Unauthorized Access | Prevention Measures |
Common methods | Strong Passwords |
Firewalls | Security Software |
Steps | Access Control |
Security measures taken to prevent unauthorized access to computer systems or networks. | The act of gaining access to a computer system without permission or unlawfully. |
A password that is difficult to guess, consisting of a mixture of upper- and lower-case letters, numbers, and special characters. | Techniques or tools widely used to prevent unauthorized access, such as passwords, firewalls, or biometric authentication. |
Programs installed on a computer system to protect against malicious attacks such as viruses, spyware or malware. | A security program that controls access to a network by analyzing incoming and outgoing network traffic based on a set of defined rules. |
The process of granting or denying specific actions or operations to authorized or unauthorized users. | Actions that should be taken to protect against unauthorized access, such as regular updates to security software and strong password protection. |
Encryption | Intrusion Detection |
Authentication | Vulnerability Assessment |
Malware | Virus |
Worm | Trojan |
A security measure used to monitor network traffic for signs of unauthorized access or attack. | The process of transforming data into a coded language that cannot be easily read or deciphered by anyone without access to the key. |
An evaluation of the potential weaknesses of a computer system or network that could be exploited by an attacker. | The process of verifying the identity of a user or the validity of a system or entity. |
A virus is a type of malware that is designed to replicate itself and spread to other computers. It can cause a range of problems, from slowing down a computer to destroying files and data. | Malware is short for 'malicious software', and refers to any program or code that is designed to harm a computer system or disrupt its normal operations. |
A Trojan (or Trojan horse) is a type of malware that is disguised as a legitimate program, but is actually designed to carry out malicious actions, such as stealing personal information or providing unauthorized access to a computer system. | A worm is a type of malware that is similar to a virus, but does not need to attach itself to a program in order to spread. Instead, it replicates itself and spreads across networks and the internet. |
Ransomware | Spyware |
Adware | Phishing |
Rootkit | Botnet |
Denial of Service (DoS) | Antivirus software |
Spyware is a type of malware that is designed to spy on a user's activities without their knowledge or consent. It can collect personal information, log keystrokes, and even take screenshots. | Ransomware is a type of malware that encrypts files on a computer system, and then demands payment in exchange for the decryption key. It can be extremely damaging, as it can lead to the loss of important data. |
Phishing is a type of social engineering attack that uses email or other messages to trick users into providing sensitive information, such as usernames and passwords. It can be extremely effective and can lead to a wide range of security breaches. | Adware is a type of malware that displays unwanted or intrusive advertisements on a user's computer. It can be annoying and disruptive, and may even lead to further malware infections. |
A botnet is a network of computers that have been infected with malware, and are under the control of a malicious actor. They can be used for a wide range of purposes, including launching DDoS attacks and distributing spam emails. | A rootkit is a type of malware that is designed to hide its presence on a computer system, often by modifying the operating system. It can be difficult to detect and remove, and can provide unauthorized access to a computer system. |
Antivirus software is a type of program that is designed to detect and remove malware from a computer system. It can scan files and programs for known malware signatures, and can also use heuristics to detect previously unknown malware. | A Denial of Service (DoS) attack is a type of attack where a computer system is flooded with traffic, making it unable to respond to legitimate requests. It can be used to disrupt or even take down websites and other online services. |
SQL attack | SQL injection |
Prevention measures | Data breach |
Injection flaws | Firewall |
Encryption | Parameterized queries |
A form of SQL attack where an attacker inserts malicious SQL code into input fields to execute unauthorized SQL commands. | A malicious attempt by an attacker to compromise a database by using SQL queries to gain unauthorized access or to manipulate the data. |
An incident where sensitive and confidential data is stolen, viewed or used by an unauthorized person or group. | Techniques implemented to prevent SQL attacks by securing the database and web application, and sanitizing user inputs. |
A security system designed to prevent unauthorized access to or from a private network. | Vulnerabilities in web applications that allow attackers to inject malicious code or SQL commands into a web page or application. |
A technique for preventing SQL injection attacks by using placeholders for user inputs in SQL queries. | The process of converting plain text into coded text for secure communication and storage to prevent unauthorized access. |
Stored procedures | Access control |
Vulnerability scanning | Patch management |
Brute force attack | Dictionary attack |
Hybrid attack | Rainbow table |
Techniques used to control and limit access to sensitive information or resources based on user roles and permissions. | Pre-defined programs or scripts stored in a database that can be called from a web application without executing commands directly. |
The process of applying patches and updates to software or systems to fix known vulnerabilities and security issues. | The process of scanning and identifying security vulnerabilities in a web application or network infrastructure. |
A form of brute force attack that uses a pre-computed list of possible passwords to try and gain access to the system. | A type of cyber attack where a hacker tries various username and password combinations until they find the correct ones to gain access to the system. |
A pre-computed table of possible passwords and their hash values, often used in dictionary attacks to speed up the cracking process. | A combination of dictionary and brute force attacks, where the hacker tries variations of words in a dictionary along with other possible password combinations. |
Password strength | Two-factor authentication |
Lockout policy | CAPTCHA |
Rate limiting | SSH brute forcing |
Firewall | Intrusion detection system |
An authentication method that requires users to provide two types of credentials, typically a password and a code or token, to gain access to a system. | The level of complexity and uniqueness of a password, which impacts its resistance against brute force attacks. |
A challenge-response test used to determine whether a user is a human or automated script, often used to prevent brute force attacks on web applications. | A system setting that limits the number of failed login attempts, effectively preventing brute force attacks from succeeding. |
A specific type of brute force attack that targets secure shell (SSH) services, often using automated tools to guess usernames and passwords. | A strategy of limiting the number of requests or actions a user can perform within a certain time period, in order to prevent abuse and attacks such as brute force. |
A device or software application that monitors network or system activities for malicious activities or violations, often used to detect and prevent brute force attacks. | A network security system that monitors and controls incoming and outgoing traffic based on predetermined rules, often used to prevent brute force attacks. |
Phishing | Pharming |
Spoofing | Identity Theft |
Two-Factor Authentication | Browser Security |
Anti-Virus Software | Firewall |
A type of cyber attack where a scammer redirects website traffic to a fake website to trick users into giving away sensitive information. | A type of cyber attack where a scammer sends a fraudulent email, text or message to trick someone into revealing personal or sensitive information. |
The stealing of personal information such as financial records, social security number, etc. to commit fraud or other crimes. | A technique used by scammers to imitate a trusted website or email in order to steal sensitive information. |
The use of secure browsers, add-ons, and plug-ins to protect against phishing and pharming attacks. | A security process in which the user provides two different authentication factors to verify their identity when logging in. |
A security system designed to prevent unauthorized access to or from a private network. | A program designed to prevent, detect, and remove malware from a computer or network. |
Data Encryption | Email Phishing |
Website Phishing | Social Engineering |
Accidental deletion | Data recovery methods |
Backup | System Restore |
A type of phishing attack where the scammer sends a fraudulent email that appears to be from a legitimate organization or person. | The process of encoding data in such a way that only authorized parties can access it. |
The use of deception to gain access to sensitive information or systems. | A type of phishing attack where the scammer creates a fake website that looks like a legitimate one in order to steal sensitive information. |
The process of recovering lost, deleted, corrupted or damaged data. | The unintentional removal of data or files that are needed for business operations or personal use. |
A feature in the Microsoft Windows operating system that allows the user to restore their computer to a previous state in time. | A copy of data that is used for restoring the data if it gets lost or damaged during the normal course of operation. |
Unformatting | Data Recovery Software |
HDD Recovery | RAID Recovery |
Logical Recovery | Physical Recovery |
Cloud Backup | USB Recovery |
A computer program designed to recover lost or corrupted data. | The process of restoring data that has been lost due to formatting errors. |
The process of recovering data from a RAID system that has failed due to hardware or software issues. | The process of recovering data from a damaged or malfunctioning hard disk drive. |
The process of recovering data from a physical failure, such as a broken hard drive or other hardware issues. | The process of recovering lost data from a logical failure, such as a corrupt file system or deleted files. |
The process of recovering data from a USB drive that has been damaged or corrupted. | A service that automatically backs up data to a remote server over the Internet. |
PIN | Biometrics |
Captcha | Personal Information |
Security | Authentication |
Password | Fingerprint |
Biometrics is the use of physical or behavioral characteristics such as fingerprint or facial recognition to identify and authenticate a person's identity for security purposes. | A Personal Identification Number (PIN) is a unique numeric code used as a password to authenticate and secure access to personal information. |
Personal Information is any data or information that can be used to identify an individual such as name, date of birth, address, phone number, email address, and financial information. | A Completely Automated Public Turing test to tell Computers and Humans Apart (Captcha) is a security measure that uses distorted text or image-based challenges to distinguish between human users and automated bots. |
Authentication is the process of verifying the identity of a user or device to grant access to a system or network. | Security refers to the measures taken to protect personal information and prevent unauthorized access, use, or disclosure of sensitive data. |
A fingerprint is a unique pattern of ridges and valleys on the tip of a person's finger that can be used to identify and authenticate a person's identity for security purposes. | A password is a secret string of characters that is used to authenticate and access a system or account. |
Facial Recognition | Automated Attacks |
Distorted Text | Image-based Challenges |
Security questions | Authentication methods |
Password | Strong password |
Automated attacks are malicious attempts to penetrate a system or network using automated tools or software without human intervention. | Facial recognition is a biometric technology that uses algorithms to analyze facial features and patterns to identify and authenticate a person's identity for security purposes. |
Image-based Challenges are a type of challenge-response test used in Captcha systems that presents a series of images that a human user must select based on a specific criteria to prove they are not a bot. | Distorted Text is a type of challenge-response test used in Captcha systems that presents a distorted image of a word or phrase that must be deciphered by a human user to prove they are not a bot. |
