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Educational Technology Specialists | Roles, Responsibilities, Tools & Study Guide

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This Educational Technology Specialists Study Guide provides focused review of the roles and responsibilities of educational technology specialists, instructional technology professionals, technology integration, digital learning tools, classroom technology support, and technology-based teaching strategies. It is designed to support students and educators with key concepts, study notes, practice questions, revision, test preparation, and exam review.

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Educational Technology
Specialists | Roles,
Responsibilities, Tools &
Study Guide
|Guaranteed success|

,Development (3rd Step of ADDIE) A step of ADDIE Model- 1. Create and test
instructional strategies 2. Which instructional
method do you plan to use? (ex. lecture,
presentation, etc.)




Implementation (4th Step of ADDIE) A step of ADDIE Model- 1. Choose & train the
instructor 2. Prepare the learners 3. Arrange the
learning space


Evaluation (5th Step of ADDIE) A step of ADDIE Model- Making sure there is a
'transfer or training'. FORMATIVE EVALUATION-
identifying what the participants want/know/need.
Can use Needs Assessment, Ask People, Job
Analysis, Pilot Test (determine relevance by using
focus group and getting feedback), Pretest
(measure participant knowledge prior to design of
the training. Should ask what "muddiest point" for
learners is). SUMMATIVE EVALUATION- 1. Reaction
Eval.- what is the feedback regarding the
presentation of info? 2. Learning- measures whether
the partic. learned the info. An experimental design
known as the 'pretest/posttest comparison'
(placebo). 3. Behavior- Measures the behavioral
changes that occurred as a result of the training. 4.
Results- measures the impact training had on the
initial training targets.

,3D printing The action or process of making a physical object
from a three-dimensional digital model, typically by
laying down many thin layers of material in
succession.


21st century learning Adaptability, communication skills, critical thinking,
collaboration, creativity, and self-management are
essential skills in the 21st-century workforce.


1:1 (One-to-one) A program where a schools provides one device
per one student


Acceptable Use Policy (AUP) A document stipulating constraints and practices
that a user must agree to for access to a network or
the internet.


Achievement Gap In the US this refers to the observed, persistent
disparity in measures of educational performance
among subgroups of U.S. students, especially
groups defined by SES, ethnicity, and gender.


Adaptive Learning An educational process where the teaching
methods and materials adapt to each students' pace
and level. Technology is often the vehicle for
delivering this process.


App A computer program with a specific purpose often
for a mobile device.

, Artificial Intelligence The theory/development of computer systems able
to preform tasks that normally require human
intelligence, such as visual perception, speech,
recognition, decision-making, and translation.


Assistive Technology Any piece of technology, hardware or software, that
helps a person with disabilities perform everyday
tasks that might otherwise be difficult or impossible.


Asynchronous Learning The opposite of traditional learning where students
can now learn different things whenever they want
and wherever they want.


Augmented Reality A technology that superimposes a computer-
generated image on a user's view of the real world,
thus providing a composite view.


Big Data A collection of data sets so large that specialized
technologies, techniques, and technicians are
required to process, manage, and store them.


Biometrics statistical analysis to biological data.


Blending Learning A teaching practice that combines classroom and
online learning. The instruction of a lesson occurs
with both teacher interaction and computing
devices. AKA Hybrid Learning.


Bloom's Taxonomy A teaching framework that classifies learning
objectives from lower order to higher order thinking
skills.


BYOD is an initiative where students bring their own mobile
devices into the classroom for class purposes, as
opposed to using school-issued devices.

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