Online Banking | Secure Payment |
Encryption | Two-Factor Authentication |
Virtual Private Network (VPN) | Phishing |
Malware | Firewall |
A payment made through a secure channel, ensuring that sensitive financial information is kept confidential. | The use of internet to access traditional banking services, such as paying bills, transferring funds, checking balances, and more. |
A security process that requires users to provide two different methods of identification to access an account. | The process of converting information or data into a code, to prevent unauthorized access. |
A type of online fraud where criminals create fake websites or emails to trick individuals into providing personal information. | A network that allows users to access the internet securely and privately, using an encrypted connection to a remote server. |
A security system designed to prevent unauthorized access to or from a private network. | Software designed to damage or disrupt computer systems, often spread through email attachments or unsecure downloads. |
Digital Certificate | Backup |
Virus | Cybersecurity |
Online news providers | Advantages |
Disadvantages | Reliability |
The process of making a copy of data or files to prevent data loss in case of hardware failure or cyber attack. | A digital document used to verify the identity of a website or individual, ensuring secure data transmission. |
The practice of protecting computer systems and networks from theft, damage, or unauthorized access. | A type of malicious software that can replicate itself and cause damage to computer systems, usually spread through infected email attachments or downloads. |
Benefits or positive aspects of online news, such as ease of access and convenience. | Websites and apps that distribute news over the internet. |
The degree to which a news source can be trusted to provide accurate and unbiased information. | Drawbacks or negative aspects of online news, such as the potential for inaccurate or biased reporting. |
Credibility | Sensationalism |
Clickbait | Confirmation bias |
Primary sources | Secondary sources |
Fact-checking | Bias |
The use of shocking or exaggerated headlines and content to attract readers or viewers. | The trustworthiness or believability of a news source or story. |
The tendency to seek out or believe information that confirms one's preconceptions or beliefs. | Headlines or links designed to entice people to click on them, often misleading or oversimplified. |
Sources that interpret or analyze primary sources, such as news articles or academic papers. | Original sources of information, such as firsthand accounts or official documents. |
A tendency to favor one side or perspective over another, often resulting in incomplete or unfair reporting. | The process of verifying the accuracy of information in news stories through research and investigation. |
On-Demand | Streaming |
Download | Bandwidth |
Buffering | Offline Viewing |
Quality | Access |
A method of delivering content over the internet where the content is played as it is downloaded. | A service that allows users to request and consume content whenever they want, without the need to download it. |
The amount of data that can be transmitted over a network in a given time period. | The process of copying data from a remote server to a local device. |
The ability to watch content without an internet connection by downloading it beforehand. | The process of preloading data into a temporary storage area in order to prevent interruptions or delays in playback. |
The ability to interact with and consume digital content. | The level of resolution and fidelity of audio and video content. |
Cost | Ownership |
Licensing | Security |
Online shopping | Shopping basket |
Item selection | Add item |
The legal rights of an individual or organization to access and control digital content. | The amount of money required to access or own digital content. |
The measures taken to protect digital content from unauthorized access or piracy. | The legal agreement between a content creator and a distributor that outlines the terms of distribution and use. |
A virtual container that holds items selected for purchase while shopping online | The act of purchasing goods or services over the internet |
The action of placing an item into the shopping basket | The process of picking items to add to the shopping basket for online purchase |
Remove item | Checkout |
Payment | Online purchase |
Shipping information | Confirmation |
Transaction | Order history |
The process of finalizing an online purchase by providing payment and shipping information | The action of taking an item out of the shopping basket |
A transaction done over the internet where a customer buys and pays for goods or services | The exchange of money for goods or services |
The notification received by the customer once an online purchase is completed | Details required for delivery of goods, including address and contact information |
The record of online purchases made by a customer | The exchange of goods, services or payment online |
Online Gaming | Gaming Sites |
Benefits of Online Gaming | Drawbacks of Online Gaming |
Multiplayer | Avatar |
PvP | PvE |
Gaming sites are websites that allow users to play games online. | Online gaming refers to the act of playing games on the internet with other players connected via a network or server. |
Drawbacks of online gaming include addiction, exposure to inappropriate content, and loss of productivity. | Benefits of online gaming include improved cognitive skills, socialization, and stress relief. |
An avatar is a virtual representation of a player in an online game. | Multiplayer refers to the ability to play games with multiple players online. |
PvE stands for player versus environment and refers to games where players cooperate against computer-controlled enemies. | PvP stands for player versus player and refers to games where players compete against each other. |
MMORPG | Free-to-Play |
In-Game Purchases | Simple Online Game |
online auctions | account |
bid | cautious bidder |