The different ways in which a user's identity is verified when accessing an online account | A form of authentication that involves answering questions that are known only by the user to gain access to their account |
A password that is difficult to guess and provides high security for an online account | A secret code or phrase that a user must provide to gain access to their account |
Password creation | Two-factor authentication |
Biometric authentication | Token authentication |
Single sign-on | Phishing |
Social engineering | Password manager |
A type of authentication that requires the user to provide two different forms of identification to gain access to an online account | The process of creating a strong and secure password that meets the requirements of an online account |
A method of authentication that uses a physical device, such as a key fob, to generate a unique code for each login | The use of physical characteristics, such as fingerprint or facial recognition, to verify a user's identity |
A type of online scam where fraudulent emails or websites are used to trick users into revealing their personal information | A system that allows a user to access multiple online accounts with just one set of login credentials |
A software application that assists in generating and securely storing complex and unique passwords for different online accounts | A method used by criminals to exploit human behavior and psychology in order to obtain sensitive information |
Cybersecurity | Malware |
Virus | Adware |
Spyware | Anti-malware software |
Anti-virus software | Anti-adware software |
Software that is specifically designed to disrupt, damage, or gain unauthorized access to a computer system. | The practice of protecting computer systems, networks, and programs from digital attacks, theft, or damage to hardware, software, or electronic data. |
Software that displays unwanted and intrusive advertisements on a computer or device. | A type of malware that is inserted into a computer or device program and can replicate itself and spread to other computers or devices. |
A program designed to detect and remove malware from a computer or device. | Software that is designed to secretly track and monitor a computer user's activities or information. |
A program designed to detect and remove adware from a computer or device. | A program designed to detect and remove viruses from a computer or device. |
Anti-spyware software | Benefits of anti-malware software |
Routine checkups | Secure computer environment |
Email Attachments | Hyperlinks |
Malware | Phishing attacks |
Protects against potential loss or damage to important personal and business information and enhances the overall computer system's performance. | A program designed to detect and remove spyware from a computer or device. |
Refers to a system that is protected from unauthorized access, theft, or damage to hardware, software, or electronic data. | Regular scans and updates that help to ensure the computer or device is secure and free from malware. |
Clickable links within an email that direct the recipient to a webpage. | Files that are sent along with an email message. |
Fraudulent attempts to obtain sensitive information, such as passwords and credit card details, by disguising oneself as a trustworthy entity in an electronic communication. | Software designed to harm or exploit any programmable device, service, or network. |
Safe email practices | Suspicious emails |
Virus | Firewall |
Encryption | Two-factor authentication |
Backup | Patch |
Messages that are possibly fraudulent, dangerous, or contain malware. | Adopting and using secure email practices to avoid cyberattacks. |
Security program that monitors and controls incoming and outgoing network traffic, based on predetermined security rules. | A type of malware that replicates itself by inserting its code into other programs or files. |
A security process in which the user is required to provide two forms of identification to access an account or service. | The process of converting plain text into coded language to protect sensitive information from being accessed by unauthorized individuals. |
A piece of code that is added to a software program to fix a known vulnerability or bug. | A copy of important data that is stored separately from the original, in case the original is lost or damaged. |
Online payment systems | Payment gateway |
Encryption | Two-factor authentication |
Tokenization | Fraud detection |
Fraud prevention | PCI DSS |
Third-party entity that helps to facilitate online transactions by securing, encrypting and transferring necessary data between parties. | Electronic method used for making payments for goods or services over the internet. |
Security feature that requires authentication through at least two methods, such as a password and a biometric scan. | Process of converting data into a code for secure transmission over the web. |
Technology and/or processes used to identify and prevent fraudulent activities during online payment transactions. | Process of replacing sensitive payment information with a unique identifier or token. |
Payment Card Industry Data Security Standard set by major credit card companies to ensure secure handling of credit card information. | Efforts taken to stop fraudulent activities from happening in the first place. |
Authentication | SSL |
Firewall | Risk assessment |
Third-party payment system | Transaction |
Online transaction | Security |
Secure Sockets Layer, a security protocol used to establish a secure link between a user's browser and a web server. | Process of verifying the identity of a user or device attempting to access a system or application. |
Process of identifying, evaluating and prioritizing risks associated with online payment systems and taking appropriate measures to manage them. | Hardware or software that monitors and controls incoming and outgoing network traffic based on predetermined security rules. |
The process of exchanging goods, services or currency between two or more parties. | A payment system that allows individuals or businesses to make transactions online through a third-party service provider. |
The protection of information and systems from unauthorized access, theft, damage or disruption. | The exchange of goods, services or currency between two or more parties over the internet. |
Encryption | Authentication |
Fraud prevention | Bank card |
PIN | CVV |
Phishing | Two-factor authentication |
The process of verifying the identity of a user or system before allowing access to protected information or services. | The process of converting data into a coded language to protect it from unauthorized access. |
A plastic card issued by a bank that allows users to make electronic transactions, including purchases and withdrawals. | The measures taken to prevent or detect fraudulent activity in online transactions. |
Card verification value, a 3- or 4-digit number printed on the back or front of a bank card used to verify the identity of the cardholder. | A personal identification number used to verify the identity of a user when making electronic transactions. |
A security measure that requires users to provide two forms of identification, such as a password and a code sent to a mobile device, to access protected information or services. | The fraudulent practice of sending emails or messages to trick people into divulging personal or financial information. |
Health and Wellness | Digital World |
Technology | Impact |
Strategies | Promotion |
Digital Health Literacy | Privacy |
The technological environment that allows people to interact, communicate and access information through digital devices and platforms such as smartphones, computers, internet and social media. | The overall state of physical and mental wellbeing that includes different aspects such as nutrition, exercise, sleep, and stress management. |
The effect that technology has on health and wellness, including positive and negative consequences on physical, mental, and social aspects of people's lives. | The use of scientific knowledge for practical purposes, especially in industry, engineering, and everyday life, such as digital health applications, wearables, and telemedicine. |
The process of encouraging and motivating people to adopt and maintain healthy behaviors and lifestyles in a digital world, such as healthy food choices, physical activity, sleep hygiene or digital detox. | The actions and plans that individuals, organizations, and governments can implement to improve health and wellness in a digital world, such as education, awareness campaigns, and technology-based interventions. |
The right to control and protect personal information that is collected, stored, and accessed through digital devices and platforms, such as health records, fitness trackers, and online accounts. | The ability to access, understand, evaluate, and use health information and technologies available in a digital world, such as health apps, wearables, and social media. |
Security | Ethical Considerations |
Telemedicine | Digital Detox |
Collaborative working practices | Flexible working practices |
Technology | Benefits |
The moral principles and values that guide the development, implementation, and use of technology for health and wellness in a digital world, such as transparency, equity, responsibility, and trust. | The measures and safeguards that ensure the protection and confidentiality of personal and sensitive information in digital health systems, such as data encryption, authentication, and backup. |
The intentional and temporary disconnection from digital devices and platforms to reduce stress, improve mental health, and enhance social interactions in a digital world. | The use of remote communication technologies such as videoconferencing, chatbots, or remote monitoring to diagnose, treat, and manage health conditions in a digital world. |
A type of working arrangement that allows employees to work within flexible hours and arrangements. | A way of working that involves people from different departments or areas of a business working together on a project or task. |
Advantages or positive outcomes that are gained from using technology for collaborative and flexible working practices. | The use of scientific knowledge and tools to invent useful things or solve problems. |
Common tools | Techniques |
Practical setting | Communication |
Collaboration | Productivity |
Remote work | Cloud computing |
Methods and approaches that are used to improve collaborative and flexible working practices, such as agile methodology and lean practices. | Tools and resources that are widely used for collaborative and flexible working practices, such as video conferencing, email, and shared calendars. |
The exchange of information and ideas between individuals or groups. | A real-world context where collaborative and flexible working practices are applied to achieve specific goals or objectives. |
The rate at which work is completed, often measured by the amount of work completed in a certain amount of time. | Working together with others towards a common goal or objective. |
The use of remote servers hosted on the internet to store, manage, and process data. | A type of flexible working arrangement where employees work from a location outside of the traditional workplace, such as their home or a co-working space. |
Cyberbullying | Online harassment |
Examples | Impact |
Prevention | Response |
Digital communication | Social media |
The act of using digital communication tools to threaten, intimidate, or harm someone. | The use of technology, such as the internet or social media, to deliberately harass, intimidate, or humiliate someone. |
Cyberbullying and online harassment can have negative psychological effects on the victim, such as anxiety, depression, and even suicidal thoughts. It can also cause social isolation and damage the reputation of the victim. | Instances of cyberbullying and online harassment may include spreading rumors, sharing embarrassing photos or videos, sending threatening messages, or creating fake profiles. |
Ways to respond to cyberbullying and online harassment may include talking to a trusted adult, saving evidence of the harassment, and blocking the harasser on social media. | Ways to prevent cyberbullying and online harassment include educating people about the issue, setting privacy settings on social media accounts, and reporting any instances to authorities or the website/platform. |
Platforms, such as Facebook, Twitter, or Instagram, that allow users to connect with others and share information. | The use of technology to communicate with others. |
Harassment | Humiliate |
Anxiety | Isolation |
Accessing information | Information Age |
Methods of accessing information | Advanced search techniques |
