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.