The SAGE Encyclopedia of Educational Technology, 1st Edition

  • J. Michael Spector
  • Published By: SAGE
  • ISBN-10: 1483346404
  • ISBN-13: 9781483346403
  • DDC: 371.33
  • Grade Level Range: 9th Grade - College Senior
  • 968 Pages | eBook
  • Original Copyright 2015 | Published/Released July 2015
  • This publication's content originally published in print form: 2015

  • Price:  Sign in for price

About

Overview

The SAGE Encyclopedia of Educational TechnologyThis encyclopedia provides information on leveraging the power of technology to support teaching and learning. The two-volume set explores how as technology advances and becomes even more low-cost, easy-to-use, and accessible, the education sector will evolve alongside it.

Table of Contents

Front Cover.
Half Title Page.
Editorial Board.
Title Page.
Copyright Page.
Contents.
List of Entries.
Reader's Guide.
About the Editor.
Contributors.
Introduction.
Dedication and Acknowledgments.
Other Frontmatter.
1: Accelerated Learning.
2: Activity Theory.
3: Adaptive and Responsive Websites.
4: Adaptive Learning Software and Platforms.
5: Adaptive Testing.
6: Affective Factors in Learning, Instruction, and Technology.
7: Agent Technologies for Evaluation.
8: Agents for Handheld Devices.
9: Agents in E-Learning in the Business Sector.
10: Agents in Informal E-Learning.
11: Alignment of Games and Learning Goals.
12: Anchored Instruction.
13: Animated Agents in Learning Systems.
14: Apps for Use at the Elementary Level.
15: Apps for Use at the Secondary Level.
16: Apps for Use in Higher Education.
17: ARCS Model.
18: Assessing Learning in Simulation-Based Environments.
19: Assessing Literacy Skills in the 21st Century.
20: Assessment in Game-Based Learning.
21: Assessment of Attitudes and Predispositions.
22: Assessment of Problem Solving and Higher Order Thinking.
23: Assistive Technology.
24: Assistive Technology for Persons with Autism Spectrum Disorder.
25: Asynchronous Tools and Technologies.
26: Augmented Reality.
27: Automated Scoring of Essays.
28: Avatars and Agents in Virtual Systems.
29: Badges and Skill Certification.
30: Behavioral Factors in Learning, Instruction, and Technology.
31: Benefit-Cost Analysis.
32: Biofeedback Learning Environments.
33: Blogs as a Communication Tool.
34: Case Study Research in Educational Technology.
35: Case-Based Reasoning and Educational Technology.
36: Causal Influence Diagrams.
37: Certification of Instructional Designers in Educational Technology.
38: Certification of Teachers in Educational Technology.
39: Change Agency.
40: Cloud Computing.
41: Cloud-Based Adaptive Systems.
42: Cognition and Human Learning.
43: Cognitive Apprenticeship.
44: Cognitive Flexibility Theory.
45: Cognitive Load Theory.
46: Cognitive Task Analysis.
47: Collaboration and Social Networking.
48: Collaborative Communication Tools and Technologies.
49: Collaborative Learning and 21st-Century Skills.
50: Collaborative Learning with Technology.
51: Competency Models and Frameworks.
52: Component Display Theory.
53: Conditions of Learning.
54: Conditions of Learning: Gagné's Nine Events of Instruction.
55: Constructivist Theory.
56: Cost Analysis in Assessments of Educational Technology.
57: Creative Commons.
58: Criterion-Referenced Assessments.
59: Critical Decision Method.
60: Cultural Considerations in Technology-Enhanced Learning and Instruction.
61: Curricula for Advanced Learning Technologies.
62: Cyberbullying.
63: Cyberinfrastructure Capabilities and Limitations.
64: Cyberinfrastructure for Learning and Instruction.
65: Cybersecurity.
66: Data Mining and Recommendation Engines.
67: Data Sensing and Visualization Systems.
68: Data Streaming.
69: Design and Creation of Adaptive Educational Systems.
70: Design and Development Research.
71: Design of Engaging Informal Learning Places and Spaces.
72: Design-Based Research.
73: Desktop and Virtual Publishing.
74: Diagnostic Feedback in Formal Educational Settings.
