A 3D model is just a list of vertices (coordinates for corners of triangles) that makes up the 3D model of your character, gun, walls, etc. The computer (well, the GPU) uses this to draw the 3D image based on the location and orientation of every 3D model in the scene. This results in a wireframe 3D render - just lines between adjacent corners.
https://www.youtube.com/watch?v=Ctr54kopo8I
A texture is a graphic (picture) that is draped on top of the flat portions of this wireframe to make it look like a real, solid object - kinda like hanging the walls on the frame of your house.
The textures come in various resolutions. The higher the resolution, the better the texture looks and the more you can zoom in on it (move closer to it) and have it still look real. Generally, 3D objects in a game aren't big enough to fill the entire screen, so textures bigger than your screen resolution don't really provide much more detail. So if you're running 1080p, there is not much benefit to 4k (4096x4096) textures. 2k (2048x2048) textures are good enough for 1080p. 1k (1024x1024) might be good enough for 1080p since it's only 1080 pixels in the vertical axis.
MIP mapping is using smaller versions of these textures to overlay onto objects that are far away. If the gun is far enough away that it's only 20 pixels wide, it wastes GPU processing cycles to map an entire 2k texture onto it. So the game takes your 2k textures, rescales them to 1k, 512x512, 256x256, 128x128, and 64x64, and 32x32 sizes. All these smaller versions of the textures are stored in VRAM. Since the gun is only 20 pixels wide, it picks the smallest texture that's bigger than the gun (32x32) and maps that onto the gun. This uses considerably less GPU power than mapping a 2k texture onto the gun.
An alpha channel is a transparency channel. Pictures only have red, green, and blue channels like your screen does. Textures also have an alpha channel for transparency. This allows you to have textures of things with holes in them like leaves and tree branches. Without the alpha channel, the edges of the holes would be sharp and pixelated. The alpha channel allows stuff behind the leaves and tree branches to feather into view as if the hole were real.
A screenbuffer is a virtual screen where the image destined for display is drawn prior to being sent to the real screen for display. That way your monitor does not end up showing an image which is only half-drawn. Certain functions like vsync make use of multiple screenbuffers - to store one completely drawn frame while the GPU continues drawing the next frame.