Assistive technologyW
Assistive technology

Assistive technology (AT) is assistive, adaptive, and rehabilitative devices for People with disability or the elderly population. People with disability often have difficulty performing activities of daily living (ADLs) independently, or even with assistance. ADLs are self-care activities that include toileting, mobility (ambulation), eating, bathing, dressing, grooming, and personal device care. Assistive technology can ameliorate the effects of disabilities that limit the ability to perform ADLs. Assistive technology promotes greater independence by enabling people to perform tasks they were formerly unable to accomplish, or had great difficulty accomplishing, by providing enhancements to, or changing methods of interacting with, the technology needed to accomplish such tasks. For example, wheelchairs provide independent mobility for those who cannot walk, while assistive eating devices can enable people who cannot feed themselves to do so. Due to assistive technology, people with disability have an opportunity of a more positive and easygoing lifestyle, with an increase in "social participation," "security and control," and a greater chance to "reduce institutional costs without significantly increasing household expenses."

AutomaticityW
Automaticity

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. Examples of tasks carried out by 'muscle memory' often involve some degree of automaticity.

Back in Time (iOS software)W
Back in Time (iOS software)

Back in Time is an education book app for iOS about the history of the universe, earth, life and mankind that uses a time analogy to explain different timescales. Released on September 22, 2011, it was developed by the software company Landka in collaboration with scientific institutions such as ESA/Hubble Space Telescope. The app was featured worldwide in the App Store and rapidly became a success, reaching the top sales of iPad book apps in 38 countries. Back in Time was distinguished by The New York Times and selected for the top 10 apps of the year. In 2012 it was recognized with a World Summit Award.

Computers in the classroomW
Computers in the classroom

Computers in the classroom include any digital technology used to enhance, supplement, or replace a traditional educational curriculum with computer science education. As computers have become more accessible, inexpensive, and powerful, the demand for this technology has increased, leading to more frequent use of computer resources within classes, and a decrease in the student-to-computer ratio within schools.

Concept mapW
Concept map

A concept map or conceptual diagram is a diagram that depicts suggested relationships between concepts. Concept maps may be used by instructional designers, engineers, technical writers, and others to organize and structure knowledge.

Digital media in educationW
Digital media in education

Digital media in education refers to the use of interactive multimedia in the classroom setting. Digital media involves incorporating multiple digital softwares, device,and platforms as a tool for learning,. Digital media in education are growing rapidly in today's age compete with books as the leading means of communication in the classroom.

Digital nativeW
Digital native

The term digital native describes a young person who has grown up in the digital age, in close contact with computers, the Internet, and video game consoles, and later mobile phones, social media, and tablets. The term is often used to refer to millennials, Generation Z, and Generation Alpha; the latter two are sometimes described as distinct "neo-digital natives", "true" digital natives, or "digital integrators".

Digital scholarshipW
Digital scholarship

Digital scholarship is the use of digital evidence, methods of inquiry, research, publication and preservation to achieve scholarly and research goals. Digital scholarship can encompass both scholarly communication using digital media and research on digital media. An important aspect of digital scholarship is the effort to establish digital media and social media as credible, professional and legitimate means of research and communication. Digital scholarship has a close association with digital humanities, often serving as the umbrella term for discipline-agnostic digital research methods.

Ebot (microcontroller)W
Ebot (microcontroller)

Ebot is a microcontroller unit that is based on open source technology, by two Kuwaiti innovators. Its part of a Prototyping platform called Ebot innovation platform to allow fast and easy prototyping. The platform has received many national and international prizes.

Educational musicW
Educational music

Educational music, is a genre of music in which songs, lyrics, or other musical elements are used as a method of teaching and/or learning. It has been shown in research to promote learning. Additionally, music study in general has been shown to improve academic performance of students.

Gamification of learningW
Gamification of learning

The gamification of learning is an educational approach to motivate students to learn by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning. Gamification, broadly defined, is the process of defining the elements which comprise games that make those games fun and motivate players to continue playing, and using those same elements in a non-game context to influence behaviour. In other words, gamification is the introduction of game elements in a non-game situation.

Information mappingW
Information mapping

Information mapping is a research-based method for writing clear and user focused information, based on the audience's needs and the purpose of the information. The method is applied primarily to designing and developing business and technical communications. It is used as a content standard within organizations throughout the world.

Inter-Disciplinary Programme in Educational TechnologyW
Inter-Disciplinary Programme in Educational Technology

The Inter-Disciplinary Programme (IDP) in Educational Technology was established by the Government of India at the campus of Indian Institute of Technology Bombay in 2010. This is primarily a research group actively involved in research and education in the area of technologies to promote the learning-teaching process. It offers Ph.D and post graduate programmes.

Kahoot!W
Kahoot!

Kahoot! is a game-based learning platform, used as educational technology in schools and other educational institutions. Its learning games, "kahoots", are user-generated multiple-choice quizzes that can be accessed via a web browser or the Kahoot app.

Learning object metadataW
Learning object metadata

Learning Object Metadata is a data model, usually encoded in XML, used to describe a learning object and similar digital resources used to support learning. The purpose of learning object metadata is to support the reusability of learning objects, to aid discoverability, and to facilitate their interoperability, usually in the context of online learning management systems (LMS).

Light of HopeW
Light of Hope

Light of Hope (LoH) is a project that aims to provide e-learning facilities to rural schools in Bangladesh. LoH provides laptops, projectors, audio-visual e-learning materials, and solar energy systems to schools in remote areas, where there is inadequate infrastructure and limited or no electricity. LoH also provides books and education materials to students in those remote areas.

