Category
page 1Educational technology
mind map
diagram to visually organize information
educational technology
use of technology in education to improve learning and teaching; not restricted to high technology
Bloom's taxonomy
classification system in pedagogy used for classification of educational learning objectives into levels of complexity and specificity (cognitive, affective and psychomotor domains)
blended learning
education program in which a student learns through online content and instruction with some element of student control
massive open online course
education service on the web
metacognition
alt=Diagram of a brain thinking about a brain|thumb|Metacognitive processes deal with information about other cognitive processes.
Metacognition is an awareness of one's thought processes and an understanding of the patterns behind them. The term comes from the root word meta, meaning "beyond", or "on top of". Metacognition can take many forms, such as reflecting on one's ways of thinking, and knowing when and how oneself and others use particular strategies for problem-solving. There are generally two components of metacognition: (1) cognitive conceptions and (2) a cognitive regulation system
operant conditioning
learning to anticipate future events on the basis of past experience with the consequences of one's own behavior
Kahoot!
Kahoot! is a Norwegian online game-based learning platform. It has learning games, also known as "kahoots", which are user-generated multiple-choice quizzes that can be accessed via a web browser or the Kahoot! app. It was originally founded in 2006, but gained massive popularity in 2020 during the COVID-19 pandemic.
overhead projector
device that projects a transparent image
concept map
diagram showing relationships among concepts
assistive technology
techniques (physical and virtual) for people with disabilities
open education
open culture movement
web conference
forms of online many-to-many communication

m-learning
M-learning, or mobile learning, is a form of distance education or technology enhanced active learning where learners use portable devices such as mobile phones to learn anywhere and anytime. Reviews of 97 studies published between 2014 and 2023 show that well-planned mobile learning can improve engagement, knowledge, and skills at different education levels. The portability that mobile devices provide allows for learning anywhere, hence the term "mobile" in "mobile learning." M-learning devices include computers, MP3 players, mobile phones, and tablets. M-learning can be an important part of
digital native
person who has grown up in the digital age
instructional design
design and development of learning resourses
haptic technology
any form of interaction involving touch
usability testing
user-centered technique for interaction design where a product is evaluated by testing it on users
learning object
in education and data management
WebQuest
A WebQuest is an inquiry-oriented lesson format in which most or all the information that learners work with comes from the web. These can be created using various programs, including a simple word processing document that includes links to websites.
cognitive load
effort being used in the working memory, which can be differentiated into three types: intrinsic, extraneous, and germane
Quizlet
Quizlet is a multi-national American education technology company that provides digital study tools, including flashcards, practice quizzes, and collaborative learning games. The service was founded in 2006 by Andrew Sutherland and released publicly in 2007.
microlearning
Microlearning refers to a set of compact e-learning modules that are designed to reduce learner fatigue. The modules can be educational, professional, or skill-based, and are usually designed to be less than 20 minutes long, with a single learning objective or topic. The name originates from the Greek word 'micro' meaning 'small'.
virtual school
school that teaches students through Internet
Sleep-learning
Sleep-learning or sleep-teaching (also known as hypnopædia or hypnopedia) is an attempt to convey information to a sleeping person, typically by playing a sound recording to them while they sleep. Although sleep is considered an important period for memory consolidation, scientific research has concluded that sleep-learning is not possible. Once a concept explored in the early history of psychology, sleep-learning appears frequently in fiction and parapsychology, and is widely considered to be pseudoscience.
electronic portfolio
A collection of electronic evidence assembled and managed by a user
learning analytics
measurement, collection, analysis and reporting of data about learners and their contexts, for purposes of understanding and optimizing learning and the environments in which it occurs
digital storytelling
short form of digital media production
e-assessment
test given using a computer
Situated learning
special case of active learning in which the learner is placed in a situation as authentic as possible in order to build up action competence based on experience
Learning object metadata
data model
digital learning
a learning method that incorporates technology
rubric
scoring guide for assessment
Technological Pedagogical Content Knowledge
educational intervention
technology education
education about technology
teaching machine
mechanical device with the purpose to administer a curriculum of programmed learning
multimedia learning
cognitive science principles of effective multimedia learning
gamification of learning
educational approach to motivate students to learn by using video game design and game elements in learning environments
intelligent tutoring system
artificial intelligence system used for tutoring
virtual campus
online offerings of a college or university where college work is completed either partially or wholly online
student information system
software for educational institutions to manage student and school data
computer-supported collaborative learning
research topic on supporting collaborative learning with the assistance of computer artifacts
passive learning
learning method
Videobook
VideoBook is a brand of online, interactive educational videos marketed by Studio 21. Payment for the information contained in VideoBooks takes place in credit, after reading it.
overlearning
Overlearning refers to practicing newly acquired skills beyond the point of initial mastery. The term is also often used to refer to the pedagogical theory that this form of practice leads to automaticity or other beneficial consequences.
CodeCombat
CodeCombat is an educational video game for learning software programming concepts and languages. This game is recommended for students ages 9–16. Students learn to type coding languages like JavaScript, Python, HTML and CoffeeScript, as well as learning the fundamentals of computer science. CodeCombat has 11 units - three game development units, two web development units, and six computer science units. The first unit, Computer Science 1, is free to all students and teachers. In 2019, CodeCombat was recognized by the College Board as an endorsed provider of curriculum and professional develop
switch access scanning
indirect selection technique (or access method)
computers in the classroom
use of computers in school
small private online course
version of a MOOC (Massive Open Online Course) used locally with on-campus students
automaticity
thumb|upright=1.3|Driving in certain conditions may trigger 'highway hypnosis' in some people, which is an example of automaticity. Those who experience highway hypnosis often drive for long distances, responding to external events in the correct and safe manner, but have no memory of the time spent under highway hypnosis as a result.
In the field of psychology, automaticity is the ability to do things without occupying the mind with the low-level details required, allowing it to become an automatic response pattern or habit. It is usually the result of learning, repetition, and practice. Exam
adaptive hypermedia
switch access
computer device for disabled persons
asynchronous learning
student-centered teaching method
authentic learning
Educational approach