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AUGMENTED REALITY (AR)#1

A technology that overlays digital information onto the real world, enhancing user experiences in educational settings.

AI ANALYTICS#2

The use of artificial intelligence to analyze data, providing insights that personalize learning experiences.

STEM LEARNING#3

An educational approach that integrates science, technology, engineering, and mathematics to foster critical thinking.

SCALABILITY#4

The capability of a software application to handle a growing amount of work or its potential to accommodate growth.

EDUCATIONAL THEORIES#5

Frameworks that guide the design and implementation of effective teaching and learning practices.

USER-CENTERED DESIGN#6

A design philosophy that prioritizes the needs and experiences of the end-users in the development process.

PROTOTYPING#7

Creating preliminary models of a product to test concepts and gather feedback before full-scale production.

DATA COLLECTION STRATEGIES#8

Methods used to gather information from users for analysis and improvement of educational tools.

KEY PERFORMANCE INDICATORS (KPIs)#9

Metrics used to evaluate the success of a project or tool in achieving its objectives.

PILOT TESTING#10

A trial run of a project or tool in a real-world setting to assess its effectiveness before full deployment.

ACCESSIBILITY STANDARDS#11

Guidelines ensuring that educational tools are usable by individuals with varying abilities and disabilities.

Cognitive Load Theory#12

A theory that emphasizes the importance of managing the amount of information presented to learners.

UNIVERSAL DESIGN FOR LEARNING (UDL)#13

An educational framework that aims to optimize teaching by accommodating individual learning differences.

AI TECHNIQUES FOR EDUCATION#14

Methods and algorithms used to enhance learning experiences through artificial intelligence.

USER ENGAGEMENT METRICS#15

Data points that measure how effectively users interact with educational tools.

DEPLOYMENT PLANS#16

Strategies outlining how and when an application will be launched in educational settings.

DATA ANALYSIS TECHNIQUES#17

Methods for interpreting collected data to derive meaningful insights and inform decisions.

MARKETING STRATEGIES#18

Plans for promoting educational tools to target audiences, ensuring effective outreach.

FINAL TESTING AND QUALITY ASSURANCE#19

The process of verifying that a product meets specified requirements before launch.

INTEGRATION OF PROJECT COMPONENTS#20

Combining various elements of a project to create a cohesive and functional final product.

REFLECTIVE JOURNALING#21

A self-assessment method where learners document their thoughts and progress throughout the course.

FEEDBACK SESSIONS#22

Structured opportunities for students to receive critiques and suggestions on their work.

EDUCATIONAL TECHNOLOGY#23

The use of technology tools and resources to enhance teaching and learning processes.

IMMERSIVE TECHNOLOGY#24

Technologies that create engaging environments, such as AR and VR, for enhanced learning experiences.

COLLABORATION TOOLS#25

Software and applications that facilitate teamwork and communication among educators and developers.