K-12 EdTech Glossary

This glossary includes definitions of common K-12 terms relating to education software, pedagogy, and trends.

  • # 1:1 Learning - Empowering K-12 students with digital devices for enhanced learning. The educational practice of assigning each K-12 student a digital device to use for class, homework, research, distance learning, and other learning opportunities.
  • # 21st-Century Skills - Essential skills for K-12 students to succeed in the modern workplace. Technological, interpersonal, and self-direction skills that prepare K-12 students for success in the 21st-century workplace. Examples include technological and media literacy, communication, critical thinking, collaboration, and flexibility.
  • # 360 Video - Discover the immersive video experience with omnidirectional cameras and 3D modeling. Immersive video that gives the viewer a view in every direction, captured using an omnidirectional camera, group of cameras, or using 3D modeling software.
  • # 5G - Exploring the next-gen cellular network for enhanced educational experiences. The fifth-generation technology standard for broadband cellular networks. 5G has greater bandwidth, enables faster downloads and unlocks new opportunities for interacting with rich educational media.
  • # 6 Traits of Writing - Improve your writing skills. A model that helps students improve their writing skills using 6 traits: ideas, organization, voice, word choice, sentence fluency, and conventions. Sometimes called the 6 + 1 Trait Model, with the addition of a bonus trait — presentation.
  • Accessibility Features - Tools for students with disabilities to access technology. These are tools or software that make it easier for students with disabilities or special needs to access and interact with technology. Accessibility features could include features such as audio descriptions, text-to-speech, closed captioning, and other visual aids. These features help to level the playing field for […]
  • Active Listening - Engaging attention for deeper understanding. A method of listening that involves engaging full attention toward the speaker to accurately capture his or her meaning.
  • Application Blocking - Minimize distractions and keep students focused on learning. This is a feature that allows teachers or administrators to block specific applications on student devices during class time. This feature can help minimize distractions and keep students focused on learning.
  • Application Launching - Benefits for classroom management and student learning experience. This feature enables teachers to remotely launch specific applications on students’ devices during class time. It can be helpful in providing a consistent and organized learning experience for students.
  • Application Usage Management - Benefits for classroom technology and student engagement. This is a feature that helps teachers or administrators monitor the applications that students are using on their devices during class time. It can provide insights into how students are engaging with technology and identify any potential issues or distractions.
  • Arts Integration - Teaching through artistic expression for engaged learning. A method of teaching that calls on students to both learn and demonstrate learning through artistic expression.
  • Assessment Tools - Benefits for student learning and feedback. These are software or tools that allow teachers to create and administer assessments, quizzes, or surveys to students through the software. Assessment tools can be used to measure student learning and provide feedback to both students and teachers.
  • Asynchronous Learning - A student-centered approach to self-paced study. Learning that does not take place in real time, relying instead on self-paced study and independent work. Asynchronous learning is student-centered and can occur in different times and spaces particular to each learner.
  • Attention Prompts - Improving student focus and engagement in the classroom. This is a feature that prompts students to refocus their attention during class if they are off-task or not paying attention. Attention prompts can help keep students engaged and on-task during class time.
  • Audio Monitoring - Benefits for classroom safety and student learning environment. This feature enables teachers to monitor student audio activity during class, such as listening to student conversations or audio content. Audio monitoring can be helpful in identifying potential issues or distractions and promoting a safe and respectful learning environment.
  • Audio Visual Aids - Added materials that help a teacher clarify or demonstrate their lesson through sound and visuals.
  • Augmented Reality (AR) - A technology that shows the viewer a superimposed, computer-generated overlay on top of the viewer’s actual physical surroundings.
  • Behavioral Psychology - The study and analysis of human behavior and how students act in different settings and circumstances. It can be used to counsel students and address any positive or negative behaviors.
  • Blank Screen - A LanSchool feature that enables K-12 educators to shift classroom attention to their teaching by blanking student screens and locking their devices.
  • Blended Learning - Includes a mix of in-person teacher-led learning with online or digital components that give students control over their learning path and pace.