Massive open online courseW
Massive open online course

A massive open online course is an online course aimed at unlimited participation and open access via the Web. In addition to traditional course materials, such as filmed lectures, readings, and problem sets, many MOOCs provide interactive courses with user forums or social media discussions to support community interactions among students, professors, and teaching assistants (TAs), as well as immediate feedback to quick quizzes and assignments. MOOCs are a widely researched development in distance education, first introduced in 2008, that emerged as a popular mode of learning in 2012.

Mind mapW
Mind map

A mind map is a diagram used to visually organize information. A mind map is hierarchical and shows relationships among pieces of the whole. It is often created around a single concept, drawn as an image in the center of a blank page, to which associated representations of ideas such as images, words and parts of words are added. Major ideas are connected directly to the central concept, and other ideas branch out from those major ideas.

Open educationW
Open education

Open education is education without academic admission requirements and is typically offered online. Open education broadens access to the learning and training traditionally offered through formal education systems. The qualifier "open" refers to the elimination of barriers that can preclude both opportunities and recognition for participation in institution-based learning. One aspect of openness or "opening up" education is the development and adoption of open educational resources.

Over-the-counter dataW
Over-the-counter data

Over-the-counter data (OTCD) is a design approach used in data systems, particularly educational technology data systems, in order to increase the accuracy of users' data analyses by better reporting data. The approach involves adhering to standards that are organized by five components: Label, Supplemental Documentation, Help System, Package/Display, and Content.

Overhead projectorW
Overhead projector

An overhead projector (OHP), like a film or slide projector, uses light to project an enlarged image on a screen, allowing the view of a small document or picture to be shared with a large audience.

Passive learningW
Passive learning

Passive learning is a method of learning or instruction where students receive information from the instructor and internalize it. It is a method "where the learner receives no feedback from the instructor". The term is often used together with direct instruction and lecturing, with passive learning being the result or intended outcome of the instruction. This style of learning is teacher-centered and contrasts to active learning, which is student-centered, whereby students take an active or participatory role in the learning process, and to the Socratic method where students and instructors engage in cooperative argumentative dialogue. Passive learning is a traditional method utilized in factory model schools and modern schools, as well as historic and contemporary religious services in churches (sermons), mosques, and synagogues.

Pedagogical agentW
Pedagogical agent

A pedagogical agent is a concept borrowed from computer science and artificial intelligence and applied to education, usually as part of an intelligent tutoring system (ITS). It is a simulated human-like interface between the learner and the content, in an educational environment. A pedagogical agent is designed to model the type of interactions between a student and another person. Mabanza and de Wet define it as "a character enacted by a computer that interacts with the user in a socially engaging manner". A pedagogical agent can be assigned different roles in the learning environment, such as tutor or co-learner, depending on the desired purpose of the agent. "A tutor agent plays the role of a teacher, while a co-learner agent plays the role of a learning companion".

QANDAW
QANDA

QANDA is an AI-based learning platform developed by Mathpresso Inc., a South Korea-based education technology company. It uses optical character recognition technology to scan math problems and provide step-by-step solutions.

Structure of observed learning outcomeW
Structure of observed learning outcome

The structure of observed learning outcomes (SOLO) taxonomy is a model that describes levels of increasing complexity in students' understanding of subjects. It was proposed by John B. Biggs and Kevin F. Collis.

Teaching machineW
Teaching machine

Teaching machines were originally mechanical devices that presented educational materials and taught students. They were first invented by Sidney L. Pressey in the mid-1920s. His machine originally administered multiple-choice questions. The machine could be set so it moved on only when the student got the right answer. Tests showed that learning had taken place. This was an example of how knowledge of results causes learning. Much later, Norman Crowder developed the Pressey idea further.

Technological pedagogical content knowledgeW
Technological pedagogical content knowledge

Technological pedagogical content knowledge (TPACK) is a framework to understand and describe the kinds of knowledge needed by a teacher for effective pedagogical practice in a technology-enhanced learning environment. Mishra and Koehler added technology as a modeling element to Lee Shulman's pedagogical content knowledge (PCK) construct. They proposed that addressing content knowledge, pedagogical knowledge, and technology knowledge concurrently provides a framework for technology integration in the curriculum.

Virtual schoolW
Virtual school

An online school teaches students entirely or primarily online or through the Internet. It has been defined as "education that uses one or more technologies to deliver instruction to students who are separated from the instructor and to support regular and substantive interaction between the students. Online education exists all around the world and is used for all levels of education. This type of learning enables the individuals to earn transferable credits, take recognized examinations, or advance to the next level of education over the Internet.

Wearable technologyW
Wearable technology

Wearable technology, wearables, fashion technology, smartwear, tech togs, skin electronics or fashion electronics are smart electronic devices that are worn close to and/or on the surface of the skin, where they detect, analyze, and transmit information concerning e.g. body signals such as vital signs, and/or ambient data and which allow in some cases immediate biofeedback to the wearer.

Web conferencingW
Web conferencing

Web conferencing is used as an umbrella term for various types of online conferencing and collaborative services including webinars, webcasts, and web meetings. Sometimes it may be used also in the more narrow sense of the peer-level web meeting context, in an attempt to disambiguate it from the other types known as collaborative sessions. The terminology related to these technologies is exact and agreed relying on the standards for web conferencing but specific organizations practices in usage exist to provide also term usage reference.