To cause someone to feel ashamed or foolish, especially in front of others. | To subject someone to aggressive pressure or intimidation, especially over a prolonged period. |
The state of being on one's own, away from others. | A feeling of worry, nervousness, or unease about something with an uncertain outcome. |
The period in modern history characterized by the rapid shift from traditional industry to an economy primarily based on information technology. | The process of obtaining data or knowledge, typically from a database or the internet. |
The tools or methods used to refine online searches, typically involving the use of keywords, Boolean operators, and filters. | The different techniques or ways to search for and obtain data or knowledge, such as using search engines, databases, or online libraries. |
Relevant information | Reliability of information |
Primary sources | Secondary sources |
Credibility | Bias |
Fact-checking | Plagiarism |
The degree to which data or knowledge obtained from a source can be trusted or believed to be true and accurate. | Data or knowledge that is closely connected or applicable to a particular topic or problem. |
Materials or documents produced after an event or phenomenon, such as news articles or scholarly analyses. | Original materials or documents created at the time of an event or phenomenon, such as eyewitness accounts or government records. |
The inclination or prejudice toward a certain point of view or opinion, often influencing the accuracy or fairness of information. | The quality of being trusted and believed in, often based on a source's reputation, expertise, or authority. |
The act of using someone else's work or ideas without proper attribution or permission, often violating copyright laws or ethical standards. | The process of verifying the accuracy and reliability of information, often by comparing it to multiple sources or consulting experts. |
Social media algorithms | Echochambers |
Algorithmic bias | Impression |
Engagement | Reach |
Filter bubble | Algorithmic transparency |
A social media phenomenon where individuals are only exposed to information that confirms their existing beliefs and values. | The mathematical formulas that determine what content a user sees on their social media feed. |
The number of times a post appears on a user's social media feed. | The systematic and discriminatory favoritism of certain groups or perspectives by a social media algorithm. |
The number of unique users who have viewed a social media post. | The measurement of how users interact with a social media post; includes likes, shares, and comments. |
The degree to which the inner workings of a social media algorithm are publicly known and accessible. | A state where an individual is only exposed to information that agrees with their existing beliefs and values; often created by social media algorithms. |
Curation | Engagement bait |
Demographic bias | Ad targeting |
Leisure | Entertainment |
Digital world | Types of leisure |
A tactic used by some social media users to artificially inflate their engagement metrics. | The process by which a social media platform selects and prioritizes content to show its users. |
The practice of showing advertisements to specific segments of a social media platform's user base, based on user data and behavior. | The consistent favoritism of certain age, gender, or other demographic groups by a social media algorithm. |
Content or activities designed to provide pleasure and enjoyment, often through digital media. | The use of free time for enjoyment and relaxation, often through various digital platforms. |
Different categories of activities that people engage in for leisure purposes, which may include gaming, streaming, social media use, and more. | The environment created by the use of digital technologies, including the internet, social media, and mobile devices. |
Types of entertainment | Benefits of digital leisure |
Drawbacks of digital leisure | Benefits of digital entertainment |
Drawbacks of digital entertainment | Maximizing benefits |
Minimizing drawbacks | Online safety |
Advantages provided by digital platforms for leisure activities, which may include convenience, access to a wide range of content, and social connections. | Different categories of content and activities that people engage in for entertainment purposes, which may include movies, TV shows, games, and more. |
Advantages provided by digital platforms for entertainment, which may include cost savings, personalized recommendations, and accessibility. | Disadvantages or challenges associated with digital leisure, which may include addiction, decreased physical activity, and privacy concerns. |
Strategies for getting the most out of digital leisure and entertainment opportunities, such as setting limits, prioritizing quality content, and engaging in active rather than passive activities. | Disadvantages or challenges associated with digital entertainment, which may include exposure to inappropriate content, decreased social interaction, and information overload. |
The act of staying safe while using the internet or other online technologies. | Strategies for reducing or avoiding the negative effects of digital leisure and entertainment, such as balancing screen time with other activities, being mindful of personal information, and seeking social support. |
Potential online risks | Personal information |
Social media | Cyberbullying |
Privacy settings | Phishing |
Malware | Two-factor authentication |
Any private details about a person that can be used to identify them, such as their name, address, phone number, email, or date of birth. | The possible dangers or hazards that can be encountered while using the internet or other online technologies. |
The act of using digital technologies, such as the internet or mobile phones, to harass, humiliate, threaten, or intimidate someone else. | Online platforms and tools that allow people to create, share, or exchange information, ideas, and opinions, such as Facebook, Twitter, Instagram, or Snapchat. |
The fraudulent practice of sending emails, messages, or links that appear to be from reputable sources, but actually are designed to steal personal information or infect devices with malware. | The controls or options that allow users to specify who can see or access their personal information or content on social media platforms or other online services. |
A security process that requires users to provide two separate forms of identification or verification (such as a password and a code sent to a phone) to access their accounts or devices. | Any software or code that is intentionally designed to harm or disrupt computer systems or networks, such as viruses, worms, Trojan horses, or ransomware. |
Digital footprint | Privacy policy |
Data breach | Information and Communication Technology |
Positive impacts | Negative impacts |
Social norms | Social values |
The official statement or document that outlines how an organization or website collects, uses, and protects the personal information of its users or customers. | The trail or record of someone's online activity, behavior, or presence, including the information they share, the sites they visit, and the interactions they have with others. |
The technologies used for communication and processing, which includes computers, the internet, and mobile devices. | The unauthorized or accidental release, access, or exposure of sensitive or confidential data, such as personal information or financial records, to an untrusted environment or entity. |
The harmful effects of ICT on society such as addiction, cyberbullying, and loss of privacy. | The beneficial effects of ICT on society such as facilitating communication, increasing productivity, and providing access to information. |
The beliefs and principles that a society holds to be important and desirable, which can be affected by ICT. | The unwritten rules and expectations that guide human behavior, which are influenced by ICT. |
Privacy | Security |
Ethical considerations | Cybercrime |
Intellectual property rights | Social inequality |
Netiquette | Telecommuting |
The protection of information and systems from unauthorized access, use, disclosure, disruption, modification, or destruction. | The right of an individual to control their personal information and how it is used. |
Illegal activities carried out in the digital world, such as hacking, identity theft, and fraud. | The issues of morality and fairness that arise from the use of ICT, such as cybercrime, intellectual property rights, and social inequality. |
The unequal distribution of resources, opportunities, and benefits in society, which can be exacerbated by ICT. | The legal rights that creators have over their inventions, artistic works, and other productions. |
Telecommuting refers to working from a remote location away from the central office by making use of the internet and other forms of technology. | The etiquette rules for online communication and behavior, which help maintain a respectful and positive internet culture. |
Virtual meetings | Collaboration tools |
Productivity software | Cloud computing |
Virtual private network (VPN) | Remote access |
Web-based applications | Internet of Things (IoT) |
Collaboration tools are software applications that allow multiple users to work simultaneously on a project while being geographically separated. | Virtual meetings are meetings conducted between people in remote locations using video conferencing tools such as Zoom, Skype, and Teams. |
Cloud computing refers to the delivery of computing services, including servers, storage, databases, networking, software, and analytics over the internet, to offer fast innovation, incredibly flexible resources, and economies of scale. | Productivity software is a type of application software that is used to help employees perform tasks more efficiently. |
Remote access refers to the capability of accessing a computer or network from a remote location by using the internet to allow employees to work from anywhere. | VPN is a secure and private network connection to secure the internet connection and thus protect sensitive data. |
The Internet of Things (IoT) is the interconnection between internet-enabled devices that automate most home and office tasks. | Web-based applications are software applications that are designed to run on a web browser, which makes them accessible from any location with an internet connection. |
Mobile devices | Virtual assistants |
Screen sharing | Hardware components |
Specifications | Features |
Computer | Central Processing Unit (CPU) |
Virtual assistants are computer programs or AI devices that perform automated tasks and provides quick guidance to the users. | Mobile devices are small electronic devices such as smartphones and tablets, which are designed to be portable and can be used from any location. |
Physical components of a computer system such as Central Processing Unit (CPU), Random Access Memory (RAM), hard disk drive (HDD), keyboard, mouse, and monitor that are required for remote work. | Screen sharing is the process of viewing the desktop of a remote computer's screen on another, typically local, computer screen, over the internet. |
The additional functionalities of a hardware component such as built-in webcam, microphone, and speakers that enhance its usability. | The technical details of a hardware component such as processor speed, storage capacity, and screen resolution that determine its performance. |
The brain of a computer that carries out instructions of a program and manages the performance of hardware components. | An electronic device that can receive, store, process and output data to perform various tasks required for remote work. |
Random Access Memory (RAM) | Hard Disk Drive (HDD) |
Keyboard | Mouse |
Monitor | Appropriate hardware components |
Importance | Software solutions |
The secondary storage of a computer that stores data and programs even when the computer is turned off. | The temporary memory of a computer that stores data and instructions that the CPU can access quickly. |
A hardware input device that allows a user to select and move objects on a computer screen. | A hardware input device that allows a user to type letters, numbers, and symbols into a computer system. |
Hardware components that meet the requirements of remote work and can perform the tasks effectively and efficiently. | A hardware output device that displays text, images, and videos on a computer screen. |
Tools or applications that are designed to help in remote work scenarios. They enable communication and collaboration among remote teams, increase productivity, and ensure efficiency. | The significance of selecting appropriate hardware components for remote work to ensure smooth and productive operations. |
Remote work | Importance |
Types of software solutions | Choosing the right software solution |
Implementation | Effective remote work |
Best practices | Communication tools |