Free-to-play refers to games that are available to play for free but may offer paid upgrades or items. | MMORPG stands for massively multiplayer online role-playing games, which are games that involve a large number of players interacting in a virtual world. |
A simple online game is a game created using a gaming site that has basic features and functionality. | In-game purchases refer to paid items or upgrades that can be purchased within a game. |
A personal or business profile created on an auction site, that enables users to bid on auctions, keep track of their bidding history and manage listings. | A type of auction that takes place on the Internet, where individuals or businesses bid on items sold by other individuals or businesses through a bidding platform. |
A user on an auction site who takes careful consideration before placing a bid, by researching the item, the seller's reputation, and the terms and conditions of the auction. | An offer made by a user on an auction site to buy an item for a certain price. Bids are generally binding and cannot be retracted. |
winning an auction | auction platform |
reserve price | buy it now |
maximum bid | feedback |
sniping | proxy bidding |
The website or app on which an auction is held, and on which bids are placed. | Successfully making the highest bid on an item on an auction site, and being awarded the right to purchase the item. |
An option on an auction site that allows a user to purchase an item immediately, without having to wait for the auction to end. | A minimum price set by the seller on an auction item which must be met before the item can be sold. |
Comments or ratings left by buyers or sellers on an auction site, regarding their experience with a particular transaction. | The highest amount a user is willing to bid on an auction item. The auction system will automatically increase the user's bid up to this maximum amount. |
A bidding system in which the auction system automatically places bids on behalf of a user up to a pre-set maximum bid amount. | The practice of placing a bid on an auction item at the very last moment in order to avoid giving other bidders the opportunity to increase their bids. |
Technology | Lifestyle |
Behaviour | Positive Influences |
Negative Influences | Excessive Use |
Consequences | Responsible Use |
The way a person lives, including their behaviors, habits, and activities. | Tools and equipment that are designed to make life easier and more efficient, such as computers, smartphones, and the internet. |
The beneficial effects of technology on lifestyle and behavior, such as increased productivity, communication, and access to information. | The actions or reactions of a person in response to internal or external stimuli. |
The overuse or misuse of technology, which can result in negative consequences such as addiction, fatigue, and poor sleep. | The detrimental effects of technology on lifestyle and behavior, such as addiction, social isolation, and reduced physical activity. |
Using technology in a way that balances its benefits and risks, taking into account one's own needs and those of others, and avoiding or minimizing negative consequences. | The effects or results of excessive use of technology on lifestyle and behavior, such as physical, psychological, and social problems. |
Digital Footprint | Cyberbullying |
Internet Addiction | Screen Time |
Automation | E-commerce |
Cloud computing | Big data |
The use of technology to harm, intimidate, or harass others, often through social media, messaging apps, or online forums. | The trail of data and information that is left behind by a person's online activity, which can have consequences for their privacy, reputation, and security. |
The amount of time a person spends using screens, such as computers, smartphones, or TVs, which can have effects on physical, psychological, and social health. | An excessive or compulsive use of the internet, which can lead to a loss of control, withdrawal symptoms, and negative effects on daily functioning. |
The buying and selling of goods and services online. | The use of technology to perform tasks or processes without human intervention. |
The use of technology to process and analyze large amounts of data. | The use of shared computing resources, such as servers and storage, to provide services over the internet. |
Cybersecurity | Mobile devices |
Artificial intelligence | Virtual reality |
Social media | Internet of Things (IoT) |
Supply chain management | Telecommuting |
Electronic devices, such as smartphones and tablets, that are portable and can be used on the go. | The protection of computer systems and networks from theft, damage, or unauthorized access. |
A computer-generated environment that simulates a physical presence in a real or imagined world. | The simulation of human intelligence processes by computer systems, used to perform tasks such as visual perception, speech recognition, and decision making. |
The interconnection via the internet of everyday devices, appliances, and machines. | Websites and applications that enable users to create and share content or to participate in social networking. |
Working from a remote location, typically using technology to stay connected with colleagues and clients. | The management of the flow of goods and services from the point of origin to the point of consumption. |
Cookies | Session Cookies |
Persistent Cookies | First-Party Cookies |
Third-Party Cookies | Tracking Cookies |
HTTP Cookies | Secure Cookies |
Temporary cookies that are deleted once a user closes their web browser | Small text files stored on a user's device by a website |
Cookies that are set by the website the user is visiting | Cookies that remain on a user's device until their expiration date or until the user deletes them |
Cookies that are used by advertisers or other third-party entities to track a user's web activity | Cookies that are set by domains other than the website the user is visiting |
Cookies that are transmitted only over HTTPS (HTTP Secure) connections | Cookies that are transmitted over HTTP (Hypertext Transfer Protocol) connections |