75: Diagnostic Feedback in Informal Educational Settings.
76: Diffusion of Distance Education.
77: Diffusion of New Technologies in the Workplace.
78: Digital Archives.
79: Digital Curation.
80: Digital Divide.
81: Digital Identity.
82: Digital Literacy: Overview and Definition.
83: Digital Literacy and Adult Learners.
84: Digital Literacy and Critical Thinking.
85: Digital Literacy in Elementary and Secondary Education.
86: Digital Literacy in Higher Education.
87: Digital Storytelling.
88: Disruptive Innovations.
89: Disruptive Technologies.
90: Distance Learning for Degree Completion for Working Adults.
91: Distance Learning for Professional Development.
92: Distributed Cognitions in Computer-Supported Collaborative Learning.
93: Dual Coding Theory.
94: Dynamic Student Profiles.
95: Early Adopters.
96: E-Book Standards.
97: Education in Workplace Settings.
98: Educational Data Mining.
99: Educational Technology, Philosophical Perspectives On.
100: Elaboration Theory.
101: Electronic Performance Support Systems.
102: Embodied Learning Systems.
103: Emerging Educational Technologies.
104: Engaged Learning.
105: E-Portfolio Technologies.
106: E-Portfolios in Higher Education.
107: E-Portfolios in K-12 Education.
108: Evaluation of Educational Technology Competencies.
109: Evaluation Research.
110: Experiential Learning.
111: Experimental Research and Educational Technology.
112: Formative Assessment.
113: Four-Component Instructional Design (4C/ID).
114: Games: Impact on Interests and Motivation.
115: Games: Impact on Learning.
116: Games and Transformational Play.
117: Games for Adult Learners.
118: Games in Business and Industry Settings.
119: Games in Elementary and Middle School Settings.
120: Games in High School Settings.
121: Games in Higher Education.
122: Games in Medical Training.
123: Games in Military Training.
124: Games to Promote Inquiry Learning.
125: Gamification.
126: Geographic Information Systems and Education.
127: Gesture-Based Learning and Instructional Systems.
128: Haptic Technologies to Support Learning.
129: Head-Mounted Displays in Learning and Instruction.
130: History of Educational Technology.
131: Holographic Imaging in Learning and Instruction.
132: Human Performance Technology.
133: Human-Computer Interaction.
134: Informal Learning Strategies.
135: Information, Technology, and Media Literacies.
136: Information and Communication Technologies: Competencies in the 21st-Century Workforce.
137: Information and Communication Technologies: Knowledge Management.
138: Information and Communication Technologies: Organizational Learning.
139: Information and Communication Technologies for Formal Learning.
140: Information and Communication Technologies for Informal Learning.
141: Information and Communication Technologies in Developed Countries.
142: Information and Communication Technologies in Developing Countries.
143: Information and Communication Technologies in Multinational and Multicultural Contexts.
144: Information Visualization.
145: Innovators and Risk Takers in Education.
146: Instructional Design Models.
147: Instructional Design Practice.
148: Instructional Design Research.
149: Instructional Designer Preparation.
150: Instructional Transaction Theory.
151: Integrated and Networked Mobile Devices for Learning and Instruction.
152: Integrating Informal Learning with Programs at the College/University Level.
153: Integrating Informal Learning with School Programs at the Secondary Level.
154: Integrating Social Media into Learning and Instruction.
155: Intellectual Property.
156: Intelligent Tutoring Systems.
157: Interactive Webinars.
158: Internet: Impact and Potential for Learning and Instruction.
159: Internet of Things.
160: Intersubjectivity and Educational Technology.
161: Item Response Theory.
162: Knowledge and Skill Hierarchies.
163: Knowledge and Skill-Based Digital Badges.
164: Knowledge Elicitation.