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  2. Computers in the classroom - Wikipedia

    en.wikipedia.org/wiki/Computers_in_the_classroom

    Computers in the classroom. Schools often have dedicated computer labs which different classes share for studying and research. Computers in the classroom include any digital technology used to enhance, supplement, or replace a traditional educational curriculum with computer science education. As computers have become more accessible ...

  3. One-to-one computing - Wikipedia

    en.wikipedia.org/wiki/One-to-one_computing

    One-to-one computing. In the context of education, one-to-one computing (sometimes abbreviated as " 1:1 ") refers to academic institutions, such as schools or colleges, that allow each enrolled student to use an electronic device in order to access the Internet, digital course materials, and digital textbooks. [1]

  4. Computer accessibility - Wikipedia

    en.wikipedia.org/wiki/Computer_accessibility

    Computer accessibility. Computer accessibility refers to the accessibility of a computer system to all people, regardless of disability type or severity of impairment. The term accessibility is most often used in reference to specialized hardware or software, or a combination of both, designed to enable the use of a computer by a person with a ...

  5. Access key - Wikipedia

    en.wikipedia.org/wiki/Access_key

    Access key. In a web browser, an access key or accesskey allows a computer user to immediately jump to a specific web page via the keyboard. They were introduced in 1999 and quickly achieved near-universal browser support. In the summer of 2002, a Canadian Web Accessibility [1] consultancy did an informal survey to see if implementing ...

  6. Asynchronous learning - Wikipedia

    en.wikipedia.org/wiki/Asynchronous_learning

    Asynchronous learning is a general term used to describe forms of education, instruction, and learning that do not occur in the same place or at the same time. It uses resources that facilitate information sharing outside the constraints of time and place among a network of people. [1] In many instances, well-constructed asynchronous learning ...

  7. Secondary education - Wikipedia

    en.wikipedia.org/wiki/Secondary_education

    Definition. Secondary education refers to the stage of formal education that follows primary education and precedes higher education. It is typically offered to students between the ages of 14 and 18, although the specific age range may vary depending on the educational system and country.

  8. Hacker ethic - Wikipedia

    en.wikipedia.org/wiki/Hacker_ethic

    From the early days of modern computing through to the 1970s, it was common for computer users to have the freedoms provided by an ethic of open sharing and collaboration. Software, including source code, was commonly shared by individuals who used computers. Most companies had a business model based on hardware sales, and provided or bundled ...

  9. Computer programming in the punched card era - Wikipedia

    en.wikipedia.org/wiki/Computer_programming_in...

    A punched card is a flexible write-once medium that encodes data, most commonly 80 characters. Groups or "decks" of cards form programs and collections of data. The term is often used interchangeably with punch card, the difference being that an unused card is a "punch card," but once information had been encoded by punching holes in the card ...