Cookie Consent | Cookie Law |
Cookie Notice | Online Experience |
Transactional Data | Types of Transactional Data |
Structured Data | Semi-Structured Data |
Laws and regulations pertaining to the use of cookies and user privacy | The act of obtaining a user's explicit consent before setting cookies |
The overall experience of a user while browsing the internet | A notification displayed on a website to inform users about the use of cookies |
Structured, semi-structured, or unstructured data that is generated by transactions. | Data that records a business transaction such as sales, purchases, refunds, and returns. This data is constantly updated within a database or spreadsheet. |
Data that does not conform to a strict schema/format but still contains some organization through tags or labels. Examples: email messages or invoices. | Data that has a defined schema/format that can be easily organized and analyzed with software tools. Examples: sales orders or customer details. |
Unstructured Data | Importance of Transactional Data |
Data Integrity | Data Security |
Data Redundancy | Data Consistency |
Data Normalization | Data Mining |
This data is essential for decision making, planning, and analysis in any organization. It helps to identify patterns, trends, and relationships that can be used to make strategic decisions and drive business growth. | Data that has no predefined schema or organization. It includes text, images, audio, and video files. Examples: customer reviews or social media posts. |
Protecting data from unauthorized access, use, disclosure, disruption, modification, or destruction. It includes physical, technical, and administrative measures to safeguard data. | Data is accurate, complete, and consistent across all applications, systems, and processes. |
Ensuring that data is consistent and accurate across all databases and applications. Consistent data helps to avoid errors and discrepancies in reporting and analysis. | Storing the same data in multiple places to improve reliability and availability. It is usually used as a backup in case of data loss or corruption. |
A process of discovering hidden patterns, trends, and relationships within data. It involves analyzing large datasets using statistical and machine learning techniques to identify insights and make predictions. | A process of organizing data in a database to reduce redundancy and improve data integrity. It involves breaking down large tables into smaller ones and creating relationships between them. |
Personalisation | Customisation |
ICT | Importance |
Types | Customise |
Tools | Applications |
The action of modifying or adapting a product or service to better suit the needs of an individual user or group of users. | The process of tailoring or customizing products, services or experiences to meet the specific needs and preferences of individual users. |
The value or significance of personalisation and customisation in ICT, which can result in increased productivity, engagement, and satisfaction for users. | Information and Communication Technology, a term that encompasses all technologies used to communicate and process information. |
To make changes or modifications to an ICT tool or application in order to meet individual user needs or preferences. | The various ways personalisation can be implemented in ICT, such as through user interfaces, data analytics, and machine learning. |
Software programs designed to perform specific functions or tasks, such as email clients, web browsers, or mobile apps. | Software or hardware products used to perform specific tasks or functions, such as word processing, email, or social media applications. |
Personal needs | Ethical issues |
Social issues | Local services |
Types of local services | Online services |
Features of online services | Risks of using online services |
The moral dilemmas or concerns that can arise from personalisation and customisation in ICT, such as privacy violations or discriminatory algorithms. | The unique requirements or preferences of individual users, which can be met through customization or personalization features in ICT tools and applications. |
Services that are available within a particular geographic area, such as a town or a city. | The broader implications of personalisation and customisation in ICT for society, such as the impact on cultural norms, social inequality, or collective decision-making. |
Services that are accessed through the internet, such as email, social media, online shopping and e-learning websites. | Different categories of services provided at a local level, such as medical, transport, entertainment and educational services. |
Potential dangers associated with using online services, such as identity theft, viruses, fraud and cyberbullying. | Characteristics and tools available on online services, such as search engines, online payment systems, user profiles and ratings and reviews. |
Benefits of using online services | Search engines |
Online payment systems | User profiles |
Ratings and reviews | Identity theft |
Cyberbullying |
Tools that allow users to search and retrieve information from the internet, such as Google, Bing and Yahoo. | Advantages of using online services, such as convenience, accessibility, communication and speed of information retrieval and sharing. |
Customizable online representations of users that provide personal information, preferences, activities and connections, such as Facebook, Twitter and LinkedIn. | Tools that enable users to make transactions online, such as PayPal, Stripe and Apple Pay. |
Theft of personal information, such as names, addresses, social security numbers, credit card numbers and passwords, for criminal purposes, such as fraud or impersonation. | Feedback and evaluations shared by users about products, services, businesses or individuals, such as Yelp, TripAdvisor and Amazon. |
Harassment, humiliation, threats or intimidation of someone using digital communication devices or platforms, such as social media, email or messaging apps. |