NYSTCE 071 study materials
NYSTCE 071 study resources

NYSTCE 071 key terms

NYSTCE 071 · Get comfortable with the vocabulary.

ISTE Standards for Students

Seven learner outcomes describing what students should know and do with technology, covering empowered learner, digital citizen, knowledge constructor, innovative designer, computational thinker, creative communicator, and global collaborator.

Related: ISTE Standards for Educators, Digital Citizenship
ISTE Standards for Educators

Seven roles describing what teachers do with technology: learner, leader, citizen, collaborator, designer, facilitator, and analyst. Each role includes indicators used to plan professional growth and evaluate practice.

Related: ISTE Standards for Students, Professional Development Plan
TPACK

A framework describing the overlap of technological, pedagogical, and content knowledge. Effective technology integration occurs where all three intersect, not from technical skill or subject knowledge alone.

Related: SAMR Model, Substitution Augmentation Modification Redefinition
SAMR Model

A four-level ladder for judging how technology changes a learning task: Substitution, Augmentation, Modification, and Redefinition. Higher levels involve significant task redesign rather than simple tool swaps.

Related: TPACK, Task Redesign
Substitution Augmentation Modification Redefinition

The expanded name of the SAMR levels. Substitution and augmentation enhance a task; modification and redefinition transform it by changing what students can produce or how they collaborate.

Related: SAMR Model, Task Redesign
Task Redesign

Reworking a learning activity so the technology enables new thinking, collaboration, or products that would be impractical without it. It is the practical goal behind the upper levels of SAMR.

Related: SAMR Model, Authentic Assessment
Digital Citizenship

The norms of responsible, safe, legal, and ethical behavior when using technology, including online safety, privacy, digital footprint, cyberbullying, and respect for intellectual property.

Related: Digital Footprint, Acceptable Use Policy, Creative Commons
Digital Footprint

The trail of data a person leaves online through posts, searches, purchases, and site visits. It can persist indefinitely and affect college admissions, employment, and reputation, so students need explicit instruction in managing it.

Related: Digital Citizenship, FERPA
Acceptable Use Policy

A district or school document stating how students and staff may use network and device resources, including prohibited activities and consequences. It typically must be signed by students or guardians before access is granted.

Related: Digital Citizenship, CIPA
CIPA

The Children's Internet Protection Act. It conditions certain federal funding on schools and libraries adopting an internet safety policy and filtering or blocking obscene or harmful content for minors.

Related: Acceptable Use Policy, Content Filter
FERPA

The Family Educational Rights and Privacy Act. It protects the privacy of student education records and limits disclosure without consent, which affects how teachers use online tools that collect student data.

Related: COPPA, Data Privacy
COPPA

The Children's Online Privacy Protection Act. It requires verifiable parental consent before commercial websites collect personal information from children under 13, which constrains which apps teachers may assign.

Related: FERPA, Data Privacy
Creative Commons

A set of standard licenses that let creators grant permission to share and adapt their work under stated conditions, such as attribution or noncommercial use. It simplifies lawful reuse of images, text, and audio in instruction.

Related: Fair Use, Public Domain
Fair Use

A legal doctrine permitting limited use of copyrighted material without permission for purposes such as teaching, scholarship, or commentary. It is judged by four factors, including purpose, amount used, and market effect.

Related: Creative Commons, Public Domain
Public Domain

Works not protected by copyright because rights expired, were waived, or never applied. They may be used freely without permission, though attribution is still good practice.

Related: Creative Commons, Fair Use
Universal Design for Learning

A planning framework that builds multiple means of engagement, representation, and action and expression into instruction so diverse learners can access content and show what they know.

Related: Assistive Technology, Differentiation
Assistive Technology

Any device, software, or service that increases, maintains, or improves the functional capabilities of a student with a disability. Examples include text-to-speech, screen readers, and adapted keyboards.

Related: Universal Design for Learning, Accessibility
Accessibility

The design quality that lets people with disabilities perceive, operate, and understand digital content. It includes captions, alternative text, sufficient contrast, keyboard navigation, and clear structure.

Related: Alternative Text, WCAG
Alternative Text

A short written description attached to an image so screen reader users can understand its content and purpose. Decorative images should be marked so they are skipped rather than described.

