- "Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning."
The use of technology, tools and resources to enhance teaching and learning.
Digital literacy: The ability to effectively use digital tools and technologies for communication, collaboration, and problem-solving.
Educational technology: The use of digital tools and software to enhance teaching and learning.
Distance learning: The use of technology to deliver education remotely, outside the traditional classroom setting.
Mobile learning: The use of mobile devices (e.g. smartphones and tablets) as educational tools.
Online safety and digital citizenship: The safe and responsible use of online resources, including social media.
Gamification: The use of game elements (e.g. rewards, points, and badges) in education to promote engagement and motivation.
Augmented reality and virtual reality: The use of technology to create immersive educational experiences.
Personalized learning: Tailoring educational experiences to individual students' needs and preferences.
Learning analytics: Using data and statistical analyses to inform instructional strategies and improve learning outcomes.
Artificial intelligence in education: The use of machine learning algorithms to automate tasks and personalize instruction.
Blended learning: Combining traditional classroom teaching with online and digital resources.
Open educational resources: Free digital resources (e.g. textbooks, videos, and lesson plans) that are available for use in education.
Maker education: Learning through the creation of physical objects using digital design tools and equipment.
3D printing and prototyping: Creating physical objects using 3D printing technology.
Project-based learning: Learning through the completion of real-world projects that foster critical thinking and problem-solving skills.
Learning Management Systems (LMS): A software system that manages the delivery of educational content, tracking learners' interactions, and assessing their progress.
Gamification: Integrating elements of game-playing or game theory into the learning process to make it engaging and fun.
Virtual and Augmented Reality: Simulating real-life or creating a virtual environment, enhancing the learning experience by providing an opportunity to interact.
Mobile Learning (m-Learning): Accessing the learning material through mobile devices like smartphones and tablets.
Adaptive Learning: Personalizing the learning material and pace according to the students' proficiency level and learning style.
Online Education: Learning that takes place on the internet, providing access to academic content, support, and assessment.
Artificial Intelligence (AI): Using AI to assist in decision making, recognizing patterns, and providing educational content.
Cloud Computing: Maintaining and storing data on the cloud, allowing access and retrieval of data from anywhere.
Gamification: Integrating game-like elements into the learning process to enhance student engagement with course content.
Social Media: Using social media platforms to engage with students, share information, and interact with course content.
Video conferencing: Allowing students and teachers to communicate through video, useful for remote classes and collaborations.
Electronic books (e-books): Students can access and read educational material online or offline.
Educational apps: Mobile applications developed for educational purposes, like Duolingo, Kahoot, etc.
Simulation software: This technology is used to create a virtual environment to simulate real-life scenarios.
- "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..."