  • Bloom’s Taxonomy - A framework teachers can use to design lessons and tests, analyze whether their teaching time is being used effectively, and set measurable educational objectives. The 6 categories of the Bloom’s Taxonomy used today are: Remember, Understand, Apply, Analyze, Evaluate, and Create.
  • Book Creator - A Chromebook creativity app that enables students to easily create multimedia digital books that capture stories, portfolios, science reports, and more. Book Creator’s flexible software allows students to collaborate, communicate, and demonstrate critical thinking skills.
  • Brain Break - An activity that gives students a break from their more focus-intensive lessons and allows them to reset their energy levels. K-12 examples include dancing, stretching, deep breathing, or playing a game.
  • Broadcast Screen - A LanSchool feature that enables teachers and students to share their screens across all student devices, capturing attention and saving valuable time.
  • Chat Monitoring - Promoting classroom etiquette and respectful use of technology. This is a feature that allows teachers to monitor student chat activity during class, such as monitoring group chats or individual student conversations. Chat monitoring can help ensure that students are using chat features appropriately and respectfully during class time.
  • Children’s Internet Protection Act (CIPA) - An act enacted by Congress in 2000 that imposes requirements on schools or libraries aimed at limiting children’s access to obscene or harmful content over the internet.
  • Chromebook - A laptop or tablet running Chrome OS as its operating system, popular among K-12 schools because of its lower price, good battery life, solid performance, and relative ease of management.
  • ClassLink - A global education provider providing an integration to include an automated rostering solution for LanSchool Air.
  • Classroom Collaboration - Benefits for student teamwork and problem-solving skills. This is a feature that allows students to collaborate on group projects or assignments within the classroom environment. Classroom collaboration features can promote teamwork and problem-solving skills among students.
  • Classroom Management - The techniques and skills teachers use to create and maintain appropriate student behavior, optimize student engagement, and ensure their classes run smoothly.
  • Classroom Management Software - A type of software that helps teachers guide digital learning, promote collaboration, and make the most of teaching time (ex: LanSchool). Popular classroom management software features include Screen Monitoring, Blank Screen, Messaging, Share Screen, Limit Web, Push Website, Battery Status, and Snapshot.
  • Classroom Orchestration - How a teacher manages learning activities across multiple levels of interaction, such as individual or group work. Orchestration includes the design, the adaptation, and the real-time management of that activity across students and groups of students.
  • Clever - A digital learning platform for K-12 schools that can provide automatic rostering, single sign-on, messaging, analytics, and more.
  • Cloud-Based Software - A software program delivered through the Internet browser, rather than installed on a self-hosted server. Cloud-based software is typically delivered as Software-as-a-Service (SaaS) and handles the technical management to ensure uptime and security.
  • Co-Browsing - Benefits for collaborative learning and online navigation. This is a feature that allows teachers or students to share web browsing sessions with one another. Co-browsing can be helpful in providing a collaborative learning experience and helping students navigate online content.
  • Co-teaching - A collaborative teaching practice in which two teachers work together to share the planning, instruction, and assessment responsibilities of a group of students with or without disabilities.
  • Collaboration Tools - Benefits for group projects and student learning experience. These are software or tools that enable students to work together on group projects or assignments. Collaboration tools can include features such as real-time editing, commenting, and file sharing.
  • Collaborative Learning - Also known as Cooperative Learning, Collaborative Learning is a method where students work together in pairs or groups to complete a lesson or project.
  • Common Core - A set of standards for teaching and testing English and math for K-12 students in the United States.
  • Competency Based Learning - A style of learning that enables students to progress through lessons at their own pace, moving from one learning level to the next as soon as they’ve demonstrated mastery at their current level.
  • Computer-Based Testing - Computer-based testing is an automated form of assessment used to evaluate a person’s knowledge, skills, or abilities. It typically involves using computers, either online or at a designated testing site, and can involve multiple choice questions, essay writing, audio recordings, or other interactive elements.
