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VIRTUAL REALITY (VR)#1
An immersive technology that simulates a 3D environment, allowing users to interact within a digital space.
AUGMENTED REALITY (AR)#2
A technology that overlays digital content onto the real world, enhancing the user's perception of their environment.
IMMERSIVE LEARNING#3
An educational approach using VR/AR to create engaging, interactive experiences that enhance retention and understanding.
USER EXPERIENCE (UX)#4
The overall experience of a person using a product, particularly in terms of how enjoyable or user-friendly it is.
EDUCATIONAL TECHNOLOGY#5
The use of technology to facilitate learning and improve educational outcomes through innovative tools and methods.
PROTOTYPING#6
The process of creating a preliminary model of a product to test concepts and gather user feedback.
INTERACTIVE DESIGN#7
A design approach that focuses on creating engaging interfaces that facilitate user interaction and experience.
FEEDBACK LOOP#8
A process where user feedback is used to inform and improve subsequent iterations of a design or product.
INSTRUCTIONAL DESIGN#9
The practice of creating educational experiences that effectively facilitate learning and improve performance.
USABILITY TESTING#10
A method of evaluating a product by testing it with real users to identify areas for improvement.
EDUCATIONAL THEORIES#11
Frameworks that guide the development of educational practices and instructional design.
WIRING#12
The process of creating visual representations of a user interface to outline its structure and functionality.
STORYBOARDING#13
A visual planning technique used to map out the sequence of events and interactions within an educational experience.
ITERATIVE DEVELOPMENT#14
A cyclical process of prototyping, testing, and refining a product based on user feedback and performance.
MARKET-READY PRODUCT#15
A product that has been fully developed, tested, and is ready for commercial release.
EDUCATIONAL SCRIPT#16
A written guide that outlines the content, dialogue, and interactions within an educational experience.
ASSESSMENT METHODS#17
Techniques used to evaluate student learning and the effectiveness of educational experiences.
USER MANUAL#18
A document that provides instructions on how to use a product, often including troubleshooting tips.
MARKETING PLAN#19
A strategic plan outlining how to promote and sell a product or service to potential users.
TECHNOLOGY INTEGRATION#20
The process of incorporating technology into educational settings to enhance teaching and learning.
CROSS-PLATFORM DEVELOPMENT#21
Creating applications that can run on multiple operating systems or devices without significant changes.
EDUCATIONAL OUTCOMES#22
The measurable skills and knowledge that students are expected to gain from an educational experience.
REAL-WORLD APPLICATION#23
The practical use of knowledge and skills in everyday situations outside of a classroom.
DESIGN PRINCIPLES#24
Guidelines that inform the creation of effective and user-friendly designs.