NYSTCE 071 key terms
NYSTCE 071 · Get comfortable with the vocabulary.
- ISTE Standards for Students
- Related: ISTE Standards for Educators, Digital Citizenship
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.
- ISTE Standards for Educators
- Related: ISTE Standards for Students, Professional Development Plan
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.
- TPACK
- Related: SAMR Model, Substitution Augmentation Modification Redefinition
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.
- SAMR Model
- Related: TPACK, Task Redesign
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.
- Substitution Augmentation Modification Redefinition
- Related: SAMR Model, Task Redesign
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.
- Task Redesign
- Related: SAMR Model, Authentic Assessment
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.
- Digital Citizenship
- Related: Digital Footprint, Acceptable Use Policy, Creative Commons
The norms of responsible, safe, legal, and ethical behavior when using technology, including online safety, privacy, digital footprint, cyberbullying, and respect for intellectual property.
- Digital Footprint
- Related: Digital Citizenship, FERPA
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.
- Acceptable Use Policy
- Related: Digital Citizenship, CIPA
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.
- CIPA
- Related: Acceptable Use Policy, Content Filter
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.
- FERPA
- Related: COPPA, Data Privacy
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.
- COPPA
- Related: FERPA, Data Privacy
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.
- Creative Commons
- Related: Fair Use, Public Domain
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.
- Fair Use
- Related: Creative Commons, Public Domain
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.
- Public Domain
- Related: Creative Commons, Fair Use
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.
- Universal Design for Learning
- Related: Assistive Technology, Differentiation
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.
- Assistive Technology
- Related: Universal Design for Learning, Accessibility
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.
- Accessibility
- Related: Alternative Text, WCAG
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.
- Alternative Text
- Related: Accessibility, Screen Reader
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.
- WCAG
- Related: Accessibility, Alternative Text
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.
- Screen Reader
- Related: Alternative Text, Accessibility
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.
- Differentiation
- Related: Universal Design for Learning, Adaptive Learning
Adjusting content, process, product, or environment to match learner readiness, interests, and profiles. Technology supports it through leveled resources, choice boards, and adaptive practice.
- Adaptive Learning
- Related: Differentiation, Learning Analytics
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.
- Learning Management System
- Related: Blended Learning, Formative Assessment
A platform for organizing and delivering course content, assignments, discussions, and grades online. Common examples include Canvas, Schoology, and Google Classroom.
- Blended Learning
- Related: Flipped Classroom, Learning Management System
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.
- Flipped Classroom
- Related: Blended Learning, Formative Assessment
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.
- Formative Assessment
- Related: Learning Analytics, Summative 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.
- Summative Assessment
- Related: Formative Assessment, Authentic 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.
- Authentic Assessment
- Related: Task Redesign, Summative 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.
- Learning Analytics
- Related: Formative Assessment, Data Privacy
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.
- Computational Thinking
- Related: Algorithm, Block-Based Programming
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.
- Algorithm
- Related: Computational Thinking, Debugging
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.
- Block-Based Programming
- Related: Computational Thinking, Debugging
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.
- Debugging
- Related: Algorithm, Block-Based Programming
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.
- Professional Development Plan
- Related: ISTE Standards for Educators, Coaching
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.
- Coaching
- Related: Professional Development Plan, ISTE Standards for Educators
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.
- One-to-One Computing
- Related: Mobile Device Management, Digital Equity
A program providing each student with a personal computing device for learning. It requires planning for infrastructure, management, professional development, and equitable home access.
- Mobile Device Management
- Related: One-to-One Computing, Content Filter
Systems and policies for configuring, securing, updating, and tracking school-owned devices remotely. They handle app distribution, restrictions, and recovery of lost equipment.
- Digital Equity
- Related: One-to-One Computing, Universal Design for Learning
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.
- Data Privacy
- Related: FERPA, COPPA
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.