Technology and Informal Education

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How technology can enhance informal learning experiences and support new modes of informal education, such as online communities and video games.

Digital Literacy: The ability to use and understand digital technologies, including hardware, software, and networks.
Educational Technology: The use of technology to enhance teaching, learning, and assessment.
E-Learning: The use of electronic media, internet, and digital technologies to deliver educational content.
Media Literacy: The ability to analyze, evaluate, and create media messages in both print and digital formats.
Mobile Learning: The use of mobile devices for teaching and learning, including smartphones, tablets, and laptops.
Online Learning: The delivery of educational content over the internet, including e-learning and distance education.
Open Educational Resources (OER): Free and open access educational materials that can be used for teaching, learning, and research.
Pedagogy and Technology: The integration of pedagogical principles into the design and implementation of educational technology.
Social Media and Learning: The use of social media platforms for learning and collaborative knowledge exchange.
Virtual Learning Environments (VLE): Online spaces for teaching, learning, and assessment, including Moodle, Blackboard, and Canvas.
Web 2.0 and Learning: The integration of new web technologies, such as social networking, blogging, and wikis, into teaching and learning.
Blended Learning: The combination of traditional face-to-face instruction with online and remote learning.
Collaborative Learning: The use of group work and collaborative activities to enhance learning and understanding.
Game-Based Learning: The use of games and simulations to teach and reinforce learning objectives.
Interactive Whiteboards: Electronic display boards that allow teachers to present and interact with digital content.
Learning Analytics: The use of data and statistics to analyze and improve learning outcomes.
Online Assessment and Feedback: The use of online tools to evaluate student progress and provide feedback.
Personalized Learning: The tailoring of educational content and delivery to meet individual student needs and abilities.
Universal Design for Learning (UDL): The design of educational materials to meet the diverse learning needs and abilities of all students.
Virtual Reality (VR) and Augmented Reality (AR): The use of immersive digital environments and simulations to enhance learning and understanding.
E-Learning: Education using digital technologies, such as web-based learning platforms, online courses, or computer-based training materials.
Gamification: Incorporating game design elements, mechanics, or concepts into non-game contexts to increase engagement and motivation in learning.
Augmented Reality (AR): Technology that overlays digital content onto real-world surroundings using a mobile device or headset to enhance learning and visualization.
Virtual Reality (VR): Technology that immerses users in a simulated environment with the help of a headset, allowing learners to interact with the content and increase engagement.
Social Media: Platforms that enable users to share content, connect with others, and engage in discussions, allowing casual and collaborative learning.
Mobile Learning: Learning via mobile devices, such as smartphones or tablets, which offer personalized learning experiences that are accessible anytime, anywhere.
Webinars: Live, interactive online events where participants can engage with content, ask questions, and participate in discussions.
Podcasts: Audio or video recordings that are typically episodic, informative, and engaging, enabling learners to gain insights and information on a particular topic.
Open Educational Resources (OER): Digital resources, such as textbooks, videos, and course materials, that are openly available and free to use.
Online Communities: Virtual spaces where people can connect, collaborate, and support each other in learning, sharing knowledge, and exchanging ideas.
"by a low degree of planning and organizing in terms of the learning context, learning support, learning time, and learning objectives"
"It has no set objective in terms of learning outcomes, but an intent to act from the learner's standpoint"
"trial and error or learning-by-doing, modeling, feedback, and reflection"
"heuristic language building, socialization, enculturation, and play"
"It is a pervasive ongoing phenomenon of learning via participation or learning via knowledge creation, in contrast with the traditional view of teacher-centered learning via knowledge acquisition"
"about 70-90 percent"
"non-formal learning, and self-directed learning"
"corporate training and education in relation to return on investment (ROI), or return on learning (ROL)"
"in relation to citizen science, or informal science education"
"reading self-selected books, participating in self-study programs, navigating performance support materials and systems, incidental skills practice, receptivity of coaching or mentoring, seeking advice from peers, or participation in communities of practice"
"flexibility and adaptation to learning needs, direct transfer of learning into practice, and rapid resolution of (work-related) problems"
"task execution"
"The conflated meaning of informal and non-formal learning explicates mechanisms of learning that organically occur outside the realm of traditional instructor-led programs"
"intent to act from the learner's standpoint (e.g., to solve a problem)"
"trial and error or learning-by-doing, modeling, feedback, and reflection"
"heuristic language building, socialization, enculturation, and play"
"about 70-90 percent"
"corporate training and education"
"non-formal learning"
"flexibility and adaptation to learning needs, direct transfer of learning into practice, and rapid resolution of (work-related) problems"