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Education

Overview

Educational technology is an inclusive term for both the material tools and the theoretical foundations for supporting learning and teaching. Educational technology is not restricted to high technology but is anything that enhances classroom learning in the utilization of blended, face to face, or online learning.

An educational technologist is someone who is trained in the field of educational technology. Educational technologists try to analyze, design, develop, implement, and evaluate process and tools to enhance learning While the term educational technologist is used primarily in the United States, learning technologist is synonymous and used in the UK as well as Canada.

Modern electronic educational technology is an important part of society today. Educational technology encompasses e-learning, instructional technology, information and communication technology (ICT) in education, EdTech, learning technology, multimedia learning, technology-enhanced learning (TEL), computer-based instruction (CBI), computer managed instruction, computer-based training (CBT), computer-assisted instruction or computer-aided instruction (CAI),  internet-based training (IBT), flexible learning, web-based training (WBT), online education, digital educational collaboration, distributed learning, computer-mediated communication, cyber-learning, and multi-modal instruction, virtual education, personal learning environments, networked learning, virtual learning environments (VLE) (which are also called learning platforms), m-learning, ubiquitous learning and digital education.

 

Categories of Educational Software 

 

Courseware is a term that combines the words 'course' with 'software'. It was originally used to describe additional educational material intended as kits for teachers or trainers or as tutorials for students, usually packaged for use with a computer. The term's meaning and usage has expanded and can refer to the entire course and any additional material when used in reference an online or 'computer formatted' classroom. Many companies are using the term to describe the entire "package" consisting of one 'class' or 'course' bundled together with the various lessons, tests, and other material needed.  

Classroom aids 

Some educational software is designed for use in school classrooms. Typically such software may be projected onto a large whiteboard at the front of the class and/or run simultaneously on a network of desktop computers in a classroom. The most notable are SMART Boards that use SMART Notebook to interact with the board which allows the use of pens to digitally draw on the board. This type of software is often called classroom management software.  

Custom platforms

The hardware and software is generally combined into a single product, such as a child laptop-lookalike. The laptop keyboard for younger children follows an alphabetic order and the qwerty order for the older ones. The most well-known example are Leapfrog products. These include imaginatively designed hand-held consoles with a variety of pluggable educational game cartridges and book-like electronic devices into which a variety of electronic books can be loaded. These products are more portable than laptop computers, but have a much more limited range of purposes, concentrating on literacy.

While mainstream operating systems are designed for general usages, and are more or less customized for education only by the application sets added to them, a variety of software manufacturers, especially Linux distributions, have sought to provide integrated platforms for specifically education.

Corporate training and tertiary education 

Earlier educational software for the important corporate and tertiary education markets was designed to run on a single desktop computer (or an equivalent user device). In the years immediately following 2000, planners decided to switch to server-based applications with a high degree of standardization. This means that educational software runs primarily on servers which may be hundreds or thousands of miles from the actual user. The user only receives tiny pieces of a learning module or test, fed over the internet one by one. The server software decides on what learning material to distribute, collects results and displays progress to teaching staff. 

Also:

  • Educational technology
  • SCORM
  • Virtual learning environment, LMS (learning management system)
  • Training Management System
  • Web-based training

Specific educational purposes 

Educational software for learning Standard Chinese using Pinyin.

There are highly specific niche markets for educational software, including:

  • teacher tools and classroom management software

(remote control and monitoring software, filetransfer software, document camera and presenter, free tools,...)

  • Driving test software
  • Interactive geometry software
  • Language learning software
  • Mind Mapping Software which provides a focal point for discussion, helps make classes more interactive, and assists students with studying, essays and projects.
  • Designing and printing of card models for use in education.
  • Notetaking (Comparison of notetaking software)
  • Software for enabling simulated dissection of human and animal bodies (used in medical and veterinary college courses).
  • Spelling tutor software
  • Typing tutors
  • Reading Instruction
  • Medical and healthcare educational software

Video Game and Gamification

Video games can be used to teach a user technology literacy or more about a subject. Some operating systems and mobile phones have these features. A notable example is Microsoft Solitaire, which was developed to familiarize users with the use of graphical user interfaces, especially the mouse and the drag-and-drop technique. Mavis Beacon Teaches Typing is a largely know program with built in mini-games to keep the user entertained while improving their typing skills.

Gamification is the use of game design elements in nongame contexts and has been shown to be effective in motivating behavior change. By seeing game elements as "motivational affordances," and formalizing the relationship between these elements and motivational affordances.