The degree to which software solutions impact the effectiveness and success of remote work. Their importance is measured by how they help overcome the challenges of remote work and enable the achievement of organizational goals. | A work arrangement where employees carry out their tasks from a location outside of the traditional office setting. It allows employees to work flexibly, save time and costs, and contribute to a better work-life balance. |
The process of selecting a software solution that best meets the requirements of a specific remote work scenario. It involves assessing the features, cost, ease of use, and compatibility of different software solutions and matching them with the needs of the organization. | Different categories of software solutions that address different aspects of remote work. They include communication tools, project management software, time tracking applications, and others. |
The ability of remote teams to work efficiently and productively while adhering to organizational policies and standards. It is influenced by factors such as communication, collaboration, time management, and quality of work. | The process of installing and configuring software solutions for remote work. It involves setting up user accounts, defining user permissions, configuring settings, and ensuring integration with other tools and applications. |
Software solutions that facilitate communication among remote team members. They include email clients, instant messaging applications, voice and video conferencing tools, and others. | Proven methods and techniques for using software solutions effectively in remote work scenarios. They include establishing clear communication protocols, setting priorities and goals, tracking progress, and ensuring data security and privacy. |
Project management software | Time tracking applications |
Data security | Home network |
Remote work | Security risks |
Cybersecurity | Password |
Software solutions that help in tracking the time spent on specific tasks and projects. They enable remote employees to keep track of their work hours, monitor productivity, and ensure accurate billing and invoicing. | Software solutions that help in planning, organizing, and tracking project tasks and resources. They enable remote teams to collaborate on projects, monitor progress, and ensure timely delivery of results. |
A group of devices including computers, printers, routers and modems that are connected to the internet within a house or apartment. | The protection of sensitive and confidential data from unauthorized access, use, disclosure, or destruction. It is essential in remote work scenarios where data is transmitted over the internet or stored in cloud-based applications. |
Any potential threat or danger to the confidentiality, integrity and availability of data or devices on a home network. | Work that is conducted from home or outside of a traditional office setting. |
A sequence of characters that is used to authenticate or verify the identity of a user and allow access to a device or network. | The practice of protecting devices, networks and data from unauthorized access, use, disclosure, disruption, modification or destruction. |
Firewall | Encryption |
Antivirus software | Patch |
Virtual private network | Two-factor authentication |
Best practices | Remote work |
The process of converting plaintext into cipher text to protect sensitive data from unauthorized access or tampering. | A security system that controls network traffic and filters out unauthorized access to a network based on predetermined security rules. |
A software update that fixes vulnerabilities or bugs in operating systems, applications or firmware. | A computer program that is designed to detect, prevent and remove malicious software from a device or network. |
A security mechanism that requires two different forms of authentication to verify the identity of a user before granting access to a device or network. | A secure network connection that allows users to access a private network from a remote location over the internet. |
Work done outside of a traditional office setting, typically from home or a co-working space. | A set of guidelines, standards or procedures that are widely accepted as effective or efficient in a particular industry or domain. |
Disadvantages | Social isolation |
Lack of work-life balance | Difficulty collaborating |
Increased distractions | Reduced productivity |
Less face-to-face interaction | Difficulty monitoring employees |
The decreased social interaction experienced by remote workers, which can lead to feelings of loneliness and detachment. | Negative aspects or drawbacks of remote work for individuals and businesses. |
The challenges of working with team members who are in different locations, which can lead to communication breakdowns and inefficiencies. | The difficulty in maintaining clear boundaries between work and personal life, resulting in longer work hours and increased stress. |
The potential decrease in productivity caused by the challenges outlined above, especially for individuals who need a structured work environment. | The numerous distractions that can occur in a remote work environment, such as household chores, family members, or pets. |
The challenge of tracking employee work hours, progress, or performance when they are working remotely. | The reduced ability to have in-person meetings or discussions, which can lead to misunderstandings or missed opportunities. |
Security risks | Equipment and technology issues |
Mitigate | Working from home |
Flexibility | Productivity |
Cost savings | Autonomy |
The potential for technical problems with computers, internet connections, or other equipment that can impact productivity. | The increased risk of data breaches or cyber attacks when remote workers access company networks or use personal devices for work purposes. |
The practice of performing work, tasks or activities from the comfort of one’s private residence instead of commuting to a physical office or workplace. | To lessen or reduce the negative effects of remote work by implementing strategies or solutions. |
The amount of work accomplished by an individual within a given period of time. | The ability to work on a schedule that suits one's needs rather than a rigid 9-to-5 structure. |
The ability to exercise control over one’s work schedule, environment and conditions. | The financial benefits that arise from not having to incur expenses such as transportation, meals, clothing, and other work-related expenditures that would be necessary if required to work in a physical office. |
Technology | Communication |
Collaboration | Work-life balance |
Isolation | Distractions |
Self-discipline | Remote work |
The act of conveying information or exchanging ideas through various channels such as email, video conferencing, chat platforms and social media. | Various hardware and software tools that are employed to facilitate work communications, data sharing and collaboration from remote locations. |
The equilibrium between one’s personal and professional life that can be achieved by working from home. | The act of working together harmoniously on a project or task to achieve a common goal. |
Any interruptions that can interfere with an individual's ability to work, such as family members, pets, household chores and entertainment options. | The feeling of being disconnected or detached from one’s colleagues or company culture that can arise from not working in a physical office. |
A working arrangement that allows employees to work from a location other than the office, typically from home. | The ability to focus and stay motivated to complete work-related tasks even when there are numerous distractions present. |
Benefits of remote work | Challenges of remote work |
Communication tools | Collaboration tools |
Best practices for remote work | Productivity |
Distractions | Time management |
Includes communication difficulties, lack of supervision, feelings of isolation, and distractions at home. | Includes reduced commuting time, increased flexibility in schedule, increased job satisfaction, and improved work-life balance. |
Technology platforms and applications used to facilitate collaboration and project management among remote workers, such as shared documents, project management software, and virtual whiteboards. | Technology platforms and applications used to facilitate communication among remote workers, such as video conferencing, chat software, and email. |
The degree to which work is completed efficiently and effectively. | Establishing a designated workspace, maintaining regular working hours, communicating clearly and frequently with colleagues, and setting expectations with family or roommates. |
The ability to effectively allocate time to complete tasks and meet deadlines. | Anything that diverts one's attention away from work, such as children, pets, or household chores. |
Work-life balance | Virtual meetings |
Telecommuting | Communication |
Collaboration | Effective Communication |
Active Listening | Empathy |
Meetings conducted via technology platforms, such as video conferencing, to allow remote workers to collaborate and communicate effectively. | The balance between work obligations and personal responsibilities, such as family and social interactions. |
The exchange of information, ideas, or thoughts between individuals or groups. | A work arrangement in which an employee performs their job duties from home or another remote location for all or some of their workweek. |
The ability to convey a message or idea clearly and accurately to others, resulting in a shared understanding. | Working together towards a common goal or objective, often involving shared decision-making and mutual accountability. |
The ability to understand and share the feelings of another person. | The process of fully concentrating, understanding, responding and then remembering what is being said by the speaker. |
Nonverbal Communication | Workplace Collaboration |
Virtual Collaboration | Conflict Resolution |
Feedback | Trust |
Cross-Cultural Communication | Global markets |
The coordinated effort of a group of individuals working towards a common goal or objective within a business or organization. | Communication without the use of words, often involving body language, facial expressions, and tone of voice. |
The process of addressing and resolving disagreements or conflicts between individuals or groups. | The coordinated effort of a group of individuals working towards a common goal or objective using digital tools and technology. |
A belief in the reliability and integrity of others to fulfill their commitments and obligations. | Information provided by others that is used to improve performance or gain insight into behavior. |
Refers to the interconnected economies of the world and the international trade of goods and services between countries. | The exchange of information, ideas, or thoughts between individuals or groups from different cultural backgrounds. |
Export | Import |
International trade | Localization |
Cultural differences | Tariff |
Import quota | Exchange rate |
The process of buying goods or services from other countries. | The process of selling goods or services to other countries. |
The process of adapting a product or service to meet the specific needs and preferences of a particular country or region. | Refers to the exchange of goods and services between countries. |
A tax imposed on goods that are traded across international borders. | The varied norms, values, attitudes, and behaviors of different cultures that need to be considered while doing business in global markets. |
The rate at which one currency can be exchanged for another. | A limit on the amount of a certain product that can be imported into a country during a specified period of time. |
Globalization | Economic development |
Market saturation | |
The process by which a country improves the economic, political, and social well-being of its people through various measures such as increasing the availability of goods and services, creating jobs, and reducing poverty. | The process of increasing interconnectedness and interdependence among the world's economies, societies, and cultures. |
The point at which a market is so well developed that further growth is difficult to achieve. | |
ICT security |
The practice of protecting electronic devices, systems, or networks from theft, damage, or unauthorized access. |
Cybersecurity | Data encryption |
Firewall | Malware |
Phishing | Password policy |
Security audit | Two-factor authentication |
The conversion of data into a form that cannot be easily understood except by authorized persons who have the cryptographic key. | The protection of computer systems and networks from the theft of or damage to their hardware, software, or electronic data. |
