The SAGE Encyclopedia of Educational Technology
eBook - ePub

The SAGE Encyclopedia of Educational Technology

  1. 968 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

The SAGE Encyclopedia of Educational Technology

About this book

The SAGE Encyclopedia of Educational Technology examines information on leveraging the power of technology to support teaching and learning. While using innovative technology to educate individuals is certainly not a new topic, how it is approached, adapted, and used toward the services of achieving real gains in student performance is extremely pertinent. This two-volume encyclopedia explores such issues, focusing on core topics and issues that will retain relevance in the face of perpetually evolving devices, services, and specific techniques. As technology evolves and becomes even more low-cost, easy-to-use, and more accessible, the education sector will evolve alongside it. For instance, issues surrounding reasoning behind how one study has shown students retain information better in traditional print formats are a topic explored within the pages of this new encyclopedia.


Features:

  • A collection of 300-350 entries are organized in A-to-Z fashion in 2 volumes available in a choice of print or electronic formats.
  • Entries, authored by key figures in the field, conclude with cross references and further readings.
  • A detailed index, the Reader's Guide themes, and cross references combine for search-and-browse in the electronic version.

This reference encyclopedia is a reliable and precise source on educational technology and a must-have reference for all academic libraries.

 

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Yes, you can access The SAGE Encyclopedia of Educational Technology by J. Michael Spector in PDF and/or ePUB format, as well as other popular books in Education & Education General. We have over one million books available in our catalogue for you to explore.

Information

Edition
1

Index

Entry titles and their page numbers are in bold. Figures and tables are indicated by f or t following the page number, and volume number precedes the page number separated by a colon.

  • AAC (augmented and alternative communication) systems, 2:513, 715
  • AAEEBL (Association for Authentic, Experiential and Evidence-Based Learning), 1:274
  • AASL (American Association of School Librarians), 1:210–211, 357, 2:745–746
  • Abacus, 1:336
  • Abduction, 1:252
  • Abilities, 1:427
  • ABM (agent-based models), 2:481, 775–776
  • Abstract syntax trees (ASTs), 2:677
  • Abt, Clark C., 2:637
  • Academic analytics (AA), 2:447
  • Accelerated learning, 1:1–2
  • Accelerated online graduate-degree programs, 1:233
  • Accelerometers, 2:516
  • Access to technology, 1:165, 220–221. See also Digital divide
  • Accessible technology, assistive technology compared, 2:512
  • Accommodation, 2:521
  • Accommodative knowledge, 1:285
  • Accomplishments, performance compared, 1:349
  • Accreditation, certification compared, 1:94
  • Accuracy in search engines, 2:830
  • Achievements in gamification, 1:323
  • ACRL (Association of College and Research Libraries), 1:357
  • ACT scores, 2:545, 688
  • Acting With Technology (Nardi & Kaptelinin), 1:4
  • Action games. See Games
  • Action research. See Research in schools
  • Activation phase of learning, 1:2
  • Active learning, 1:347, 2:761. See also Experiential learning; Problem- and task-centered approaches
  • Activities, 1:395–396
  • Activity log files, 1:251
  • Activity theory, 1:3–5, 4f, 234, 353
  • Activity Theory in HCI (Nardi & Kaptelinin), 1:4
  • Activity types meth...

