- "Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning."
Online education relies on various technologies and tools to deliver instructional content and support learning. These may include video conferencing tools, learning management systems, social media platforms, and other web-based applications.
Learning Management Systems (LMS): A software application that enables the administration, documentation, tracking, reporting, and delivery of educational courses, training programs, or learning and development programs.
Virtual classrooms: Interactive online classroom environments that enable educators to present a variety of multimedia content, conduct live lectures, provide interactive tutorials and ad-hoc video conferences with students.
Video and audio production: Techniques and tools for creating and editing video and audio content, along with relevant software technologies and hardware equipment.
Learning analytics: The collection, measurement, analysis, and reporting of data about learners and their contexts, in order to better understand and optimize learning processes.
Online assessment and grading: Technologies that allow educators to create, administer, and grade online assessments, tests, and quizzes, as well as tools for providing feedback to learners.
eLearning authoring tools: Software applications that enable the creation of multimedia-rich and interactive online educational content, such as presentations, demos, simulations, and tutorials.
Gamification: The application of game design principles and mechanics to non-game contexts, such as education, to enhance motivation, engagement, and learning outcomes.
Augmented and virtual reality: Immersive technologies that enable learners to interact with virtual objects and environments, and enhance their learning experiences and outcomes.
Social media and collaboration: Web-based platforms and tools that enable communication, collaboration, and knowledge sharing among learners, educators, and other stakeholders.
Accessibility and inclusive design: Techniques and standards for making online educational content accessible to learners with disabilities or special needs, and ensuring that all learners can fully participate in learning activities.
Learning Management Systems (LMS): Software platforms designed for managing online courses and learning interactions. They typically provide features such as content creation, assignment submission and grading, discussions, and course statistics.
Video Conferencing Tools: Tools that allow for live video and audio communication between instructors and students, often used for virtual classrooms and webinars.
Content Creation Tools: Software, such as PowerPoint or Prezi, that aids in creating instructional content including presentations, infographics, and interactive applications.
Online Assessment Tools: These tools allow educators to create and administer assessments such as quizzes, exams, and surveys.
Communication Tools: These include messaging apps, email, discussion forums, and social media, which allow educators and students to communicate and collaborate in real-time.
Learning Analytics Tools: Technologies that provide data-driven insights about student performance, interaction with learning materials, and identify areas of improvement for personalized learning.
Virtual Learning Environments: These virtual environments allow for interactive and immersive experiences, such as virtual reality simulations, augmented reality learning, and 3D modeling.
Mobile Learning Tools: Tools adapted specifically for mobile devices, such as tablets and smartphones, designed to promote learning on-the-go, such as apps and mobile-friendly websites.
Personalized Learning Tools: Technologies that allow for tailored learning experiences based on individual student data, such as adaptive learning software.
Cloud Storage and Collaboration: This technology enables educators and learners to store, share, and collaborate on documents and other learning resources from anywhere with an internet connection.
Open Educational Resources (OER): Open-access educational materials, typically created and shared by educators, designed for free use and sharing. Nowadays, there are many initiatives and platforms hosts OER available to everyone.
- "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..."