A type of software designed to harm or exploit any programmable system including desktops, servers, mobile devices, and networks. | A security system that monitors and controls incoming and outgoing network traffic based on preset security rules. |
A set of rules designed to enhance computer security by encouraging users to employ strong passwords and use them properly. | The fraudulent practice of sending emails claiming to be from reputable companies in order to induce individuals to reveal personal information. |
An authentication method that requires the user to provide two forms of identification, typically a password and a smart card or biometric identification. | The process of assessing, measuring, and reporting the effectiveness of an organization's security controls, policies, and procedures. |
Vulnerability assessment | Data backup |
Access control | Competitive Environment |
Navigation | Differentiation |
ICT Skills | Thrive |
The process of creating a secondary copy of important data to protect against accidental loss, corruption, or deletion. | The process of evaluating and identifying vulnerabilities, weaknesses, and loopholes in a system or network to support further security measures. |
A market in which multiple businesses offer similar products or services, resulting in competition for customers and profits. | The process of controlling who can access what information and resources in a system or network. |
The process of creating a unique and valued position in a market to distinguish oneself from competitors. | The ability to move through and understand a specific environment or situation in order to maximize success. |
The ability to grow and succeed in a competitive environment by utilizing skills and differentiating oneself from competitors. | The abilities and knowledge needed to effectively use information and communication technology in a competitive environment. |
Market | Competition |
Customer | Profit |
Success | Value |
Positioning | iGCSE ICT Course |
The act of businesses or individuals vying for the same customers, resources, or profits. | A group of potential customers with a need or desire for a specific product or service. |
The revenue remaining after all costs and expenses have been paid in a business or financial venture. | A person or organization who purchases or uses a product or service. |
The perceived benefit or worth of a product or service in the eyes of a customer or market. | The achievement of one's goals and objectives, typically by utilizing skills and knowledge to navigate a specific environment. |
An international curriculum of study designed to prepare students for further studies, work, and life in an ICT-dependent contemporary and globalized environment. | The process of creating a specific image or brand in the mind of a customer or market to differentiate oneself from competitors. |
Online Presence | Learning Experience |
Online Learning | Impact |
Effective Use | Online Resources |
Contemporary | Globalized |
The process of acquiring knowledge, skills, attitudes, and values through formal or informal study, instruction, or training, as well as through direct or indirect exposure to new situations, events, or interactions with others. | The extent to which an entity, such as a person, organization, or course, is visible and active on the internet. |
The influence, effect, or consequence of a particular action, event, or phenomenon on something else, such as a person, group, system, or environment. | The use of internet-based technologies and methods to provide educational content, resources, activities, and services to learners, regardless of time and place. |
The digital materials, tools, and platforms that are accessible via the internet and can be used for learning, research, communication, collaboration, and other purposes related to education. | The ability to utilize online resources, such as websites, applications, forums, blogs, or social media, in a productive and meaningful way that supports learning and achievement of goals. |
Having a worldwide scope, impact, or perspective, reflecting the interconnectedness and interdependence of different regions, cultures, economies, and societies. | Pertaining to the present time, epoch, or style, characterized by modernity, innovation, and relevance to current issues or trends. |
Preparation | Further Studies |
Work | Unequal access |
Community | Impact |
Socioeconomic status | Marginalized communities |
The pursuit of advanced education or training beyond the secondary or high school level, such as college, university, vocational school, or professional development programs. | The act or process of getting ready for something, such as a test, exam, project, or career, by acquiring knowledge, skills, and attitudes that are relevant and useful for that purpose. |
Unequal access refers to a situation where some individuals have limited or no access to resources, goods, services, or information that are available to others in the same community or society. | The activity of doing something that provides income, employment, or occupation, typically involving physical or mental effort and skills. |
Impact refers to the effect that unequal access has on individuals, groups, or society as a whole. It can be positive, negative, or neutral depending on the circumstances. | A community refers to a group of people who share common interests, beliefs, goals, or geographical location. It can be a small or large group of people living in the same area or having a similar identity. |
Marginalized communities refers to groups of people who are systematically excluded, discriminated against, or disadvantaged in society based on their race, gender, ethnicity, religion, or other factors. They may have limited access to resources and opportunities. | Socioeconomic status (SES) refers to a person's position in society based on their income, education, occupation, and social status. It can influence their access to resources and opportunities. |
Digital divide | Inequality |
Assistive technology | Empowerment |
Universal design | E-inclusion |
E-government | Unequal access to ICT |
Inequality refers to the unequal distribution of resources, opportunities, or power in society. It can be based on various factors such as income, gender, race, or ethnicity. | Digital divide refers to the unequal access to technology and information among individuals or communities. It can create disparities in education, health, employment, and social participation. |
Empowerment refers to the process of enabling individuals or communities to have control over their lives, make decisions, and take actions that lead to positive outcomes. It can involve providing them with resources, skills, or opportunities. | Assistive technology refers to devices, software, or equipment that helps people with disabilities or limitations to access information, communicate, and perform daily tasks. It can improve their quality of life and increase their participation in society. |
E-inclusion refers to the use of technology to promote social inclusion, equality, and participation. It can involve providing access to technology, training, and support to marginalized or underprivileged groups. | Universal design refers to the design of products, environments, or services that are accessible and usable by people with diverse abilities, ages, and backgrounds. It can improve the quality of life for everyone. |
The unequal distribution and availability of Information and Communication Technology (ICT) resources among individuals and communities based on socio-economic and geographical factors. | E-government refers to the use of technology to provide public services, information, and communication between governments and citizens. It can improve transparency, efficiency, and accessibility of government services. |
Socio-economic factors | Geographical factors |
Digital divide | Gender gap |
Age gap | Rural-urban gap |
Infrastructure | Education |
Factors related to the physical location of an individual or community that impact their access to ICT resources, such as distance from urban centers, availability of infrastructure, and terrain. | The social and economic conditions and factors that influence an individual's access to ICT resources, such as income, education, and occupation. |
The disparity between men and women in their access to and use of ICT resources, often caused by social and cultural biases and norms. | The gap between individuals or communities who have access to and knowledge of ICT resources and those who do not, resulting in social, economic, and educational inequalities. |
The disparity in access to and use of ICT resources between urban and rural communities, often caused by differences in infrastructure, education, income, and culture. | The disparity in access to and use of ICT resources between different age groups, influenced by factors such as education, income, and cultural barriers. |
The knowledge, skills, and training necessary to effectively use and benefit from ICT resources. | The physical components and facilities necessary for the operation and use of ICT resources, such as internet connectivity, computers, and servers. |
Income | Occupation |
Consequences of unequal access to ICT | Social networking sites |
Instant messaging | Online gaming |
Social media addiction | Online dating |
The type of work or profession an individual is engaged in, which can impact their access and use of ICT resources. | The financial resources available to individuals and communities, which can impact their ability to afford and access ICT resources. |
Online platforms where people can create a profile, share information, and connect with others who share similar interests or social circles. | The negative impact of unequal access to ICT resources on individuals, including decreased educational and career opportunities, decreased access to information, and decreased social and political participation. |
Connecting with others through video games played over the internet, often involving multiplayer cooperation or competition. | Real-time communication through text messages sent and received via computer or mobile devices. |
Using websites or apps to connect with potential romantic partners, often involving matching algorithms and profile information. | Excessive use of social networking sites, resulting in negative impacts on one's daily life, such as decreased productivity or social isolation. |
Cyberbullying | Virtual reality |
Video conferencing | Online privacy |
Catfishing | Social skills |
Digital footprint | Unequal access |
Immersive computer-generated environments, often experienced through headsets or other devices, allowing users to feel present in a different world. | Using technology to harm, harass, or intimidate others, often anonymously or from a distance. |
Controlling what personal information is shared online, and who can access it, through privacy settings or careful online behavior. | Real-time audio and video communication between two or more people in different locations, often used for business or remote collaboration. |
Abilities to communicate effectively, read social cues, and build relationships in various settings, often enhanced or challenged by technology use. | Creating a fake online identity to deceive others, often for romantic or financial gain. |
The uneven distribution or availability of resources such as technology, internet connection, and other amenities needed for iGCSE ICT students to succeed. | The trail of data left by one's online activity, including posts, messages, and other content, which can affect one's reputation or privacy in the future. |
Challenges | Performance |
Reflect | Technology |
Internet connection | Digital divide |
Access | Inequality |
The level of success and achievement of iGCSE ICT students affected by unequal access, as demonstrated in exams, projects, and coursework. | Obstacles that iGCSE ICT students face due to unequal access, such as limited access to computers, slow internet connection, and lack of ICT tools. |
The tools, devices, and applications used by iGCSE ICT students, such as computers, tablets, software, and online platforms. | To think deeply and critically about the effects of unequal access on iGCSE ICT students and to consider ways to address this problem. |
The gap between the haves and have-nots in terms of access to technology and the internet, which can lead to inequality in education, job opportunities, and social status. | The link between iGCSE ICT students and the worldwide web, which enables them to access digital resources and communicate with others online. |
The situation where some iGCSE ICT students have better access to resources and opportunities than others, leading to unfair differences in performance and outcomes. | The ability of iGCSE ICT students to use ICT resources, tools, and facilities needed for their studies and future careers. |
Socio-economic status | Skills |
Digital literacy | Social Networking |
Online Gaming | Concept |
