EUVHS_IO1_Toolkit_IT

115 Il sostegno della Commissione europea alla produzione di questa pubblicazione non costituisce un'approvazione del contenuto, che riflette esclusivamente il punto di vista degli autori, e la Commissione non può essere ritenuta responsabile per l'uso che può essere fatto delle informazioni ivi contenute. Convenzione di sovvenzione: 2020-1-DE03-KA226-SCH-093410 Risorse e strumenti utili: “Protezione dei Dati Personali e della Privacy nell’Apprendimento Online: Guida per Studenti, Docenti e Genitori”, un manuale pubblicato dall’UNESCO, Better Internet for Kids: linee guida per garantire la sicurezza online, 1Password: uno strumento online per archiviare le password in sicurezza. Glossary  Adaptive instruction: using alternative educational strategies for inclusion (responding to students’ needs)  ADDIE: Analysis, Design, Development, Implementation, Evaluation – a model for online course development  AR (Augmented Reality): enhancing real objects/context with virtual layers (auditory/sensory elements created with digital technologies)  Community of Inquiry (CoI) framework: a framework outlining the process of establishing meaningful learning experiences (collaborative-constructivist) through enhancement of social, cognitive, and teaching presence  Curriculum alignment: promoting coherence and consistency between the expected outcomes included in a formal curriculum and the teaching methods, learning activities, and assessment used in practice to achieve them  Differentiated instruction: adjusting teaching based on learning needs  DigComp: European Digital Competence Framework for citizens  DigCompEdu: European Digital Competence Framework for Educators  Digital Competence/Literacy: the set of skills, knowledge, and attitudes for confident, creative, and critical use of technologies and systems  Emergency remote teaching: a temporary shift to online learning as a delivery mode due to crisis circumstances  Emerging technologies: new, in-development, or undeveloped technologies that are fast-growing, aiming at novelty  Gamification: the process of turning a gameless context/object (e.g., learning) into a gameful one, using elements found in games (e.g., points, badges)  Interdisciplinary instruction: merging two or more school subjects into one course/activity  Inquiry-based approach: an educational approach where students learn through questioning, observing, and researching based on their ideas  LMS: Learning Management System software  Metacognition: understanding one’s own process of thinking and understanding

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