Common Edtech Terms
The world of edtech can get pretty nerdy, and no one should be expected to keep track of all the terms that come up. Here we’re including some of the most common terms that are either techy or tech-adjacent. I’m including terms that are either mentioned directly in the toolkit, or terms that may come up when you talk shop with geeks like me. If I missed any, let me know!
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1:1 classroom: An educational environment where each student has their own dedicated device, such as a laptop, tablet, or Chromebook. 1:1 classrooms enable personalized digital learning experiences and equal access to technology resources, allowing teachers to integrate digital activities seamlessly without scheduling computer lab time.
A
Add-on: Small software components that enhance applications with additional features. Think of them as digital accessories that expand what your existing tools can do without requiring entirely new programs. While these are often used interchangeably with extensions, many Google users consider them enhancements to specific Google Workspace tools like Docs, Slides, etc.
AI (artificial intelligence): Technology that performs tasks requiring human-like intelligence. In education, AI can generate content, provide feedback on student work, or create custom materials.
API (application programming interface): The system that allows different software programs to communicate with each other. You don’t need to understand the technical details, but when tools "integrate via API," they’re designed to work together smoothly.
Asynchronous: Learning environments where students complete coursework on their own schedule rather than meeting at set times. Students typically engage with prerecorded lectures, readings, and assignments at their convenience, making these classes particularly beneficial for learners with varying schedules or across different time zones. See also synchronous.
B
Backend: The behind-the-scenes part of software that handles data processing and storage. Teachers rarely need to interact with the backend directly, but it’s what powers the tools you use daily.
C
CALL (computer-assisted language learning): A specialized field within language education that focuses on using technology to enhance language acquisition. TESOL has a CALL Interest Section focused on this area.
Cloud storage: Online space where files are stored and accessible from any device with internet access. Cloud storage eliminates the need for physical storage devices and makes sharing resources with students considerably easier.
Collaboration tools: Software designed for multiple users to work together on documents or projects, regardless of physical location. These tools facilitate group work, peer editing, and resource sharing without the limitations of face-to-face interaction.
CSV (Comma-Separated Values): A simple file format that stores table data in plain text. CSVs are excellent for transferring data between different programs without formatting complications.
D
Dashboard: A visual display that presents important information on a single screen. Educational dashboards typically show student progress, upcoming assignments, and other key metrics that help teachers track classroom activity at a glance.
Data analysis: The process of examining data to draw useful conclusions. In educational settings, data analysis helps identify patterns in student performance and can inform teaching strategies.
Digital literacy: The ability to find, evaluate, and create information using digital technology. This includes not just technical skills but also critical thinking about digital content—something worth teaching students explicitly.
Drag-and-drop: A straightforward way to move objects on screen by clicking, holding, and moving the mouse. Drag-and-drop interfaces make technology more intuitive, especially for users who aren’t technically inclined.
E
Dashboard: A visual display that presents important information on a single screen. Educational dashboards typically show student progress, upcoming assignments, and other key metrics that help teachers track classroom activity at a glance.
Data analysis: The process of examining data to draw useful conclusions. In educational settings, data analysis helps identify patterns in student performance and can inform teaching strategies.
Digital literacy: The ability to find, evaluate, and create information using digital technology. This includes not just technical skills but also critical thinking about digital content—something worth teaching students explicitly.
Drag-and-drop: A straightforward way to move objects on screen by clicking, holding, and moving the mouse. Drag-and-drop interfaces make technology more intuitive, especially for users who aren’t technically inclined.
E
Edtech (educational technology): Technology designed specifically for educational purposes. Good edtech enhances teaching and learning rather than simply digitizing traditional methods.
Embed: To insert content from one source directly into another, such as placing a YouTube video within a lesson page. Embedding keeps students engaged without requiring them to navigate to external sites. Though it’s usually just a matter of cutting and pasting, some teachers get apprehensive when they see that it involves HTML code.
Extension: A plugin that adds functionality to your web browser. Extensions can block ads, save passwords, capture screenshots, or perform specialized tasks related to teaching and learning. The term is often used interchangeably with “add-on,” but many think of extensions in direct connection with a browser like Chrome, rather than online software like Google Docs.
F
Feedback loop: The process of providing input, observing results, and making adjustments accordingly. Digital tools can accelerate this cycle, allowing for more responsive teaching and learning.
Formative assessment: Evaluation conducted during the learning process to monitor progress and provide ongoing feedback. Digital formative assessments often reduce grading time while providing more immediate results.
Frontend: The part of software that users interact with directly. A well-designed frontend feels intuitive and reduces the learning curve for new tools.
G
Game-based learning (GBL): An educational approach that integrates games or game elements directly into the learning process. Unlike gamification (which adds game-like features to nongame activities), GBL uses actual games—either digital or analog—that are designed with specific learning objectives.
Gamification: Adding game elements like points, badges, or competition to nongame contexts. When thoughtfully implemented, gamification can increase student engagement with otherwise routine practice activities.
Generative AI: AI systems that create new content based on prompts or requirements. Teachers can use these tools to quickly generate custom materials, examples, or activities that align with students’ learning needs.
H
HTML (hypertext markup language): The standard coding language for creating web pages. While teachers don’t need to become programmers, basic HTML knowledge can help with formatting online content or troubleshooting simple issues.
Hybrid learning: An educational approach combining traditional classroom methods with online learning activities. Most modern teaching involves some level of hybrid learning, whereas digital tools enhance face-to-face instruction.
I
Integration: The connection between different software systems that allows them to work together seamlessly. Good integrations reduce redundant data entry and streamline workflows between different educational platforms.
Interactive content: Digital materials that respond to user input and encourage active participation. Interactive content engages students more effectively than passive reading or viewing.