Features | Benefits |
The abilities and competencies of iGCSE ICT students needed to navigate, create, and innovate with digital technology, which can be hindered by unequal access. | The measure of iGCSE ICT students' economic and social position in society, which can impact their access to resources and opportunities for success. |
The use of dedicated websites and applications to interact with other users, or to find people with similar interests to oneself. | The knowledge, skills, and attitudes iGCSE ICT students need to effectively use and communicate with digital tools and media, often affected by unequal access to technology and education. |
An abstract idea or general notion that represents a class or category of things. | A type of video game that is played over the internet or online networked device. |
Advantages or positive effects of social networking and online gaming, such as socializing with friends or improving cognitive abilities. | Distinctive attributes or aspects of something. |
Risks | Interaction |
Virtual World | MMORPG |
Privacy | Cyberbullying |
Addiction | Online gaming |
The exchange of information or communication between individuals or groups within a social networking or online gaming environment. | Potential negative effects or dangers of social networking and online gaming, such as cyberbullying or addiction. |
Massively multiplayer online role-playing game, a type of online gaming where multiple players interact in a virtual world. | A computer-based simulated environment that allows users to interact with a computer-generated environment and other users in a quasi-realistic manner. |
The use of technology to harass, humiliate, or intimidate others online, typically through social networking or online gaming. | The state or condition of being free from public attention or observation, typically as it relates to personal information shared or obtained through social networking or online gaming. |
Refers to video games which are played over the internet | A psychological and physical dependence on a substance or activity, such as social networking or online gaming, that can lead to negative consequences. |
Social networking | Benefits |
Drawbacks | Mental health |
Physical health | Impact |
Social interactions | Relationships |
Positive effects of online gaming and social networking such as entertainment and social connections | The use of dedicated websites and applications to interact with other users |
The state of a person's psychological and emotional well-being | Negative effects of online gaming and social networking such as addiction and cyberbullying |
The effect that online gaming and social networking have on mental and physical health | The state of a person's bodily functions and fitness level |
The connections and bonds that people form with each other | The ways in which people communicate and relate to each other |
Influence | Evaluation |
iGCSE ICT course | Online workspaces |
Collaborative projects | Communication tools |
Cloud-based | Real-time collaboration |
The process of judging the value or worth of online gaming and social networking | The ability of online gaming and social networking to shape social interactions and relationships |
Virtual platforms that enable users to collaborate on projects remotely | A course of study for the International General Certificate of Secondary Education in Information and Communication Technology |
Software and applications used to facilitate communication between team members, such as chat or video conferencing | Efforts undertaken by a team of people working together to achieve a shared goal |
Any collaboration that happens instantly in real-time, rather than through delayed modes of communication | Refers to software or services that are hosted remotely on servers accessible through the internet |
Version control | Task management |
Data security | Access control |
File sharing | Editing permissions |
Feedback loop | Virtual Learning Environments (VLEs) |
The process of organizing, tracking, and monitoring tasks related to a specific project or goal | A system that tracks and manages revisions to a project document, allowing users to review and revert changes if necessary |
A security technique that regulates and restricts access to resources or data based on the permissions granted to users or roles | Protecting information by preventing unauthorized access, use, disclosure, disruption, modification, or destruction |
Controls that allow users to determine who can make changes to a file or document | The practice of allowing multiple users to access and edit the same file or document |
A digital platform that allows students and teachers to interact and learn in a virtual environment. | A process where information and feedback received from users is used to improve a product or service |
Online Education | iGCSE ICT |
Learning Management System (LMS) | Asynchronous Learning |
Synchronous Learning | Blended Learning |
Gamification | Adaptive Learning |
A course that focuses on the development of skills that are necessary to manipulate and use information and communication technologies (ICT) in the digital age. | A form of education where instruction is delivered through the internet or other digital technologies. |
A learning approach where students learn at different times, rather than in real-time, and at their own pace. | A software platform that enables the administration, documentation, tracking, reporting, and delivery of educational courses, training programs, or learning and development programs. |
A learning approach that combines traditional in-person instruction with online learning activities. | A learning approach where students learn in real-time with their instructors or peers. |
A learning approach that uses technology to adapt instruction to the learner's individual needs and abilities. | The use of game-like elements, such as scoring systems and rewards, in non-game contexts to motivate and engage learners. |
Social Learning | Mobile Learning |
Open Educational Resources (OERs) | User-generated reference sites |
Wikipedia | Stack Overflow |
Benefits | Limitations |
A learning approach that uses mobile devices, such as smartphones and tablets, to deliver educational content and activities. | A learning approach that emphasizes the role of social interaction and collaboration in the learning process. |
Websites where users contribute their own content and collaborate in creating and editing articles and entries on various topics. | Teaching, learning, and research resources that reside in the public domain or have been released under an intellectual property license that permits their free use and re-purposing by others. |
A user-generated website where programmers and developers ask and answer technical questions related to software development. | A user-generated online encyclopedia, where registered users can create, edit, and maintain articles on a wide range of topics. |
Disadvantages or drawbacks of using user-generated reference sites such as Wikipedia and Stack Overflow include the potential for inaccurate or biased information and the need to evaluate the credibility of the sources. | Advantages or good points of using user-generated reference sites such as Wikipedia and Stack Overflow include a vast amount of information and the ability to learn from other users. |
Credibility | Reliability |
Navigation | Search |
Skills | Software development |
Articles | Social Bookmarking |
The ability of information to be trusted and used with confidence, which is important when determining the accuracy and usefulness of information obtained from user-generated reference sites. | The quality of being trusted and believed, which is an important factor to consider when evaluating the usefulness and reliability of information obtained from user-generated reference sites. |
The process of finding specific information on a website, which is an important skill when using user-generated reference sites such as Wikipedia and Stack Overflow. | The process of moving around and exploring a website, which is an important skill when using user-generated reference sites such as Wikipedia and Stack Overflow. |
The process of designing, creating, testing, and maintaining software, which is the primary focus of user-generated reference sites such as Stack Overflow. | The abilities and knowledge required to effectively use user-generated reference sites such as Wikipedia and Stack Overflow, including evaluating credibility and navigating and searching for relevant information. |
A way of storing and categorizing websites online for easy access and sharing with others. | Pieces of content created by users on user-generated reference sites such as Wikipedia, typically focused on specific topics and subject areas. |
Benefits | Diigo |
Delicious | Organizing |
Sharing | Online Resources |
Categorizing | Tags |
A social bookmarking tool that allows users to save and organize websites, as well as highlight and annotate web pages. | The advantages of using social bookmarking, such as easy access to saved websites from any device with internet access and the ability to share resources with others. |
The process of categorizing and labeling websites with tags or keywords for easy retrieval. | A social bookmarking tool that allows users to save and tag websites, and share them with others through networks. |
Information or content available on the internet, such as websites, articles, or videos. | The act of making saved websites available to others through social bookmarking networks or direct sharing. |
Keywords or labels used to categorize and identify websites for easy retrieval and organization. | The action of classifying websites into specific groups or categories based on their content or other characteristics. |
Annotation | Retrieval |
Networks | User-generated content |
Advantages | Disadvantages |
Authenticity | Engagement |
The act of accessing saved websites through social bookmarking tools for later use or sharing. | Notes or comments added to web pages through social bookmarking tools like Diigo, to provide additional context or information. |
Content created by users of a website or online platform, rather than by the site's own editorial staff. | A group of individuals or organizations that share information or resources through social bookmarking tools. |
Negative outcomes or drawbacks of something; cons. | Positive outcomes or benefits gained from something; pros. |
The level of interaction between users and user-generated content. | The quality of being genuine or real; not fake or artificial. |
Freshness | Quality control |
Bias | Misinformation |
Reputation | Copyright infringement |
Legal liability | Responsible Use Policies |
The measures taken to ensure that user-generated content meets certain standards of accuracy, relevance, and appropriateness. | The novelty or timeliness of user-generated content. |
False or misleading information that can be spread through user-generated content. | The tendency of user-generated content to reflect the opinions, perspectives, or interests of its creators rather than a balanced or objective view. |
The unauthorized use or reproduction of someone else's creative work, which can occur through user-generated content. | The way in which user-generated content can impact the perceived trustworthiness and credibility of a business or individual. |
Rules and guidelines that dictate appropriate behavior when using technology, especially in an academic setting, intended to ensure confidentiality, integrity, and availability of data | The responsibility that businesses or individuals may have for user-generated content that violates laws or regulations. |
Consequences | Adhere |
Strategies | Security Measures |
Acceptable Use | Privacy |
Permissions | Code of Conduct |
To comply with or conform to the guidelines set out in responsible use policies | Results of breaking a rule or not following a policy, such as loss of privileges or disciplinary action |
Preventive measures taken to protect data and the IT infrastructure from unauthorized access, alteration or destruction | Planning and implementing actions to promote responsible behavior to ensure the objectives set out in responsible use policies are met |
Protection of an individual's personal information from unauthorized access, modification, or disclosure | Describes the ways in which technology can be used in accordance with responsible use policies |
Set of ethical guidelines and principles that govern behavior when using technology and are based on responsible use policies | Authorization granted by the owner of data or the person in charge of the computer system to access or manipulate data |
Cyberbullying | Plagiarism |
Intellectual Property | Functions |
Concept | Target audience |
iGCSE ICT course | Identify |
