The other answers here are correct, but to shed a little more light on it, the main development of path tracing over ray tracing is that path tracing involves Monte Carlo integration to simulate many effects, the big one being Global Illumination, but depth of field and soft shadows as well. What this means is that at every step along a ray path, you carefully pick a new direction for the next ray segment that is randomized according to whatever effect that segment corresponds to, whether it's the surface material there, or the camera lens or the area/volume light source, or something else. The implication of this randomizing / Monte Carlo integration is that it typically takes many ray paths to get the color for a single pixel. (You can use only one or just a few, and your result will be very noisy.)
When people talk about ray tracing as something different than path tracing, they usually mean the first form of ray tracing that only did direct diffuse lighting, point light sources, simplistic materials, and multiple bounces of perfect specular reflections. (Aka recursive ray tracing.)
Note that not everyone makes a distinction between path tracing and ray tracing, you can easily find lots of examples of people referring to ray tracing and talking about GI and Monte Carlo techniques. "Ray tracing" is evolving to incorporate modern developments.