  • Content Filtering - Software that blocks access for certain networks or users (Ex: K-12 students) to web content that is deemed offensive, inappropriate, or dangerous. 
  • Cooperative Learning - See Collaborative Learning.
  • Critical Thinking - Thinking that is deliberately rational and evidence-based, rather than emotional or based on preconceived notions. 5 key critical thinking skills for students include analysis, interpretation, inference, explanation, self-regulation, open-mindedness, and problem-solving.
  • Cross-Platform Compatibility - Benefits for learning access and device flexibility. This is a feature that ensures that software or tools can be used across multiple platforms or devices. Cross-platform compatibility can help ensure that students have access to learning materials and tools regardless of the device they are using.
  • Customizable Settings - Benefits for personalized learning and accommodating individual styles. This feature enables teachers or students to customize software or tool settings to their specific needs or preferences. Customizable settings can help personalize the learning experience and accommodate individual learning styles.
  • Cyberbullying - Bullying or harassment that takes place through electronic communications. Common K-12 examples include sending mean-spirited messages, posting embarrassing photos of another person, posting rumors or threats on social media, impersonating a victim to embarrass them, creating a website or blog intended to shame a victim, or even instigating and sharing an embarrassing video of a […]
  • Daily 5 - A literacy framework in which students select from 5 reading and writing choices each day: read to self, work on writing, read to someone, word work, or listen to reading.
  • Data Analytics - Benefits for student learning and performance analysis. This feature enables teachers or administrators to collect and analyze data on student learning and engagement. Data analytics can provide insights into student performance and help teachers identify areas where additional support may be needed.
  • Deductive Teaching - A traditional, teacher-centric learning approach in which the teacher gives learners rules for a given topic and examples of those rules in action, followed by time to practice the new concept. This learning approach is in contrast to Inductive Teaching.
  • Design Thinking - A process for designing products or solutions that starts with understanding the end user, challenging normal assumptions, and testing a prototype. Though design thinking models vary, they typically include 5 phases—Empathize, Define, Ideate, Prototype, and Test.
  • Device Control - The feature that helps teachers manage student devices. This is a feature that allows teachers or administrators to remotely control certain device settings, such as turning off or restarting devices. Device control can be helpful in minimizing disruptions and ensuring that students are using devices appropriately during class time.
  • Device Management - The process of implementing, operating, and maintaining digital devices, typically by an IT person or team on behalf of a school or district.
  • DIBELS - Dynamic Indicators of Basic Early Literacy Skills is a set of tests that measure early literacy skills, including phonemic awareness, alphabetic principle, and fluency. 
  • Differentiated Instruction - An approach to tailoring teaching that enables all students to learn the material by varying either the content, process, assessment, or learning environment.
  • Digital Citizenship - The proficient, responsible, and respectful use of digital technology across 9 areas: digital access, etiquette, commerce, rights and responsibilities, literacy, law, communication, health and wellness, and security. Examples may include engaging with others respectfully, avoiding illegal activity online, and maintaining security best practices.
  • Digital Divide - The educational, economic, and social inequalities that exist between those who have access to digital devices and the internet and those who do not.
  • Digital Learning - Learning or instructional practice that leverages digital technology.
  • Digital Safety - Processes and behaviors that proactively avoid or reduce risks to protect the individual, device, or network.
  • Digital Storytelling - Lessons that incorporate multimedia elements such as images, audio, video, and web content to engage students, share different types of ideas and materials, and cover a wider range of learning styles.
  • Direct Instruction - Structured, sequenced instruction that is led by the teacher. This is the most common or traditional form of instruction in American public schools.
  • Discovery Learning - A method of inquiry-based instruction that leads learners to discover facts and concepts without being explicitly taught them.
  • Distance Learning - Remote education or online learning in which the student and teacher are not physically present in the same room.
  • EdTech - Education technology, or any technology that supports scholastic learning with education-focused hardware or software.
  • Education Continuity Plan - A documented strategy showing how education will continue in the event of a school closure.