Table of contents

  1. Cover
  2. Half Title
  3. Editorial Board
  4. Title Page
  5. Copyright Page
  6. Contents
  7. About the Editor
  8. Contributors
  9. Introduction
  10. Dedication and Acknowledgments
  11. Publisher Note
  12. A
  13. Accelerated Learning
  14. Activity Theory
  15. Adaptive and Responsive Websites
  16. Adaptive Learning Software and Platforms
  17. Adaptive Testing
  18. Affective Factors in Learning, Instruction, and Technology
  19. Agent Technologies for Evaluation
  20. Agents for Handheld Devices
  21. Agents in E-Learning in the Business Sector
  22. Agents in Informal E-Learning
  23. Alignment of Games and Learning Goals
  24. Anchored Instruction
  25. Animated Agents in Learning Systems
  26. Apps for Use at the Elementary Level
  27. Apps for Use at the Secondary Level
  28. Apps for Use in Higher Education
  29. ARCS Model
  30. Assessing Learning in Simulation-Based Environments
  31. Assessing Literacy Skills in the 21st Century
  32. Assessment in Game-Based Learning
  33. Assessment of Attitudes and Predispositions
  34. Assessment of Problem Solving and Higher Order Thinking
  35. Assistive Technology
  36. Assistive Technology for Persons With Autism Spectrum Disorder
  37. Asynchronous Tools and Technologies
  38. Augmented Reality
  39. Automated Scoring of Essays
  40. Avatars and Agents in Virtual Systems
  41. B
  42. Badges and Skill Certification
  43. Behavioral Factors in Learning, Instruction, and Technology
  44. Benefit-Cost Analysis
  45. Biofeedback Learning Environments
  46. Blogs as a Communication Tool
  47. C
  48. Case Study Research in Educational Technology
  49. Case-Based Reasoning and Educational Technology
  50. Causal Influence Diagrams
  51. Certification of Instructional Designers in Educational Technology
  52. Certification of Teachers in Educational Technology
  53. Change Agency
  54. Cloud Computing
  55. Cloud-Based Adaptive Systems
  56. Cognition and Human Learning
  57. Cognitive Apprenticeship
  58. Cognitive Flexibility Theory
  59. Cognitive Load Theory
  60. Cognitive Task Analysis
  61. Collaboration and Social Networking
  62. Collaborative Communication Tools and Technologies
  63. Collaborative Learning and 21st-Century Skills
  64. Collaborative Learning With Technology
  65. Competency Models and Frameworks
  66. Component Display Theory
  67. Conditions of Learning
  68. Conditions of Learning: Gagné’s Nine Events of Instruction
  69. Constructivist Theory
  70. Cost Analysis in Assessments of Educational Technology
  71. Creative Commons
  72. Criterion-Referenced Assessments
  73. Critical Decision Method
  74. Cultural Considerations in Technology-Enhanced Learning and Instruction
  75. Curricula for Advanced Learning Technologies
  76. Cyberbullying
  77. Cyberinfrastructure Capabilities and Limitations
  78. Cyberinfrastructure for Learning and Instruction
  79. Cybersecurity
  80. D
  81. Data Mining and Recommendation Engines
  82. Data Sensing and Visualization Systems
  83. Data Streaming
  84. Design and Creation of Adaptive Educational Systems
  85. Design and Development Research
  86. Design of Engaging Informal Learning Places and Spaces
  87. Design-Based Research
  88. Desktop and Virtual Publishing
  89. Diagnostic Feedback in Formal Educational Settings
  90. Diagnostic Feedback in Informal Educational Settings
  91. Diffusion of Distance Education
  92. Diffusion of New Technologies in the Workplace
  93. Digital Archives
  94. Digital Curation
  95. Digital Divide
  96. Digital Identity
  97. Digital Literacy: Overview and Definition
  98. Digital Literacy and Adult Learners
  99. Digital Literacy and Critical Thinking
  100. Digital Literacy in Elementary and Secondary Education
  101. Digital Literacy in Higher Education
  102. Digital Storytelling
  103. Disruptive Innovations
  104. Disruptive Technologies
  105. Distance Learning for Degree Completion for Working Adults
  106. Distance Learning for Professional Development
  107. Distributed Cognitions in Computer-Supported Collaborative Learning
  108. Dual Coding Theory
  109. Dynamic Student Profiles
  110. E
  111. Early Adopters
  112. E-Book Standards
  113. Education in Workplace Settings
  114. Educational Data Mining
  115. Educational Technology, Case Study Research in
  116. Educational Technology, History of
  117. Educational Technology, Philosophical Perspectives on
  118. Elaboration Theory
  119. Electronic Performance Support Systems
  120. Embodied Learning Systems
  121. Emerging Educational Technologies
  122. Engaged Learning
  123. E-Portfolio Technologies