The act of presenting someone else's work or ideas as your own, which is explicitly prohibited under responsible use policies | the use of technology to harass, humiliate, or bully individuals, which is prohibited by responsible use policies |
A named section of code that performs a specific task and can be called from other parts of a program. | The legal right to control the use and distribution of an original work of authorship which is protected by responsible use policies |
The group of people for whom the iGCSE ICT course is intended. | An abstract or generic idea that represents a group of similar things or ideas. |
To recognize and differentiate something from other things. | An educational program designed to teach students about information and communication technology. |
Course unit | Lesson objectives |
Understand | ICT |
Code | Named section |
Perform | Advanced functions |
Specific and measurable goals that students are expected to achieve by the end of a lesson. | A module or segment of a larger educational program. |
Information and Communication Technology, the study and use of digital technology to access, process and communicate information. | To comprehend and grasp the meaning of something. |
A recognizable and descriptive label given to a specific set of instructions or programs within a larger codebase. | A language or system of words, letters, figures, or symbols used to represent instructions or programs in a machine-readable form. |
A type of function used in programming that performs complex tasks and has multiple inputs and outputs. | To execute or carry out a specific task or function. |
Types of advanced functions | Program efficiency |
Target audience analysis | Demographics |
Psychographics | User-centered design |
Usability testing | Accessibility |
The ability of a program to function optimally and effectively with minimal resource utilization. | Different categories of advanced functions such as mathematical functions, string functions, and date and time functions. |
Characteristics of a population, such as age, gender, income, education, and occupation. | Researching and understanding the characteristics, preferences, and needs of the intended audience of a program or product. |
Design process that involves the end user in every aspect of development to create a product or program that suits their needs. | Personality traits, values, interests, and lifestyles of individuals. |
The degree to which a product or program can be used by individuals with varying abilities and disabilities. | A process of evaluating a product or program by testing it with representative users to identify any issues or problems. |
Localization | Internationalization |
Cultural sensitivity | Personal Data |
Privacy | Protection |
Consent | GDPR |
Designing a product or program to be adapted easily for localization to different countries and regions. | Adapting a product or program to meet the language, cultural, and other unique needs of a specific location or region. |
Refers to any information that can identify a specific individual. | Being aware and respectful of cultural differences and nuances when designing and developing a product or program. |
The implementation of measures to prevent unauthorized access to personal data. | The ability to keep one's personal information from being known or shared without their consent. |
General Data Protection Regulation - The European Union legislation that aims to protect the privacy and personal data of EU citizens. | Permission given by an individual for their personal data to be used, shared or collected. |
Data breaches | Cyber security |
Phishing | Encryption |
Two-Factor Authentication | Data Minimization |
Cookie | Data protection |
The practice of protecting computer systems, networks, and programs from digital attacks. | When personal data is accessed, disclosed, or stolen by unauthorized individuals. |
The process of encoding information to make it unreadable without a decryption key. | The practice of tricking individuals into revealing sensitive information through fake websites or emails. |
The practice of collecting and processing only the minimum amount of necessary personal data to fulfill a specific purpose. | The use of a secondary authentication method, such as a password and unique code sent to a device, to verify a user's identity. |
The act of safeguarding data from unauthorized access or corruption. | A small piece of data stored on a user's device by a website, which is used to track their browsing activity and remember their preferences. |
Privacy laws | Disclosure |
Consent | Consequences |
Ethical handling | Legal handling |
Sensitive data | Data breaches |
The act of sharing or providing access to personal data. | Legal regulations that protect an individual's right to privacy. |
The results or outcomes of an action, in this case, the disclosure of personal data without consent. | Permission given by an individual for the disclosure of personal data. |
Handling of personal data that complies with relevant laws and regulations. | The morally appropriate way to handle personal data. |
An incident where unauthorized access or disclosure of personal data occurs. | Data that can be used to identify a person and may require a higher level of protection. |
Data protection officer | Data minimization |
Third-party access | Responsible Online Behavior |
Risks | Consequences |
Privacy | Security |
The practice of collecting and processing only personal data that is necessary for a specific purpose. | An individual designated to oversee data handling practices to ensure compliance with relevant laws and regulations. |
Conducting oneself in a respectful, ethical, and safe manner while using the internet and digital devices. | Access to personal data provided to external entities or individuals. |
The results of irresponsible online behavior that can range from mild to severe, including losing online privileges, damaging one's reputation, or even legal consequences. | The potential for harm or negative consequences from sharing personal information, engaging in cyberbullying, or other forms of irresponsible online behavior. |
Protecting oneself from online threats such as identity theft, viruses, and hacking by using strong passwords, avoiding suspicious links, and keeping software up to date. | The ability to control what personal information is shared online and with whom, including adjusting privacy settings on social media accounts and avoiding sharing sensitive information. |
Digital Citizenship | Cyberbullying |
Online Reputation | Phishing |
Two-Factor Authentication | Encryption |
Acceptable Use Policy | Personal Data |
The use of digital devices to harass, intimidate, or harm others, including posting hurtful messages or spreading rumors online. | Using technology and the internet in a responsible, ethical, and safe manner to contribute positively to society and respect the rights of others online. |
A type of online scam where someone attempts to obtain personal information by posing as a trustworthy entity, such as a bank or government agency. | The way in which one is perceived by others online, including through social media posts and other digital activities. |
The process of transforming data into a non-readable format to prevent unauthorized access by third parties. | A security measure that requires two forms of verification, such as a password and a code sent to a mobile device, to access an online account. |
Any information about a living individual that can be used to identify the person, such as name, address, date of birth, or social security number. | Guidelines outlining the proper and appropriate use of technology and the internet as defined by schools, businesses, or other organizations. |
Risks | Safeguards |
Encryption | Password Protection |
Privacy Settings | Identity Theft |
Fraud | Cyberbullying |
Measures or actions taken to protect personal data from unauthorized access, use, disclosure, or destruction, such as encryption, password protection, and privacy settings. | The potential negative consequences or harms that can result from disclosing personal data online, including identity theft, fraud, and cyberbullying. |
The use of a password or passphrase to restrict access to personal data on a device, service, or account. | The process of converting data into ciphertext, a form that cannot be easily read or understood without the corresponding decryption key. |
The fraudulent use of someone else's personal data to gain access to financial, medical, or other sensitive information or to commit various crimes. | The controls or options provided by online services and social media platforms to limit the visibility and sharing of personal data, such as private profiles, friend lists, and post visibility. |
The use of digital devices or platforms to harass, intimidate, or humiliate someone, often involving personal data such as photos or contact information. | Intentional deception or misrepresentation for personal gain, often involving personal data such as bank account numbers, credit card information, or social security numbers. |
Consent | Data Breach |
Personal Data Protection Laws | Personal Data Protection |
Cybersecurity | Confidentiality |
Identity Theft | Phishing |
The unauthorized or accidental release, transfer, or exposure of personal data to an unintended recipient or system, often resulting in harm or loss. | The voluntary and informed agreement by an individual to the collection, use, and disclosure of their personal data, often obtained through privacy policies and terms of service. |
The practice of safeguarding individual's personal information by controlling access to it and preventing unauthorized people from obtaining, using or disclosing it. | The legal framework and regulations that govern the collection, use, and disclosure of personal data by individuals, organizations, and governments, often involving privacy principles, data subject rights, and enforcement mechanisms. |
The principle of keeping private or sensitive information concealed from unauthorized access or disclosure. | The practice of protecting systems, networks, and programs from digital attacks, theft, or damage by implementing preventive measures to detect, prevent and respond to online threats. |
A technique used by cybercriminals to steal personal information like login credentials, credit card details, by disguising as a trustworthy entity via email or text message. | The criminal act of stealing an individual's personal data such as social security number, credit card number, etc to commit fraud and other illegal activities. |
Two-factor authentication | Encryption |
Data Breach | Internet Privacy |
Privacy Settings | Data Minimization |
Incident Response Plan | Data Protection |
The process by which data is scrambled or translated into a secret code to make it secure and prevent unauthorized access. | An authentication mechanism which requires users to provide two different factors for verifying their identity such as a password and a fingerprint or a text message and a pin code. |
The protection of personal and sensitive information on the internet by controlling what information is collected, used, and disclosed by third parties. | A security incident in which sensitive, protected, or confidential data is accessed or disclosed by an unauthorized person. |
A principle of data protection which states that only necessary and relevant data should be collected, processed, and stored. | User-configurable features that limit how much personal data is visible or accessible to others on a web service or application. |
The process of safeguarding sensitive information to prevent unauthorized access, use, disclosure, modification, or destruction. | A plan that outlines the steps to be taken to detect, respond to, and recover from a security incident or data breach. |
Legal Rights | Risks |
Data Breaches | Best practices |
Personal data | Encryption |
Authorization | Data backup |
Potential threats or vulnerabilities that could compromise the security of personal data, such as hacking, theft, or accidental disclosure. | Entitlements under the law that protects an individual's personal information, including the right to privacy, the right to access their own data, and the right to request data deletion. |
Recommended methods for protecting personal data, including regular data backups, strong passwords, encryption, and secure data storage and disposal. | Unauthorized access, use, or disclosure of personal information, which can result in identity theft or financial loss for individuals and reputational damage for organizations. |
The process of converting plain text into cyphertext to prevent data from being read by unauthorized parties. | Information that relates to an identifiable individual, including names, addresses, phone numbers, email addresses, financial information, health records, and online activities. |
The process of copying and saving data files to a secure location to protect against data loss in case of a system failure or a disaster. | The process of granting access to sensitive data to authorized personnel only. |