  • Elearning - Learning or instruction that takes place on a digital device, typically over the Internet.
  • Engagement - A student’s level of attention, curiosity, interest, optimism, and passion while learning.
  • English as a Second Language (ESL) - Specialized English language instruction for non-native English speakers.
  • Equitable Learning - Learning that occurs in an equitable classroom environment where students of all backgrounds have access to the same type of lessons, tools, and information to develop their knowledge. The consideration of multiple cultural perspectives improves outcomes among diverse learners in equitable classrooms.
  • Esports - Competitive video gaming, often organized as a special event that’s observed and may include prizes.
  • Expeditionary Learning - An educational approach that seeks to engage students using non-traditional learning experiences, such as outdoor education, environmental education, and adventure.
  • Experiential Learning - Learning through doing, as opposed to traditional instruction.
  • Explain Everything - A Google Creativity app that serves as an interactive whiteboard platform where students can collaborate using new and existing media, annotations, and text.
  • Exploros - A cloud-based curriculum platform for student-centered, tech-enabled learning. Equipped with social studies and ELA courses for grades K-12, teachers can easily assign lessons that encourage collaboration as students work in small groups or independently.
  • Extrinsic Motivation - Engaging in an activity in the hopes of earning a specific external reward or incentive.
  • Fail Forward - To learn from one’s mistakes and apply that learning to the next attempt rather than seeing failure as a reason to stop trying.
  • Flexible Seating - Classroom seating that enables students to work from different areas of the classroom according to their needs.
  • Flipped Classrooms - An instructional strategy in which the order of teaching and practice are reversed, so that students work with ideas and assignments before receiving direct instruction and in-class discussion.
  • G Suite for Education - See Google Workspace for Education Fundamentals.
  • Game-Based Learning - A learning technique where games and gamification tactics are used to enhance student learning. Game-based learning promotes critical thinking and problem-solving skills, allowing students to engage with educational materials in a playful and dynamic way.
  • Gamification - Applying game principles, such as goals and achievements, to engage students in an educational lesson or objective. Gamification takes game elements (such as points, badges, leaderboards, competition, and achievements) and applies them to a non-game setting.
  • Genius Hour - An inquiry-based student-led learning method that gives them a regularly occurring, set amount of class time during which they are allowed to pursue their own passions.
  • Google Classroom - A free tool that helps teachers create and organize assignments, provide feedback, and communicate with their classes.
  • Google Workspace for Education Fundamentals - Formerly known as G Suite for Education, it is a free suite of digital tools that provide a flexible and secure foundation for learning, collaboration, and communication. Apps include Google Docs, Slides, Sheets, Drive, Classroom, Meet, and more.
  • Grouping - Benefits of grouping students for collaborative learning. This is a feature that allows teachers to group students based on specific criteria, such as ability level or learning style. Grouping can help ensure that students are working with peers who have similar needs and promote a collaborative learning environment.
  • Growth Mindset - Students with a growth mindset believe they can grow their intelligence and solve complex problems if they work hard and persevere.
  • Higher Order Thinking - The utilization of critical thinking skills rather than just memorizing or learning by repetition. Higher Order Thinking skills include synthesizing, analyzing, reasoning, comprehending, application, and evaluation.
  • Hotspots - A physical location where people can wirelessly connect to the internet using a laptop, tablet, smartphone, or other smart device. Hotspot access typically uses Wi-Fi, via a wireless local area network with a router connected to an Internet service provider.
  • Hybrid Learning - Also sometimes known as Blended Learning, hybrid learning is a teaching method that combines face-to-face instruction and online learning time. A hybrid approach combines traditional classroom experiences with experiential learning and digital course delivery.
  • Immersive Learning - Placement of a learner in an interactive environment to teach skills or concepts through experience. Examples include AR/VR and simulation or role-playing situations.
  • Individualized Instruction - Teaching that is tailored to a K-12 student’s individual needs, including modifying or accelerating lessons or providing additional resources.
