What is the difference between UV, specular, and normal maps?

I just started using blender a few days ago, so could someone please explain to me the differences between UV, normal, and specular maps?

This could be helpful:

http://wiki.polycount.com/wiki/Texture_types

also:

https://en.wikipedia.org/wiki/UV_mapping on UV mapping and while you are looking into that kind of stuff you also might want to read: https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/ on PBR.

I just started reading this and in the first few pages, it clears up a lot of stuff for me, like the difference between color, diffuse and albedo maps (although the author seems as confused as I am why these terms are considered interchangeable by most 3D practitioners).

Thanks for the link.