Asynchronous Exercise
Directions: Find words or phrases standing for the following acronyms with short descriptions.
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.
Reference: https://en.wikipedia.org/wiki/ICT
3. CAI : 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:
Reference: https://en.wikipedia.org/wiki/ICT
4. CALL : 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 : 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 : 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.
Reference: http://itstillworks.com/computer-based-instruction-education-1226.html
7. CMC : 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.
Reference: https://en.wikipedia.org/wiki/Computer-mediated_communication
8. TELL : 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.
Reference: https://www.amazon.com/Teaching-English-Language-Learners-Mainstream/dp/1412959659
9. MUD : 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: 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.
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
“Different time, different place” 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.
Reference
Reference
- http://www.chronicle.com/blogs/profhacker/tools-for-synchronousasynchronous-classroom-discussion/22902
- http://nootaa.blogspot.com/2012/08/acronyms-related-to-computer-technology.html