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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.