New (education and teaching) noun explanation

Source: Internet
Author: User

The use of self-bringing devices (BYOD) in classroom learning:

BYOD is a technology application model that allows students to bring their own personal mobile terminal into the classroom and participate in classroom learning. It has the characteristics of autonomous driving and contextual fusion, and it can play a supporting role in constructivism learning and subjectivity learning, and its application forms are various. The application of student BYOD needs to pay attention to the problems of concept and system, technology, behavior and morals, information security and so on.

BYOD is an abbreviation for bring your device, which is often translated as "Bring your own device." BYOD is the first to originate in the IT business, and in-context BYOD is where students bring their own devices into school and participate in classroom learning with these self-contained devices. Students can use a variety of self-contained hardware, including mobile phones (mobile phones), tablets (ipad\ipod), laptops, digital cameras, digital voice recorder, players (MP4, etc.), mobile memory (U disk, CF card, SD card, mobile hard disk, etc.), most of which are mobile phones and tablets.

The definition of Flip class:

The so-called Flip class, is the teacher to create a video, students at home or outside to watch the video in the teacher's explanation, back to the classroom teachers and pupils face to face communication and complete the work of such a teaching form.

Creator Space:

The word "creator" derives from the English word "Maker", which refers to a group of people who are trying to turn their ideas into reality out of interest and hobbies. Creators as a passion for creativity, design, manufacture of personal design and manufacturing groups, the most willing, vitality, enthusiasm and ability in the 2.0 era of innovation for themselves, but also for all human to create a better life. In simple and popular terms, a creator is a group of people who like to play with innovation.

The creation of the space originated in foreign hackerspace, is a new open laboratory platform. People from all walks of life come together and share, establish an idea, and make things into objects. With a global footprint, they all have physical space and are operating in a community-based way. While each creator space operates autonomously, everyone is guided by the same philosophy: seeking happiness in creation.

In the Genesis environment, you can tinker with new technologies, collaborate with teams, and participate in international competitions to find and create new opportunities. To hardware and software gurus, electronic artists, designers, DIY enthusiasts and anyone who likes to tinker with all sorts of things by themselves offers an open community, experimental space and basic equipment. Here, you can not only with the interests of people like to dismantle and disassemble a variety of electronic and physical products, but also can work together to implement some good design and ideas. It is a paradise of creative love.

Wearable technology:

Wearable technology is an innovative technology presented by the Massachusetts Institute of Technology Media Labs in the the 1960s, which allows technologies such as multimedia, sensors, and wireless communication to be embedded in people's clothing, supporting gestures and eye movement.

Adaptive Learning Technology:

Adaptive learning is mechanical learning, teaching learning means that according to the different learning content and learning style, can be divided into three different types of human learning, they are teaching learning and adaptive learning. Adaptive learning usually refers to the learning environment, strength and field provided by learning, through the learner's own learning to find a summary, and ultimately to form a theory and self-solved learning style.

Internet of Things:

The definition of Internet of Things (IoT) technology is as follows: through the information sensing equipment, such as radio frequency identification (RFID), infrared sensor, Global Positioning system, laser scanner and so on, we connect any item to the Internet, exchange information and communicate in accordance with the agreement, in order to realize intelligent identification, positioning, tracking, monitoring and management of a network technology. The core and foundation of "IoT technology" is still "internet technology", a network technology that extends and expands on the basis of Internet technology, extending its client-side extension to the exchange of information and communication between any goods and objects.

New (education and teaching) noun explanation

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