Technology in Education

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The use of digital tools and resources to support learning and teaching.

Learning Management Systems (LMS): LMS refers to software applications that facilitate the delivery of learning materials, administration, and monitoring of educational courses and programs.
Instructional Design: Instructional design is the systematic process of creating educational and training materials that enable effective learning experiences.
Educational Technology Tools: Educational technology tools include all technologies that facilitate learning and teaching activities, including software, hardware, and mobile apps.
Gamification in Education: Gamification refers to using game mechanics, such as competition, points, and leaderboards, to engage students and enhance learning outcomes.
Mobile Learning: Mobile learning refers to educational activities delivered through mobile devices such as smartphones, tablets, and laptops.
Blended Learning: Blended learning is a mix of traditional face-to-face instruction and online learning. Online learning can be used as an augmentation, complement, or replacement for face-to-face instruction.
Online Learning: Online learning is a method of education that uses internet technology to deliver educational content and instruction.
Adaptive Learning: Adaptive learning is a technology-enabled approach that delivers personalized learning experiences and feedback to students based on their abilities, interests, and learning styles.
Educational Data Mining: Educational data mining is the process of analyzing data from educational databases to identify patterns and improve learning outcomes.
Learning Analytics: Learning analytics is the process of measuring and analyzing data from learning activities to improve teaching and learning outcomes.
Artificial Intelligence in Education: Artificial intelligence in education refers to the use of AI technologies, such as machine learning algorithms and natural language processing, to enhance learning outcomes.
Augmented Reality and Virtual Reality in Education: Augmented reality and virtual reality are technologies that create immersive learning experiences and simulate real-world environments.
Cybersecurity in Education: Cybersecurity in education refers to the protection of data and networks from unauthorized access and attacks.
Digital Citizenship: Digital citizenship is the set of skills and knowledge that individuals need to navigate the digital world responsibly and ethically.
Open Educational Resources (OER): Open educational resources are freely available educational materials that can be reused, revised, and shared.
Cloud Computing in Education: Cloud computing is a technology that enables the delivery of educational services and resources through the internet.
Distance Education: Distance education refers to a method of education that delivers learning activities to students who are physically removed from the instructor or educational institution.
Social Media in Education: Social media can be used in education for communication, collaboration, and sharing of resources.
E-Learning Standards: E-learning standards are a set of guidelines and specifications that ensure interoperability and compatibility among different e-learning software and systems.
Accessibility in Education: Accessibility in education refers to ensuring that all students, including those with disabilities, can access and participate in education on an equal basis.
Learning Management Systems (LMS): Software platforms designed to manage, deliver, and assess educational courses and training programs. LMS can be used in both traditional and online classrooms, allowing teachers and trainers to administer courses and track student progress through a variety of tools and features.
Virtual Reality (VR): Technology that creates a simulated experience, which simulates a real-life environment or situation. For example, students can explore historical locations, climb mountains, or dive into the ocean using VR technology and apps.
Augmented Reality (AR): Technology that overlays virtual information onto the physical world, giving learners an interactive and immersive experience. AR technology can be used to enhance learning in a variety of settings, including museums, science centers, and zoos.
Gamification: The use of game design principles and mechanics in non-game contexts, such as education. This approach can make learning fun and engaging by incorporating elements like rewards, challenges, and competition into the learning process.
Web-Based Learning: Online courses and programs that are delivered through web-based platforms. Web-based learning can be accessed from anywhere with an internet connection, making it a flexible and convenient option for many learners.
Mobile Learning: The use of mobile devices (such as smartphones and tablets) to support and enhance learning. Mobile learning can enable students to access educational content and resources anytime, anywhere, and can also facilitate communication and collaboration among learners and instructors.
Social Media: A range of communication channels that allow users to create and share content, network, and interact with others. Social media can be used in education to promote collaboration and communication among students and instructors, and to enhance the sharing of information and resources.
Podcasting: The production and delivery of audio-based content on the internet. Podcasts can be used to deliver educational content and information to learners in a convenient and portable format.
E-Books: Digital versions of traditionally printed books that can be accessed on various electronic devices. E-books can be a convenient and cost-effective way to deliver educational content, as they can be easily updated and shared with multiple users.
Online Collaboration Tools: A range of software and applications that facilitate communication and collaboration among learners and instructors. These tools can enable students to work together on assignments and projects, and can also allow instructors to provide feedback and support in real-time.
- "Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning."
- "When referred to with its abbreviation, 'EdTech,' it often refers to the industry of companies that create educational technology."
- "EdTech is defined as all the privately owned companies currently involved in the financing, production, and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit."
- "Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world."
- "Educational technology is based on theoretical knowledge from various disciplines such as communication, education, psychology, sociology, artificial intelligence, and computer science."
- "It encompasses several domains including learning theory, computer-based training, online learning, and m-learning where mobile technologies are used."
- "Educational technology uses computer hardware, software, and educational theory and practice to facilitate learning."
- "The goal of the edtech industry is to turn a profit."
- "In EdTech Inc.: Selling, Automating, and Globalizing Higher Education in the Digital Age, Tanner Mirrlees and Shahid Alvi (2019) argue..."
- "EdTech is no exception to industry ownership and market rules."
- "Educational technology is based on theoretical knowledge from various disciplines such as communication, education, psychology, sociology, artificial intelligence, and computer science."
- "Educational technology involves the combined use of computer hardware, software, and educational theory and practice."
- "Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world."
- "EdTech industries produce and distribute commercial hardware, software, cultural goods, services, and platforms for the educational market."
- "Educational technology is based on theoretical knowledge from various disciplines such as communication, education, psychology, sociology, artificial intelligence, and computer science."
- "M-learning is one of the domains covered by educational technology, where mobile technologies are used."
- "Educational technology is based on theoretical knowledge from various disciplines such as communication, education, psychology, sociology, artificial intelligence, and computer science."
- "EdTech is defined as all the privately owned companies currently involved in the financing, production, and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit."
- "Educational technology encompasses learning theory as one of its domains."
- "In EdTech Inc.: Selling, Automating, and Globalizing Higher Education in the Digital Age, Tanner Mirrlees and Shahid Alvi (2019) argue..."