- "Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning."
Using social media platforms to connect with other instructors, peers, and learners.
Social Media Platforms: Understanding the different social media platforms available, their features, and how they can be used for educational purposes.
Online Presence: Creating and maintaining a professional online presence for educational purposes.
Privacy and Safety: Understanding the importance of privacy and safety when using social media platforms in education.
Digital Citizenship: Teaching students about responsible digital citizenship and online etiquette when using social media.
Communication: Using social media platforms for effective communication between students, teachers, and parents.
Content Creation: Learning how to create engaging and interactive social media content for educational purposes.
Assessment: Using social media for formative and summative assessments, and understanding its role in evaluating student learning.
Collaboration: Encouraging collaboration and teamwork through the use of social media platforms.
Engagement: Understanding how to engage students through social media in order to enhance their learning experience.
Professional Development: Using social media platforms for professional development, networking, and staying up-to-date with the latest technology trends in education.
Curriculum Integration: Integrating social media into the curriculum and leveraging technology to enhance teaching and learning.
Research: Understanding the research behind the use of social media in education and its effectiveness.
Cultural Competence: Addressing cultural competence when using social media to avoid misunderstandings and miscommunications in diverse educational settings.
Accessibility: Ensuring the use of social media is accessible to all students, regardless of their individual needs and abilities.
Ethics: Teaching students about ethical considerations when using social media in education and understanding the impact of online behaviors.
Blogs: Personal or organizational websites that feature regular posts on a variety of topics.
Wikis: Collaborative websites that allow users to add, edit, or delete content.
Social Networks: Online communities of individuals with personal and professional interests.
Podcasts: Audio or video files that can be downloaded and listened to on a computer or mobile device.
Video sharing: Platforms such as YouTube, Vimeo, etc. that allow users to upload and share videos.
Virtual worlds: Digital environments where users interact with each other and with computer-generated objects and characters.
Discussion forums: Platforms that allow users to exchange ideas and information on various topics.
Online courses: Formal or informal educational courses offered through the internet.
Mobile apps: Mobile applications that can be downloaded and used on smartphones and tablets.
Learning Management Systems (LMS): Web-based platforms that allow educators to manage course content, assignments, and assessments.
Microblogging: Social networking websites that allow users to share short messages, such as Twitter.
Social photo sharing: Platforms that allow users to upload and share photos with others, such as Instagram, Flickr, etc.
Collaborative tools: Applications that allow users to work together on projects, such as Google Docs.
Social bookmarks: Platforms that allow users to save and share links to web pages, such as Diigo.
Video conferencing: Platforms that allow users to connect and communicate through audio and video, such as Zoom.
Social review platforms: Websites where users can leave and read reviews of various products and services, such as Yelp.
Social bookmarking sites: Platforms that allow users to save and organize web pages, such as Pinterest.
Social Q&A sites: Websites where users can ask and answer questions, such as Quora.
Social news aggregators: Platforms that allow users to share and discover news stories and other content, such as Reddit.
Social gaming: Multiplayer games that can be played online with other users.
- "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..."