  124. E-Portfolios in Higher Education
  125. E-Portfolios in K–12 Education
  126. Evaluation of Educational Technology Competencies
  127. Evaluation Research
  128. Experiential Learning
  129. Experimental Research and Educational Technology
  130. F
  131. Formative Assessment
  132. Four-Component Instructional Design (4C/ID)
  133. G
  134. Games: Impact on Interests and Motivation
  135. Games: Impact on Learning
  136. Games and Transformational Play
  137. Games for Adult Learners
  138. Games in Business and Industry Settings
  139. Games in Elementary and Middle School Settings
  140. Games in High School Settings
  141. Games in Higher Education
  142. Games in Medical Training
  143. Games in Military Training
  144. Games to Promote Inquiry Learning
  145. Gamification
  146. Geographic Information Systems and Education
  147. Gesture-Based Learning and Instructional Systems
  148. H
  149. Haptic Technologies to Support Learning
  150. Head-Mounted Displays in Learning and Instruction
  151. History of Educational Technology
  152. Holographic Imaging in Learning and Instruction
  153. Human Performance Technology
  154. Human-Computer Interaction
  155. I
  156. Informal Learning Strategies
  157. Information, Technology, and Media Literacies
  158. Information and Communication Technologies: Competencies in the 21st-Century Workforce
  159. Information and Communication Technologies: Knowledge Management
  160. Information and Communication Technologies: Organizational Learning
  161. Information and Communication Technologies for Formal Learning
  162. Information and Communication Technologies for Informal Learning
  163. Information and Communication Technologies in Developed Countries
  164. Information and Communication Technologies in Developing Countries
  165. Information and Communication Technologies in Multinational and Multicultural Contexts
  166. Information Visualization
  167. Innovators and Risk Takers in Education
  168. Instructional Design Models
  169. Instructional Design Practice
  170. Instructional Design Research
  171. Instructional Designer Preparation
  172. Instructional Transaction Theory
  173. Integrated and Networked Mobile Devices for Learning and Instruction
  174. Integrating Informal Learning With Programs at the College/University Level
  175. Integrating Informal Learning With School Programs at the Secondary Level
  176. Integrating Social Media Into Learning and Instruction
  177. Intellectual Property
  178. Intelligent Tutoring Systems
  179. Interactive Webinars
  180. Internet: Impact and Potential for Learning and Instruction
  181. Internet of Things
  182. Intersubjectivity and Educational Technology
  183. Item Response Theory
  184. K
  185. Knowledge and Skill Hierarchies
  186. Knowledge and Skill-Based Digital Badges
  187. Knowledge Elicitation
  188. L
  189. Leadership in E-Learning
  190. Learners and Instructional Control in Adaptive Systems
  191. Learning Analytics
  192. Learning Analytics for Programming Competencies
  193. Learning Analytics for Writing Competencies
  194. Learning and Instructional Apps
  195. Learning by Modeling
  196. Learning in Museums
  197. Learning in Outdoor Settings
  198. Learning in the Defense Sector With Simulated Systems
  199. Learning in the Health Sector With Simulated Systems
  200. Learning in the Manufacturing Sector With Simulated Systems
  201. Learning in the Marketing Sector With Simulated Systems
  202. Learning Objects
  203. Learning With Models
  204. Learning With Simulations
  205. M
  206. Management Flight Simulators
  207. Massive Open Online Courses
  208. Measuring and Assessing Literacy Skills
  209. Measuring and Assessing Tpack (Technological Pedagogical Content Knowledge)
  210. Measuring Contacts and Interactions in Social Networks
  211. Measuring Learning in Informal Contexts
  212. Media Literacies
  213. Message Design for Digital Media
  214. Metatagging of Learning Objects and Apps
  215. Methods for Teaching Digital Literacy Skills
  216. Mindtools
  217. Mobile Assistive Technologies
  218. Mobile Devices: Impact on Learning and Instruction
  219. Mobile Tools and Technologies for Learning and Instruction
  220. Model-Based Approaches
  221. Moocs
  222. Motivation, Emotion Control, and Volition
  223. Multimedia and Image Design
  224. N
  225. Natural Language Processing in Learning Environments
  226. Neurologically Based Learning and Instruction
  227. Neuroscience and Learning
  228. New Visual World and Future Competencies
  229. Nine Events of Instruction
  230. Norm-Based Assessments
  231. O
  232. Objectives-Based Assessments
