1/24
Name | Mastery | Learn | Test | Matching | Spaced | Call with Kai |
|---|
No analytics yet
Send a link to your students to track their progress
Technology (in society)
The set of tools, systems, and processes (digital or not) used to solve problems or make tasks easier, including platforms, algorithms, infrastructure, and new habits.
Access (to technology)
Who can use a technology based on factors like cost, internet connection, and digital skills.
Adoption
The stage when people integrate a technology into everyday tasks (e.g., messaging, maps, banking).
Dependence
When activities become difficult to do without a technology because it is embedded in daily life (e.g., appointments, paperwork).
Social transformation (from technology)
Changes in norms and expectations caused by technology, such as pressure to respond quickly or always be available.
Cause-and-effect reasoning
Explaining how technology leads to specific outcomes (benefits and risks) instead of listing generic pros and cons.
Hyperconnectivity
Constant connection through devices and networks that can increase communication but also create pressure and stress.
Digital identity
How someone is perceived online based on what they post, comment, follow, and share.
Privacy
The right to control personal information and decide what data is shared and with whom.
Digital footprint
The trail of information a person leaves behind when using the internet and digital services.
Misinformation
False or misleading information that spreads as if it were true.
Cyberbullying
Harassment or intimidation carried out through digital platforms or communication tools.
Digital divide
Gaps in access to technology and the skills needed to use it, often tied to geography, age, or socioeconomic status.
Availability (digital divide factor)
Whether infrastructure and coverage exist so people can connect (e.g., broadband, mobile networks).
Affordability (digital divide factor)
Whether devices and internet/service plans are financially within reach for users.
Digital literacy (digital divide factor)
Knowing how to use digital tools safely and effectively, including protecting privacy and evaluating information.
Quality of use (digital divide factor)
Differences in how internet is used; using it for education/work is not the same as using it mainly for entertainment.
Telemedicine
Healthcare services delivered remotely (often by video or online systems), improving convenience but raising access and equity questions.
Electronic waste (e-waste)
Discarded electronic devices; increases when people replace technology frequently and can create environmental harm.
Sustainability (technology and daily life)
Considering environmental costs of technology such as energy use, materials in production, and e-waste, and making longer-lasting or repair/recycle choices.
Discovery
Finding or understanding something that already exists in nature but was not previously known or well understood.
Invention
Creating a new tool, device, or process to solve a problem; often enabled by discoveries and enabling further discoveries.
Innovation pathway (lab to society)
A typical sequence: research → development → testing/evidence → implementation → regulation and public debate.
Ethics (in science and technology)
Reflection on what is right or wrong and the responsibilities involved when innovations affect rights, justice, access, and safety.
Informed consent (data use)
Permission given with understanding; ethically important because people may accept terms without reading or may have little real choice if a service is necessary.