Related: Accessibility, Screen Reader
WCAG

The Web Content Accessibility Guidelines, an internationally recognized standard organized around four principles: content must be perceivable, operable, understandable, and robust. Levels A, AA, and AAA indicate increasing conformance.

Related: Accessibility, Alternative Text
Screen Reader

Software that converts on-screen text and interface elements into synthesized speech or braille. It relies on properly structured headings, labels, and alternative text to convey meaning.

Related: Alternative Text, Accessibility
Differentiation

Adjusting content, process, product, or environment to match learner readiness, interests, and profiles. Technology supports it through leveled resources, choice boards, and adaptive practice.

Related: Universal Design for Learning, Adaptive Learning
Adaptive Learning

Software that adjusts the difficulty or sequence of tasks in response to a learner's performance. It aims to keep students in a productive zone of challenge and generates data for teacher review.

Related: Differentiation, Learning Analytics
Learning Management System

A platform for organizing and delivering course content, assignments, discussions, and grades online. Common examples include Canvas, Schoology, and Google Classroom.

Related: Blended Learning, Formative Assessment
Blended Learning

Instruction that combines face-to-face teaching with online learning components, giving students some control over time, place, path, or pace. Models include station rotation, flipped classroom, and flex.

Related: Flipped Classroom, Learning Management System
Flipped Classroom

A model in which direct instruction, often short videos, happens before class so class time is used for practice, discussion, and application with teacher support.

Related: Blended Learning, Formative Assessment
Formative Assessment

Ongoing checks of student understanding used to adjust teaching during learning. Digital tools such as polls, quizzes, and exit tickets make results fast and visible.

Related: Learning Analytics, Summative Assessment
Summative Assessment

Evaluation of learning at the end of a unit or course, used to judge achievement against standards. It is typically graded and reported rather than used to revise instruction midstream.

Related: Formative Assessment, Authentic Assessment
Authentic Assessment

A task requiring students to apply knowledge to realistic problems or performances, such as a portfolio, design project, or presentation. Technology often supports the product and its publication.

Related: Task Redesign, Summative Assessment
Learning Analytics

The collection and analysis of data about learner behavior and performance to improve instruction. It includes dashboards, progress monitoring, and early-warning indicators for intervention.

Related: Formative Assessment, Data Privacy
Computational Thinking

A problem-solving approach involving decomposition, pattern recognition, abstraction, and algorithm design. It can be taught with or without devices and underpins computer science learning.

Related: Algorithm, Block-Based Programming
Algorithm

A finite, ordered set of steps for solving a problem or completing a task. Teaching algorithms helps students explain procedures precisely and debug their reasoning.

Related: Computational Thinking, Debugging
Block-Based Programming

A visual coding environment where users drag and snap together command blocks instead of typing syntax. Examples include Scratch and Blockly; it lowers barriers for beginners.

Related: Computational Thinking, Debugging
Debugging

The process of locating and correcting errors in a program or procedure. It develops persistence and systematic reasoning and is often taught alongside pair programming.

Related: Algorithm, Block-Based Programming
Professional Development Plan

A documented, goal-driven sequence of learning activities for staff, such as coaching, workshops, and lesson study, with timelines and evidence of growth. It aligns with school improvement priorities.

Related: ISTE Standards for Educators, Coaching
Coaching

Job-embedded, non-evaluative support in which a specialist models lessons, observes, and gives feedback to help teachers integrate technology. It is sustained over time rather than delivered as one-time training.

Related: Professional Development Plan, ISTE Standards for Educators
One-to-One Computing

A program providing each student with a personal computing device for learning. It requires planning for infrastructure, management, professional development, and equitable home access.

Related: Mobile Device Management, Digital Equity
Mobile Device Management

Systems and policies for configuring, securing, updating, and tracking school-owned devices remotely. They handle app distribution, restrictions, and recovery of lost equipment.

Related: One-to-One Computing, Content Filter
Digital Equity

Fair access to devices, reliable internet, and the skills needed to use technology for learning. It addresses gaps in home broadband, support, and opportunity that affect outcomes.

Related: One-to-One Computing, Universal Design for Learning
Data Privacy

Practices and rules that protect personal information from unauthorized collection, use, or disclosure. In schools it governs which tools may store student data and how it is shared.

Related: FERPA, COPPA