  • Inductive Teaching - Similar to Discovery Teaching, a teaching process that allows learners to explore and discover a concept by observing examples and inferring solutions. This is different from deductive teaching, where students are given rules they then need to apply.
  • Infinite Painter - A Google Creativity art app that lets students create realistic paintings and learn about useful design concepts with tools that are used by industry professionals.
  • Inquiry Based Learning - A style of active learning that starts by posing questions, problems, or scenarios. Teachers do not present material to students, but rather encourage students to learn by asking questions and sharing their ideas.
  • Instant Messaging - Benefits of real-time communication for students and teachers. This is a feature that allows students and teachers to communicate with one another in real-time through a messaging platform. Instant messaging can be helpful in providing quick and easy communication for questions or feedback.
  • Instructional Scaffolding - A process in which a teacher provides a support structure that systematically builds on students’ experiences and knowledge as they are learning new concepts.
  • Interactive Quizzes - These are quizzes or assessments that incorporate interactive features, such as drag-and-drop questions or multimedia content. Interactive quizzes can be helpful in engaging students and promoting active learning.
  • Internet Access Management - This is a feature that allows teachers or administrators to manage student access to the internet during class time. Internet access management can help ensure that students are using the internet appropriately and safely.
  • Internet Filtering - This is a feature that allows teachers or administrators to restrict student access to certain websites or online content that may be deemed inappropriate or distracting during class. It helps to promote a safer and more productive learning environment.
  • Intrinsic Motivation - Behavior that is driven by internal rewards, such as self-esteem, personal achievement, or satisfaction.
  • Invigilation - The act of supervising an examination or test to ensure that all students adhere to the rules and regulations set by the examiners. Invigilators are responsible for maintaining a secure and controlled environment during exams to prevent cheating and ensure fairness. They also monitor the behavior of students, such as checking for any prohibited materials […]
  • Job Readiness - Preparing students with the skills they need to find, acquire, maintain, and grow within their future careers. Examples of these skills include communication, motivation, and the ability to take criticism.
  • Keyboard and Mouse Locking - This feature allows teachers or administrators to temporarily disable the use of the keyboard and mouse on student devices during class. It can be useful in ensuring students stay focused during instructional periods and minimize distractions.
  • Kinesthetic Learning - Also known as tactile learning, kinesthetic learning is a style of learning by performing a physical activity rather than listening to a lecture or watching a demonstration. Examples may include art projects, chemistry experiments, or sporting activities.
  • Landschool - A common misspelling of the term LanSchool, an award-winning classroom management software.
  • Learning Cycle - A inquiry-based teaching approach that uses defined stages or steps to guide instruction and enable students to apply inquiry and discovery to their learning.
  • Lenovo Education - A division of Lenovo focused on providing hardware and software edtech solutions to schools and districts. The Lenovo Education portfolio includes ThinkPad, Yoga, Legion, and Ideapad laptops as well as ThinkCenter and IdeaCenter desktops. The portfolio also includes a variety of software solutions including LanSchool, Lenovo NetFilter, Exploros, and Google Creativity Apps.
  • Lenovo NetFilter - A cloud-based, AI-driven web filter that enables schools to block access for specific groups or users based on lists of URLs, keywords, file types, and apps. It also provides threat detection capabilities to protect school networks against digital dangers, including malware, phishing, and viruses. The premium version, Lenovo NetFilter+, further offers real-time keystroke alerts for […]
  • Lesson Plan - A detailed guide that outlines what the teacher expects students to learn or accomplish during the course of the lesson. Typically, a lesson plan includes step-by-step activities, goals, and a materials list.
  • Limit Web - A LanSchool classroom management software feature that enables IT teams and teachers to enforce rules around which websites students can and can’t visit.
  • Lock Screen - This feature allows teachers or administrators to lock the screens of student devices remotely during class. It can help to prevent unauthorized use of the device and ensure students stay on task during instructional periods.
  • Makerspaces - Collaborative workspaces that contain tools and materials for experimenting and creating projects such as robotics, art, and crafts.