  233. Online Mentoring
  234. Open Content Licensing
  235. Open-Access Journals in Educational Technology
  236. OpenCourseWare Movement
  237. Open-Source Repositories for Learning and Instruction
  238. Organizational Learning and Performance
  239. P
  240. Pedagogical Agents
  241. Pedagogical Knowledge
  242. Performance Assessment
  243. Personal Learning Environments
  244. Personalized Learning and Instruction
  245. Philosophical Perspectives on Educational Technology
  246. Planning for Technology Upgrades and Improvements
  247. Podcasting for Learning and Information Sharing
  248. Predicting Change and Adoption of Technology Innovations
  249. Problem- and Task-Centered Approaches
  250. Professional Development Tools and Technologies
  251. Program Evaluation
  252. Q
  253. Qualitative Research Tools for Educational Technology Research
  254. R
  255. Radio Frequency Identification in Education
  256. Recommendation Engines
  257. Reflection and Preflection Prompts and Scaffolding
  258. Remote Sensing Technologies
  259. Repair Theory
  260. Repositories for Learning and Instructional Apps
  261. Research in Schools
  262. S
  263. Seamless Learning
  264. Second Self
  265. Self-Regulated E-Learning Design Principles
  266. Semantic Web
  267. Serious Games
  268. Simulated Systems for Environmental Planning
  269. Simulation Applications in Engineering Education
  270. Simulation-Based Learning
  271. Situated Learning
  272. Skill Decomposition
  273. Social Media, Identity in
  274. Social Media and Networking
  275. Social Media in Elementary School Settings
  276. Social Media in Higher Education
  277. Social Media in Secondary School Settings
  278. Social Media in the Workplace
  279. Social Network Analysis
  280. Social Networking
  281. Socially Constructed Virtual Artifacts
  282. Stealth Assessment
  283. Structural Learning Theory
  284. Student Modeling
  285. Student Response Systems
  286. Summative Assessment
  287. Synchronous Tools and Technologies
  288. System and Learner Control in Adaptive Systems
  289. System Dynamics
  290. Systemic Change and Educational Technology
  291. T
  292. Tablet Devices in Education and Training
  293. Technologies for Critical Thinking Development
  294. Technologies for Gifted Students
  295. Technologies for Persons with Dyslexia
  296. Technologies for Persons with Hearing Impairments
  297. Technologies for Persons with Physical Disabilities
  298. Technologies for Persons with Visual Impairments
  299. Technologies for Students with Attention Deficit Disorder
  300. Technologies in Arts Education
  301. Technologies in Humanities Education
  302. Technologies in Mathematics Education
  303. Technologies in Medical Education
  304. Technologies in Science Education
  305. Technologies Supporting Self-Regulated Learning
  306. Technologies That Learn and Adapt to Users
  307. Technologies to Enhance Communication for Persons with Autism Spectrum Disorder
  308. Technologies to Support Engineering Education
  309. Technology, Pedagogy, and the Learning Society
  310. Technology and Information Literacy
  311. Technology Integration
  312. Technology Knowledge
  313. Technology Support for Conceptual Change
  314. Technology-Enhanced Inquiry Learning
  315. Technology-Facilitated Experiential Learning
  316. Think-Aloud Protocol Analysis
  317. 3D Immersive Environments
  318. 3D Printing and Prototyping
  319. 3G and 4G Networks
  320. Tools for Modeling and Simulation
  321. Touch-Based and Gesture-Based Devices
  322. TPACK (Technological Pedagogical Content Knowledge)
  323. TPACK (Technological Pedagogical Content Knowledge): Implications for 21st-Century Teacher Education
  324. Training Using Virtual Worlds
  325. Transmedia in Education
  326. Twenty-First-Century Technology Skills
  327. U
  328. Ubiquitous Learning
  329. Universal Design
  330. Universal Design for Learning
  331. V
  332. Verification and Validation of Digital Resources
  333. Video Games and Student Assessment
  334. Virtual Learning Environments
  335. Virtual Schools and Programs
  336. Virtual Teams
  337. Virtual Tours
  338. Virtual Tutees
  339. Virtual Worlds
  340. Visual Literacy Skills in Science, Technology, Engineering, and Mathematics Education
  341. Visual Search Engines
  342. Vulnerability in Learning
  343. W
  344. Wearable Learning Environments
  345. Web Analytics
  346. Web 2.0 and Beyond
  347. Web 2.0/3.0 in the Workplace
  348. Wikis as a Collaboration Tool
  349. Workflow Analysis
  350. Appendix A: Chronology
  351. Appendix B: Glossary
  352. Appendix C: Resource Guide
  353. Index