Innovation Glossary

Blended Learning: A teaching practice that combines, or blends, classroom and online learning. The instruction of a lesson occurs with both teacher interaction and computing devices. Also known as Hybrid Learning. 

Broadband:   Telecommunication in which a wide band of frequencies is available to transmit information.

BYOD: bring your own device usually refers to tablets and laptops but can increasingly refer to mobiles phones and other connected mobile devices 

CIPA: The Children’s Internet Protection Act (CIPA) was enacted by Congress in 2000 to address concerns about children’s access to obscene or harmful content over the Internet. CIPA imposes certain requirements on schools or libraries that receive discounts for Internet access.

CLEAR STICKS: Clear Sticks don’t require any software in order to establish and manage an Internet connection. Just plug the clear stick into a free USB port and connect to the Internet.

Cloud-based teaching: Cloud-based teaching can be described as any teaching method that utilizes the storage of lesson plans and other teaching material using a cloud-based storage system.

Digital Citizenship: The practice of navigating the digital world safely, responsibly, and ethically. 

Digital Divide: The term digital divide is used to refer to a large gap in technology use between two groups. The two groups can be divided along economic, racial, age, or even gender lines.

Digital Immigrant: A person born or brought up before the widespread use of digital technology.

Digital Native: A person born or brought up during the age of digital technology and therefore familiar with computers and the Internet from an early age.

EBS: Educational Broadband Spectrum

*ERIC: Educational Resources Information Center * a great resource

FLIPPED CLASSROOM: In the flipped classroom model, what is normally done in class and what is normally done as homework is flipped. Instead of students listening to a lecture in class and then going home to work on a set of assigned problems, they read material and view videos on genetics before coming to class and then engage in class in active learning using case studies, labs, games, simulations, or experiments. A guiding principle of the flipped classroom is that work typically done as homework (e.g., problem solving, essay writing) is better undertaken in class with the guidance of the instructor. Listening to lectures or watching videos is better accomplished at home.

Gamification: Using game design principles and mechanics to drive motivation and increase engagement in learning.

ITEF INNOVATOR: The Schools and projects that ITEF funds.

ISTE: International Society of Technology in Education ISTE is a not-for-profit organization dedicated to supporting the use of information technology to aid in learning, teaching of K-12 students and teachers.

I.S. Independent Sector is the leadership network for nonprofit, foundations and corporations committed to advancing the common good.

Makerspace: A physical location where people gather to share resources and knowledge, work on projects, network, and build. Makerspaces provide tools and space in a community environment—a library, community center, private organization, or campus.

Massive Open Online Course (MOOC): A course in which materials and instruction are delivered over the Internet to users around the world; the course is designed to connect instructors with learners interested in a common topic and works best with a large user-base with open content.

Mobile Learning: Learning methods and materials that involve the use of mobile phones or handheld devices; capitalizes on the notion of “just-in-time” learning and learning “anytime, anywhere.”

NEBSA: National EBS Association

Open Educational Resource (OER): Any online educational material that is freely accessible and openly licensed for public consumption. Such materials can be online courses, lectures, homework assignments, exercises, quizzes, interactive simulations, games, etc.

Pathways to Prosperity: A national education initiative designed to build career pathways systems for high-school-aged students.

Project Lead the Way (PLTW): The leading provider of science, technology, engineering, and math (STEM) programs.

STEAM: Science, Technology, Engineering, Art and Mathematics

STEM: Science, Technology, Engineering and Mathematics

VIRTUAL CLASSROOM: An online space where students and instructors interact.