic name for an educational approach which emphasizes the fields of Science, Technology, Engineering and Mathematics. STEAM is an acronymic name for an educational approach which includes an emphasis on the Arts within a STEM education in recognition of the impact of incorporating artistic and design-related skills and thinking processes to student learning

SAMR Model for integrating technology into teaching

A model aimed at guiding educators on how to incorporate technology into teaching and learning

Social Media: Facebook, Instagram, Twitter, Snapchat etc.

Applications and online website platforms that enable users to participate in social networking by creating, sharing, and responding to content within a community of users on the platform

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