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Join code: A simple access code that students enter to join a digital activity or classroom. Join codes simplify the process of connecting students to online resources, especially compared to long URLs or complex login procedures.
L
Learning management system (LMS): Software for delivering, tracking, and managing educational content. An LMS typically serves as the central hub for class materials, assignments, assessments, and communication.
Lexile level: A numeric representation of a text’s difficulty or a student’s reading ability. Lexile measures help match students with appropriately challenging reading materials.
LTI (learning tools interoperability): A technical standard that allows schools and teachers to connect apps into learning management systems without custom programming. For teachers, this usually means they can have students use edtech tools inside their learning management system (LMS), like Blackboard or Canvas.
M
Mashup: Content created by combining elements from multiple sources. Digital mashups might incorporate video clips, images, and text to create more engaging lessons than single-format resources.
Metadata: Information that describes other data, such as tags, categories, or creation dates. Good metadata makes digital resources easier to search for and organize.
Multimodal: Involving multiple forms of communication or expression. Multimodal learning resources appeal to different learning styles and can reinforce concepts through varied presentation methods.
O
Open educational resources (OER): Teaching materials that are freely available for use, adaptation, and redistribution. OERs help stretch limited educational budgets while providing high-quality, customizable resources.
Open source: Software whose code is publicly accessible and can be modified or enhanced by anyone. Open source educational tools often offer robust functionality at little or no cost. They’re often considered more trustworthy because the code is public (thus less likely to spy on you), but on the other hand may not have the funding to stay operational as long.
P
PDF (portable document format): A file format that maintains consistent appearance across different devices and platforms. PDFs are ideal for distributing materials where formatting needs to be preserved.
Platform: The underlying system that applications run on. In educational settings, understanding whether a tool is web-based, mobile-friendly, or requires installation helps determine its practicality for your classroom.
Plugin: A software component that adds specific functionality to an existing program. Plugins allow for customization of basic tools to meet specific teaching needs.
Podcatcher: An application specifically designed for finding, subscribing to, and playing podcast content. Though most mobile devices come with basic podcast functionality, dedicated podcatchers often offer enhanced features like variable playback speed, episode organization, and advanced search capabilities.
Prompt engineering: The practice of crafting effective instructions for AI systems to produce desired outputs. Well-constructed prompts can significantly improve the quality and relevance of AI-generated content.
Q
QR Code: A square barcode that, when scanned with a mobile device, quickly connects users to websites or resources. QR codes eliminate the need to type out URLs, making digital resources more accessible, especially on mobile devices.
R
Repository: A centralized storage location for digital resources. A well-organized repository saves time by providing quick access to teaching materials when needed.
Responsive design: Web design that ensures content displays properly across various screen sizes and devices. Responsive design is increasingly important as students access learning materials on multiple devices.
S
Screenshot: An image capturing what’s displayed on a screen. Screenshots are invaluable for creating tutorials, documenting student work, or preserving digital information.
Slide deck: A collection of slides used for presentations or instructional purposes. Though often called “PowerPoints” after the popular Microsoft program, slide decks can be created in various applications, like Google Slides, Apple Keynote, or Canva. They typically combine text, images, and other media to support presentations.
Spaced repetition: A learning technique that schedules review of material at increasing intervals. Digital tools using spaced repetition can optimize memorization of vocabulary or other content.
Speech-to-text: Technology that converts spoken words into written text. This technology is expanding hugely in the era of AI and can support accessibility and provide pronunciation models for language learners. See also text-to-speech.
Summative assessment: Evaluation conducted at the end of a learning period to measure student achievement against standards or learning objectives. Unlike formative assessments (which happen during the learning process), summative assessments evaluate what students have ultimately learned. Digital tools can streamline the creation, distribution, and grading of summative assessments while providing comprehensive data analysis.
Synchronous: Synchronous learning happens in real-time with direct interaction, while asynchronous learning allows students to access materials and complete activities on their own schedule. Effective online teaching often balances both approaches. See also asynchronous.
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Template: A predesigned layout or document that serves as a starting point. Templates save time and ensure consistency across materials while still allowing for customization.
Text-to-speech: Technology that converts written text into spoken words. Text-to-speech supports accessibility and provides pronunciation models for language learners. See also speech-to-text.
Two-factor authentication (2FA): A security process requiring two different verification methods. By adding an extra step to login procedures, 2FA significantly enhances protection of educational accounts and student data.
U
URL (uniform resource locator): The address of a specific resource on the internet. Understanding URL structure helps teachers direct students to exact locations rather than general websites.
User interface (UI): The means by which users interact with digital tools. An intuitive UI reduces the learning curve and frustration when adopting new technology.
V
Virtual classroom: An online environment where teaching and learning take place. Virtual classrooms range from simple video conferencing to sophisticated platforms with interactive whiteboards, breakout rooms, and integrated assessment tools.
W
Webinar: An online seminar or workshop. Webinars combine elements of traditional presentations with digital interactivity and are commonly used for both professional development and student instruction.
Widget: A small application with limited functionality that can be placed within a larger interface. Educational widgets might include calculators, dictionaries, or simple interactive elements that enhance learning experiences.
Word processor: Software designed primarily for creating, editing, and formatting text documents. While Microsoft Word and Google Docs are widely used examples, many options exist with varying features and interfaces. Modern word processors typically include tools for spell checking, formatting, and collaborative editing, making them essential for both teacher preparation and student writing.
WYSIWYG (what you see is what you get, typically pronounced as “Wizzywig”): An editing interface that shows content exactly as it will appear when published. WYSIWYG editors allow teachers to create visually appealing materials without needing to understand coding.