  • Messaging - A LanSchool software feature that enables teachers to message directly with individual students or the entire class.
  • Metacognition - An awareness of and ability to analyze one’s own thinking or learning habits and processes. It refers to the processes used to plan, monitor, and assess one’s understanding and performance.
  • Mindfulness - Maintaining an awareness of one’s own thoughts, feelings, physical sensations, and surroundings.
  • Mobile Device Management - This feature allows administrators to manage and monitor student mobile devices used in the classroom. It can help to ensure compliance with school policies, restrict access to certain apps or content, and remotely lock or wipe devices if necessary.
  • Multi-Language Support - This feature allows for the use of different languages in the classroom. It can be useful in accommodating students who are non-native speakers of the language of instruction or have different language preferences.
  • Multi-Monitor Support - This feature allows for the use of multiple monitors in the classroom, which can be useful in facilitating collaborative activities or displaying multiple pieces of information simultaneously.
  • Needs Assessment - A process for identifying and setting goals for a student, class, or school, and determining what gaps need to be addressed to achieve those goals.
  • Netiquette - Short for internet etiquette, Netiquette is an important part of digital citizenship and is the set of rules for engaging courteously on the internet, such as avoiding posting inflammatory comments and content, respecting others’ privacy, and showing good sportsmanship when playing online games.
  • Network Printing - This feature allows for the printing of documents or other materials on a shared network printer from student devices. It can help to minimize the need for individual printers and ensure a more streamlined printing process.
  • One-to-One Device Management - This feature allows for the management and monitoring of individual student devices in a one-to-one device program. It can help to ensure device security, troubleshoot issues, and manage device inventory.
  • Opportunity Gaps - In the context of K-12 education, opportunity gaps refer to significant and persistent differences in the distribution of educational resources and opportunities that can lead to differences in academic performance between different groups of students.
  • Paraeducator - A credentialed education professional who typically works under the direction of a certified teacher in a supportive role.
  • Pedagogy - One’s approach to teaching, which may be based on a particular learning theory or teaching method, such as Piaget’s Theory of Cognitive Development or Vygotsky’s Theory of Learning.
  • Peer Review / Peer Assessment - A structured process by which students review their peers’ work and provide constructive feedback and criticism.
  • Personalized Learning - Also known as personalization, personalized learning is an educational approach that aims to customize learning for each student based on their strengths, culture, needs, abilities, and interests. 
  • Pilot Program - A planned trial typically conducted for a set length of time and with a small subset of the desired user base. Commonly used for software or other technology programs.
  • Polling - This feature allows teachers to create and administer polls or surveys to students during class to gather feedback or assess understanding. It can be a useful tool in promoting student engagement and providing formative assessment.
  • Presentation Mode - This feature allows for the presentation of materials on a shared display or projector in the classroom. It can be useful in facilitating lectures or collaborative activities.
  • Printing Management - This feature allows for the management and monitoring of printing activities in the classroom. It can help to track printing usage, enforce print quotas, and minimize printing waste.
  • Problem Solving - A method of learning in which students are given a problem and expected to solve it by going through the steps of observing, understanding, analyzing, interpreting, finding solutions, and applying their newly gained knowledge to demonstrate thorough understanding of the concept. 
  • Problem-Based Learning - A teaching tactic in which students are presented with a real-world problem to solve that teaches them particular concepts or principles.
  • Project Based Learning - Learning that is based around doing an activity rather than passively taking in information, often involving real-world challenges, solutions, or problems.
  • Push Website - A LanSchool teaching software feature that enables you to instantly launch the same website on every classroom device to ensure students are always on task, focused and ready to learn.
  • Questioning Tools - This feature allows for the creation and administration of quizzes or assessments to students during class. It can be a useful tool in promoting student engagement and providing formative assessment.
  • Real-Time Screen Monitoring - This feature allows for the real-time monitoring of student screens during class. It can help to ensure students stay on task and promote a safe and productive learning environment.
  • Remote Control - A feature that allows the teacher to take control of a student’s device remotely in order to assist with technical issues or demonstrate specific tasks.