Identity theft | Privacy |
Data deletion | Fair use |
Attribution | Legal responsibilities |
Ethical responsibilities | Sources |
The right of an individual to control the collection, use, and disclosure of their personal information, including the right to access, correct, and delete their own data. | The unauthorized use of an individual's personal information for fraudulent purposes, such as opening credit card accounts, applying for loans, or filing tax returns. |
The legal principle allowing for limited use of copyrighted material without obtaining permission from the owner. | The process of permanently removing personal data from a storage device or system, ensuring that it is no longer accessible or recoverable. |
The obligations to follow laws and regulations related to the use of others' works, such as fair use and attribution requirements. | Giving credit to the original creator or source of a work when it is used or reproduced in a different work. |
The materials used as references or inspiration for a work, such as books, articles, images, and videos. | The obligations to act in a morally right way when using others' works, such as giving credit where it is due and not claiming others' work as one's own. |
Acknowledge | Attribute |
Consequences | Limited use |
Permission | Original creator |
Exemption | Copyright |
Indicating the author or creator of a work and the source where it can be found, such as in a citation or a watermark. | Publicly recognizing or giving credit to the original creator or source of a work when it is used or reproduced in a different work. |
The permitted use of a portion or an excerpt of a work for specific purposes such as criticism, commentary, news reporting, teaching, scholarship, or research. | The results or effects, positive or negative, that can arise from not following fair use and attribution practices, such as legal action or damage to reputation. |
The person or entity who first produced or authored a work, and who has the exclusive legal right to control its use, distribution, and reproduction. | The formal authorization or approval granted by the owner or creator of a work to allow others to use or reproduce it in a certain way or for a certain purpose. |
The exclusive legal right given to the creator of an original work to control how it is used and distributed. | The special circumstances in which a specific use of a work is not considered an infringement of the owner's rights, such as in cases of fair use, public domain, or creative commons licensing. |
Intellectual Property | Trademark |
Patent | Fair use |
Infringement | Public domain |
Derivative work | Moral rights |
A symbol, word, or set of words that is legally registered and used to represent a company or product. | The creations of the mind, such as inventions, literary and artistic works, symbols, names, and designs that are protected by law. |
The legal principle that allows limited use of copyrighted material without requiring permission from the rights holder, for purposes such as criticism, comment, news reporting, teaching, scholarship, and research. | A government grant that gives the inventor of a new product or process the exclusive right to manufacture, use, and sell it for a certain period of time. |
Works that are not protected by intellectual property laws and are available for anyone to use or reproduce without permission. | The act of violating a copyright, trademark, or patent by using someone else's intellectual property without permission or authorization. |
The right of the creator of an original work to control how it is attributed, presented, and treated by others. | A work that is based on or derived from one or more preexisting works, such as a translation, adaptation, or new version of a song or book. |
License | DMCA |
Creative Commons | Cybersecurity |
Identity theft | Phishing |
Malware | Firewall |
The Digital Millennium Copyright Act, a US law that criminalizes the production and dissemination of technology, devices, or services that are designed to circumvent measures that control access to copyrighted works. | A legal agreement that allows someone else to use or distribute a work, under specific terms and conditions. |
Protecting computer systems and networks from theft or damage to their hardware, software or electronic data. | A set of licenses that allow creators to share their work with the public while still retaining some rights, such as attribution, non-commercial use, and derivative works. |
A type of cyber attack where scammers send emails that appear to be from reputable sources in order to trick individuals into revealing personal information. | The fraudulent acquisition and use of a person's private identifying information, usually for financial gain. |
A security system designed to prevent unauthorized access to or from a private network. Firewalls can be implemented in both hardware and software, or a combination of both. | Short for malicious software, malware refers to any type of software or code designed to harm a computer, server, or network. |
Encryption | Backups |
Password | Virus |
Social engineering | Two-factor authentication |
Digital footprint | Health and Safety |
The process of creating copies of important data or files to ensure that they can be retrieved in the event of a system failure or data loss. | The process of converting information or data into a code that can only be understood by authorized individuals who possess the key to decode the information. |
A type of malicious code or software that replicates itself by modifying other computer programs and inserting its own code. | A string of characters used to authenticate a user and provide access to a secured system or document. |
A security process in which a user provides two different authentication factors to verify their identity, such as a password and a fingerprint scan. | The use of psychological manipulation to deceive individuals into sharing sensitive information or performing actions that may not be in their best interest. |
The practice of identifying and minimizing potential hazards in ICT to maintain a safe working environment. | The trail of data or information that is left behind while using digital technologies such as the internet or social media. |
Potential Hazards | Risk Minimization |
Safe Computing Practices | Emergency Procedures |
Personal Protective Equipment (PPE) | Safety Checks |
Hazardous Materials | Fire Safety |
The process of identifying, preventing, and reducing potential risks and hazards in ICT to uphold a safe working environment. | Any possible danger or risk that can cause harm or damage to people and equipment in the ICT environment. |
Protocols and plans to follow in the event of a crisis or accident in the ICT environment. | The use of guidelines and procedures to ensure the safety and security of individuals and equipment while using ICT. |
Routine inspections and assessments of ICT equipment, workstations, and environments to identify potential hazards and ensure safe conditions. | Specialized clothing, gear, and safety devices used to protect individuals from hazards and injuries in the ICT environment. |
Preventative measures and emergency procedures implemented to minimize the risk of fire-related accidents and injuries in the ICT environment. | Any chemicals or substances that can cause harm or damage to people or the environment in the ICT workplace. |
Manual Handling | Electrical Safety |
Data Protection | Monitoring individuals |
ICT equipment | Data |
Safe movement practices | ICT tools |
Implementation of safe practices and procedures to prevent electrical accidents and injuries in the ICT workplace. | The safe and proper methods of lifting and moving equipment in the ICT environment to prevent injuries and damage. |
The process of keeping track of individuals' data and activities using ICT tools and techniques. | The policies and procedures that ensure the confidentiality, integrity, and availability of data in the ICT environment. |
Information that is stored, processed, or transmitted by ICT devices and systems. | Any hardware or software device used for communication, data storage, processing, and/or transmission. |
Software or hardware devices that are used for monitoring, tracking, and managing data and activities. | The techniques and procedures used to transport, handle, and store ICT equipment and data in a secure and safe manner. |
Techniques | Data protection |
Security measures | Privacy |
Encryption | Authentication |
Authorization | Sustainability |
The process of safeguarding data from unauthorized access, use, disclosure, or modification. | Methodologies or approaches used for monitoring and handling individuals' data and activities. |
The right of individuals to keep their personal information and activities confidential and protected from unauthorized access or use. | The procedures and mechanisms used to prevent and detect unauthorized access, use or disclosure of ICT equipment and data. |
The process of verifying the identity of an individual or system before allowing access to ICT equipment or data. | The process of converting data into a code that is only readable with a secret key or password. |
The ability to use natural resources in a way that meets the needs of the present without compromising the ability of future generations to meet their own needs. | The process of granting or restricting access levels to ICT equipment or data based on the individual's role or responsibilities. |
Environmental Impact | ICT |
Carbon Footprint | Renewable Energy |
Green Computing | Energy Efficiency |
Lifecycle Assessment | Sustainable Design |
Information and Communication Technology, including hardware, software, and networks used to process, store, and communicate information. | The effect that technology has on the natural environment. |
Energy derived from natural resources that can be replenished, such as wind, solar, and hydroelectric power. | The amount of greenhouse gas emissions generated by human activities, such as transportation and energy use. |
The use of technology to reduce the amount of energy needed to perform a task while maintaining the same level of output. | The practice of designing, developing, using, and disposing of computers, servers, and associated subsystems in an environmentally-responsible manner. |
The practice of designing products, buildings, and environments that minimize negative impacts on the natural environment and promote long-term sustainability. | The process of evaluating the environmental impact of a product or service over its entire lifecycle, from raw material sourcing to disposal. |
E-Waste | Ecological Footprint |
Personal Responsibility | RSI |
sitting posture | workstation ergonomics |
muscle tension | stretching exercises |
A measure of the amount of land and water required to produce the resources a population consumes and to absorb the waste it generates. | Electronic waste, or discarded electronic devices that may contain hazardous materials and pollutants. |
Repetitive Strain Injury, a condition caused by overuse or strain of muscles and tendons from repeated movements. | The obligation of individuals to act in a way that promotes sustainability and minimizes negative impacts on the natural environment. |
The science of designing the job, equipment, and workplace to fit the worker to reduce physical stress and discomfort and increase productivity and efficiency. | The position of the body when sitting and how it relates to the design, arrangement, and use of furniture and equipment to prevent discomfort and injury. |
Physical activities that aim to improve flexibility, mobility, and range of motion in the muscles and joints. | The state of being tight, stiff, or strained muscles that can cause discomfort and pain. |
wrist support | typing technique |
monitor height | mouse usage |
breaks | ergonomic chair |
ergonomic keyboard |
The proper way of using the keyboard to minimize the risk of RSI, such as keeping the wrists straight, using the correct finger placement, and avoiding excessive force and repetition. | A device or accessory that holds the wrist in a neutral position to reduce strain and pressure on the muscles and tendons. |
The correct way of using the mouse to avoid discomfort, such as keeping the arm and wrist in a relaxed position, using the whole arm to move the mouse, and avoiding excessive clicking and dragging. | The distance between the eye level and the top of the screen when using a computer to reduce eye strain and neck pain. |
A type of chair designed to provide proper support and posture for the body to minimize the risk of discomfort and injury. | Regular periods of rest or stretching during work to relieve muscle tension and prevent RSI. |
A specialized keyboard designed to reduce strain on the hands, wrists, and arms during typing. |