Answers
1. IT the abbreviation for
“information technology” (the study and use if electric processes and equipment
to store and send information of all kinds, including words, pictures and
numbers.)
Information
technology (IT) is the application of computers to store, study, retrieve,
transmit, and manipulate data,or information, often in the context of a
business or other enterprise.
IT is considered a
subset of information and communications technology (ICT). In 2012,
Zuppo proposed an ICT hierarchy where each hierarchy level "contain[s]
some degree of commonality in that they are related to technologies that
facilitate the transfer of information and various types of electronically
mediated communications."
Reference: https://en.wikipedia.org/wiki/Information_technology
2. ICT the abbreviation for “information
and communications technology” (the study and use of computers, internet,
video, and other technology as a subject at school.)
Information
and Communications Technology (ICT) is an extended term for information
technology (IT) which stresses the role of unified communications and the
integration of telecommunications (telephone lines and wireless signals),
computers as well as necessary enterprise software, middleware, storage, and
audio-visual systems, which enable users to access, store, transmit, and
manipulate information.
3. CAI stands for "computer-assisted instruction" or "computer-aided instruction"
Educational
technology is "the study and ethical practice of facilitating learning and
improving performance by creating, using, and managing appropriate
technological processes and resources".
Educational technology is the use of both physical hardware
and educational theoretics. It encompasses several domains, including learning
theory, computer-based training, online learning, and, where mobile
technologies are used, m-learning. Accordingly, there are several discrete
aspects to describing the intellectual and technical development of educational
technology:
4. CALL stands for "computer assisted language learning"
Computer-assisted language learning (CALL) is succinctly defined in a
seminal work by Levy (
1997: p.
1) as
"the search for and study of applications of the computer in language
teaching and learning".CALL embraces a wide range of information and
communications technology applications and approaches to teaching and learning
foreign languages, from the "traditional" drill-and-practice programs
that characterised CALL in the
1960s and
1970s
to more recent manifestations of CALL, e.g. as used in a virtual learning
environment and Web-based distance learning. It also extends to the use of
corpora and concordancers, interactive whiteboards,Computer-mediated
communication (CMC),language learning in virtual worlds, and mobile-assisted
language learning (MALL).
5. WBI stands for "Web based instruction"
Web-based instruction (WBI) is a hypermedia-based instructional program
which utilizes the attributes and resources of the World Wide Web to create a
meaningful learning environment where learning is fostered and supported. (
Khan,
1997 , p.
6) Learn
more in: Perceptions of Competencies Developed in an Active Learning Course
Featuring the Design of Web-Based Instruction on Mathematics
Reference: https://www.igi-global.com/dictionary/web-based-instruction-wbi/32415
6. CBI stands for "Computer Based Instruction"
Computer-based instruction is any curricula in which students interact
with a computer as a key element of the learning process. Although the term is
used to describe a number of different teaching methodologies and curricula, an
instructor is almost always present to organize and monitor student activities.
Students complete exercises and view materials on a computer screen rather than
receiving the information from written material or an instructor's presentation.
This dramatic change from traditional teaching has far-reaching implications
for the future of education.
7. CMC stands for "Computer Mediated Communication"
Computer-mediated communication (CMC) is defined as any human
communication that occurs through the use of two or more electronic devices.
While the term has traditionally referred to those communications that occur
via computer-mediated formats (e.g., instant messaging, email, chat rooms,
online forums, social network services), it has also been applied to other
forms of text-based interaction such as text messaging. Research on CMC focuses
largely on the social effects of different computer-supported communication
technologies. Many recent studies involve Internet-based social networking
supported by social software.
8. TELL stands for "Teaching English Language Learners"
Teaching
English Language Learners: Content and Language in Middle and Secondary
Mainstream Classrooms provides a reader-friendly guide to implementing and
assessing high-level, content-area instruction for English Language Learners.
Beginning with an overview of second language acquisition and the cultural
variables that impact teaching and learning, authors Michaela Colombo and Dana
Furbush go on to detail planning strategies, units and lessons. Practical in
nature, this text focuses on the areas where it is often most difficult to make
content comprehensible and build academic language skills: middle and secondary
math, English language arts, history, and science.
9. MUD stands for "Multiple User Dialogue"
A MUD
(/ˈmʌd/; originally Multi-User Dungeon, with later variants Multi-User
Dimension and Multi-User Domain),is a multiplayer real-time virtual world,
usually text-based. MUDs combine elements of role-playing games, hack and
slash, player versus player, interactive fiction, and online chat. Players can
read or view descriptions of rooms, objects, other players, non-player
characters, and actions performed in the virtual world. Players typically
interact with each other and the world by typing commands that resemble a
natural language.
Reference: https://en.wikipedia.org/wiki/MUD
10. MOO stands for "MUD Object Oriented"
A MOO
is a text-based online virtual reality system to which multiple users (players)
are connected at the same time.
Synchronous Tools
If using the “same time,
different place” model of communication, some common barriers to implementation
of synchronous tools are cost and bandwidth—not only cost and bandwidth on your
end, as the individual teacher or the institution, but also to the students.
This is especially true with conferencing systems;
video/web conferencing requires equipment to deliver but also to receive.
Although the benefits of real-time video conferencing are clear—it’s as near to
a physical classroom environment as you can get—the software, hardware, and
bandwidth necessary on both sides can be more cost-prohibitive than actually
physically attending a class.
Some learning management
systems/e-learning systems/virtual learning environments have integrated
synchronous tools within the delivery platform—here I’m thinking specifically
about Blackboard’s
integrated chat and whiteboard features. Although there are still software,
hardware, and bandwidth requirements for these tools, the requirements are
likely not as cost-prohibitive as those required for video conferencing.
But when thinking about
setting up synchronous discussion, don’t discount the basic, free, “old school”
group instant messaging platform, ICQ.
Asynchronous Tools
But when it comes to
virtual communication in support of our classes, asynchronous communication is
by far the more popular model if for no other reason than the barriers to
implementation tend to be much lower—many of these tools are free and require
minimal hardware and software. The drawbacks of asynchronous tools are that
they are by nature less timely and efficient—they are asynchronous,
after all. However, planned excursions with asynchronous tools can turn into
synchronous events. In other words, if students and instructors all happen to
be logged in to a discussion board, conversation can happen in near-real time.