  • Remote Installation - A feature that enables the teacher or administrator to install software or updates on multiple devices simultaneously without physically being present at each device.
  • Remote Learning - Also known as online learning, an elearning format in which the student and teacher are not physically present in the same room. As schools around the world responded to the COVID-19 pandemic, remote learning was the primary teaching format.
  • Remote Login/Logout - A feature that allows the teacher or administrator to remotely log in or log out of a student’s device in order to troubleshoot technical issues or manage settings.
  • Remote Power Management - A feature that allows the teacher or administrator to remotely power on or off a student’s device or manage power settings in order to conserve battery life.
  • Remote Software Launching - A feature that enables the teacher or administrator to remotely launch software or applications on a student’s device without physically being present at the device.
  • Remote Testing - A feature that enables the teacher to administer and monitor tests remotely, ensuring the integrity of the testing environment.
  • Reporting - A feature that generates reports on student performance, including assessment results and other data, to help teachers and administrators make informed decisions about instruction and support.
  • Request for Proposal (RFP) - A formal request from a buyer (i.e., a K-12 school or district) to a vendor to put together a customized pricing package based on the buyer’s needs.
  • Response to Intervention (RTI) - A multi-tier approach to addressing student academic challenges with early intervention and support. RTI aims to identify students who are struggling in school and help them succeed by using targeted teaching methods.
  • Rural and Underserved Communities - Communities where students may not have equitable access to the educational tools and support that are common for other K-12 students, including digital devices, software, and the internet, among other resources.
  • Scalability - The ability for a software, special program, or other initiative to expand easily and manageably as more students are added or needs grow.
  • Screen Blanking - A feature that enables the teacher to blank out a student’s screen temporarily in order to regain their attention or to prevent cheating during tests.
  • Screen Monitoring - A LanSchool classroom management tool that enables teachers to view students’ screens in real time to ensure they’re progressing on their work as expected during class time.
  • Screen Sharing - A feature that enables the teacher to share their screen with students or vice versa in order to present information or collaborate on tasks.
  • Screen Time - The amount of time students spend actively using a digital device. Teachers and parents must balance screen time in an increasingly digital world.
  • Screenshot Capturing - A feature that allows the teacher or administrator to capture screenshots of a student’s device in order to monitor behavior or troubleshoot technical issues.
  • Self-Hosted Software - Software schools or district must self-host. This software delivery method is in contrast to Software-as-a-Service.
  • Small Group Instruction - Typically following whole group instruction, small group instruction is a teaching method to reinforce specific concepts by reducing the student-to-teacher ratio, usually to two to four students.
  • Social-Emotional Learning - The process of developing and using a wide range of skills that are necessary to thrive in school, career, and life, such as emotional regulation, conflict resolution, and other skills of self and interpersonal awareness. 
  • Software License - A subscription to use a type of software that may include single or multiple “seats” or users per license.
  • Software-as-a-Service (SaaS) - Software that is hosted and supported by the vendor and delivered to the customer through the internet, often as a monthly or annual subscription service. This is in contrast to self-hosted software.
  • Squid - A Google Creativity app that enables students and teachers to write on their Chromebooks just as they would a piece of paper using their finger or an active pen or passive stylus.
  • Standards Based Learning - An approach to grading based on the mastery of a particular standard, as opposed to the completion of certain work or assignments.
  • STEM / STEAM - Acronyms for Science, Technology, Engineering, Art, and Math, a grouping of academic disciplines that are considered high-paying and beneficial to student development.
  • Student Feedback Tools - A feature that enables students to provide feedback to the teacher or administrator on their learning experiences, such as rating the difficulty of an assignment or providing suggestions for improvement.
  • Student Monitoring - A feature that allows the teacher or administrator to monitor student activity during class, including their device usage and behavior, in order to ensure a safe and productive learning environment.
  • Student-Led Learning - An approach to learning where students actively participate in their own education, through self-teaching, teaching each other, and working collaboratively with peers.
