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synchronous exercise
1. IT stands for Information Technology.
          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
Reference: https://en.wikipedia.org/wiki/Information_technology

2. ICT stands for Information and Communications Technology.
Information and Communications Technology (ICT) is an extended term for information communication technology (ICT) 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/Information_and_communications_technology

3. CAI stands for Computer Assisted Instruction.
Computer-assisted instruction (CAI) is an interactive instructional technique whereby a computer is used to present the instructional material and monitor the learning that takes place.  CAI refers to the use of the computer as a tool to facilitate and improve instruction. CAI programs use tutorials, drill and practice, simulation, and problem solving approaches to present topics, and they test the student's understanding.
Reference: http://wikieducator.org/Computer_Assisted_Instruction_(CAI)

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".
Reference: https://en.wikipedia.org/wiki/Computer-assisted_language_learning

5. WBI stands for Web based instruction.
          WBI is the application of a repertoire of cognitively oriented instructional strategies implemented within a constructivist and collaborative learning environment, utilizing the attributes and resources of the World Wide Web (Khan, 1997).
Reference: https://www.igi-global.com/dictionary/web-based-instruction-wbi/32415

6. CBI stands for Computer Based Instruction.
          Computer-based instruction is an instructional paradigm, which uses computer technology to deliver training or educational materials to users. Training video discs or CD-ROMs used in business training are some of the most common types of CBI.
Reference: https://www.igi-global.com/dictionary/computer-based-instruction-cbi/5119

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.
Reference: https://en.wikipedia.org/wiki/Computer-mediated_communication

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.
Reference: https://www.amazon.com/Teaching-English-Language-Learners-Mainstream/dp/1412959659

9. MUD stands for Multiple User Dialogue.
          MUD is an acronym for Multi-User Dungeon (or Domain), based on the Dungeon and Dragons board game. The board is a world divided into various sized rooms with interconnecting exits. The world is inhabitted by several monsters and contains many items like armour, weapons, potions, hearbs, scrolls, poisons, containers, and furniture. Each player creates their own character and tries to advance it as far as possible by moving around the world and 'interacting', usually by killing or getting killed by, monsters with the help of other characters.
Reference: https://en.wikipedia.org/wiki/MOO_(MUD_object_oriented)

10. MOO stands for MUD Object Oriented.
          A MOO (MUD, object-oriented) is a text-based online virtual reality system to which multiple users (players) are connected at the same time.
The term MOO is used in two distinct, but related, senses. One is to refer to those programs descended from the original MOOcow server, and the other is to refer to any MUD that uses object-oriented techniques to organize its database of objects, particularly if it does so in a similar fashion to the original MOO or its derivatives. Most of this article refers to the original MOO and its direct descendants, but see Non-Descendant MOOs for a list of MOO-like systems.
Reference: https://en.wikipedia.org/wiki/MOO

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.

Reference: http://www.chronicle.com/blogs/profhacker/tools-for-synchronousasynchronous-classroom-discussion/22902

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