TELL Glossary
TELL Glossary
37 null terms
- Activity System
- A collective formation with a complex mediational structure that serves as the primary unit of analysis in cultural historical activity theory.
- Apps
- An application, especially as downloaded by a user to a mobile device.
- Assessment for Learning
- Approach to teaching and learning that creates feedback which is then used to improve students' performance.
- Audio-Lingual
- Pertaining to listening comprehension and speaking in learning a foreign language.
- Authoring Software
- Software that allows its user to create multimedia applications for manipulating multimedia objects.
- Blog
- A regular record of your thoughts, opinions, or experiences that you put on the internet for other people to read.
- CALL
- Computer Assisted Language Learning.
- Communicative Competence
- Learner's ability to use language to communicate successfully.
- Communicative Language Learning
- Approach of language teaching that was developed in reaction to the Oral Approach.
- Comunnities of Practice
- A group of people who share a common concern, a set of problems, or an interest in a topic and who come together to fulfill both individual and group goals.
- Connectivism
- Learning theory that recognizes the evolution of ever-changing learning networks, their complexity, and the role that technology plays in learning networks through facilitation of existing learning networks and creation of new learning networks.
- Consoles
- A piece of electronic equipment for playing computer games.
- Cyberbole
- Is an exaggerated claim about the effect of information technology on an organization or society as a whole—such as the suggestion that the computer would lead to the paperless office, or that the internet has created a global village.
- Flaming
- The act of sending an angry or insulting email.
- Genre
- A style, especially in the arts, that involves a particular set of characteristics.
- Grammar-Translation
- A traditional technique of foreign-language teaching based on explicit instruction in the grammatical analysis of the target language and translation of sentences from the native language into the target language and vice versa.
- Hardware
- The physical and electronic parts of a computer, rather than the instructions it follows.
- ICT
- Information Communication Technology.
- Input
- To put information into a computer or other piece of electronic equipment.
- Instant Messaging
- Send (someone) an instant message.
- Laptop
- A computer that is portable and suitable for use while travelling.
- MALL
- Mobile Assisted Language Learning.
- Meditational Tool
- Signs and symbols that work as agents for culture.
- Multimedia
- The use of a combination of moving and still pictures, sound, music, and words, especially in computers or entertainment.
- Phonology
- A branch of linguistics concerned with the study of the sound systems of different languages.
- Privacy Settings
- Controls available on many websites and apps to limit who can access your profile and what information visitors can see.
- Rhizomatic Knowledge
- A way of thinking about learning based on ideas described by Gilles Deleuze and Felix Guattari in a thousand plateaus.
- Scaffolding
- A temporary structure on the outside of a building, made of wooden planks and metal poles, used by workmen while building, repairing, or cleaning the building.
- Social Constructivism
- A sociological theory of knowledge according to which human development is socially situated and knowledge is constructed through interaction with others.
- Social Media
- Websites and applications that enable users to create and share content or to participate in social networking
- Social-networking
- The use of internet-based social media platforms to stay connected with friends, family, or peers.
- Socio-digital-competence
- TACS
- Tecnologías de Aprendizaje y Conocimiento.
- TELL
- Technology Enhanced Language Learning.
- Text Messaging
- An electronic communication sent and received by mobile phone.
- TICS
- Tecnologías de la Información y Comunicación.
- Zone of Proximal Development
- The space between what a learner can do without assistance and what a learner can do with adult guidance or in collaboration with more capable peers.