  • Synchronous Learning - The style of learning in which all students receive the same instruction in real time, either in-person or remotely.
  • Teaching English as a Foreign Language (TEFL) - Teaching English to students who are non-native speakers or for whom English is not their first language.
  • Tech Support - A feature that provides technical support and assistance to teachers and students, including troubleshooting and repair services.
  • Test Monitoring - A feature that enables the teacher to monitor student activity during tests in order to prevent cheating and maintain the integrity of the testing environment.
  • Thinking Based Learning - Prioritizing students’ ability to conceptualize, build on ideas, organize information, approach problems logically, and make decisions on the best course of action.
  • Threat Protection - A type of cyber defense software used in education that automatically filters and protects students against malware and other incoming network threats.
  • Thumbnail View - Benefits of monitoring multiple student screens. A feature that enables the teacher to view multiple student screens simultaneously in a thumbnail format, making it easier to monitor student behavior and activity.
  • Tiered Intervention - A way of classifying students according to their level of need in order to provide the right level of support and measure their progress.
  • Time Management - Effective time management maximizes learning and includes organizing the day and classroom, deciding the lesson length for each subject, recording student progress, and streamlining classroom management processes.
  • Trauma Informed Teaching - An approach that adjusts teaching methods based on understanding how trauma, such as hunger, death of a loved one, bullying, poverty, or other adversity, can affect a student’s ability to learn.
  • Twitch - An American video live streaming service that focuses on video game live streaming, including broadcasting esports competitions. Twitch is a platform and community for connecting gamers to each other, fans, and funding.
  • URL Filtering - Benefits of website filtering for safer online environment. A feature that enables the teacher or administrator to block or allow specific websites or web content in order to ensure a safer and more appropriate online environment for students.
  • URL Monitoring - Benefits of monitoring student internet activity. A feature that allows the teacher or administrator to monitor student internet activity, including the websites they visit and the content they access.
  • User Permissions - Benefits of access control for students and staff. A feature that enables the teacher or administrator to assign specific permissions and access levels to different users, ensuring that students and staff have appropriate access to resources and information.
  • Video Conferencing Platform - Cloud-based software that enables people in different locations to speak on video in real time, often with screen sharing and other collaboration features included.
  • Virtual Classroom - A feature that enables teachers and students to participate in online learning and collaboration, including live video and audio communication, interactive activities, and other features.
  • Virtual Learning - Learning that takes place in-person or remotely using software or the internet with or without an instructor. Examples of virtual learning can include remote learning, blended learning, and elearning.
  • Virtual Reality (VR) - An immersive, artificial environment that is a computer-generated simulation of a three-dimensional environment. These environments can be interacted with in a physical way through sight and sound using special equipment.
  • We Video - A Google Creativity app for video creation, providing editing, collaboration, and sharing capabilities across any device.
  • Web Filtering - A software technology that blocks access to suspicious websites on specified devices or networks based on the web filter’s own guidelines or allow/block lists provided by a school’s IT team, teachers, or other leadership.
  • Web History - A LanSchool Classic student safety feature that enables teachers to view students’ web browsing, app, and keystroke history.
  • Web-Based Management - A feature that enables the teacher or administrator to manage devices and settings through a web-based interface, making it easier to access and manage resources from any location.
  • Website Blocking - A feature that enables the teacher or administrator to block access to specific websites or web content in order to ensure a safe and appropriate online environment for students.
  • Wellness - A state of well-being that affects student achievement and success. Teachers must assess and keep these factors in mind when guiding learning. Wellness can include emotional, intellectual, physical, environmental, personal, and social factors.
  • Whole Group Instruction - Sometimes referred to as whole class instruction, whole group instruction involves direct, typically teacher-led instruction that uses traditional methods to help students learn together in the same space and focused on the same lesson.
  • Workshop Model - An instructional model that consists of a teacher-led opening or warm-up, followed by a mini-lesson in which the teacher models what is expected of students. Next, there is a workshop session, where students break into small groups or work individually, followed by a closing debrief as a large group.