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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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