The SAGE Encyclopedia of Educational Technology

Editor: Spector, Michael J.
Publication Year: 2015
Publisher: SAGE Publications

Single-User Purchase Price: $469.00
Unlimited-User Purchase Price: $703.50
ISBN: 978-1-45-225822-5
Category: Social Sciences - Education
Image Count: 67
Book Status: Available
Table of Contents

The SAGE Encyclopedia of Educational Technology examines information on leveraging the power of technology to support teaching and learning. While using innovative technology to educate individuals is certainly not a new topic, how it is approached, adapted, and used toward the services of achieving real gains in student performance is extremely pertinent.

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Table of Contents

  • Editorial Board
  • Reader's Guide
  • About the Editor
  • Contributors
  • Introduction
  • Dedication and Acknowledgments
  • Volume 1
  • A
  • Accelerated Learning
  • Activity Theory
  • Adaptive and Responsive Websites
  • Adaptive Learning Software and Platforms
  • Adaptive Testing
  • Affective Factors in Learning, Instruction, and Technology
  • Agent Technologies for Evaluation
  • Agents for Handheld Devices
  • Agents in E-Learning in the Business Sector
  • Agents in Informal E-Learning
  • Alignment of Games and Learning Goals
  • Anchored Instruction
  • Animated Agents in Learning Systems
  • Apps for Use at the Elementary Level
  • Apps for Use at the Secondary Level
  • Apps for Use in Higher Education
  • ARCS Model
  • Assessing Learning in Simulation-Based Environments
  • Assessing Literacy Skills in the 21st Century
  • Assessment in Game-Based Learning
  • Assessment of Attitudes and Predispositions
  • Assessment of Problem Solving and Higher Order Thinking
  • Assistive Technology
  • Assistive Technology for Persons With Autism Spectrum Disorder
  • Asynchronous Tools and Technologies
  • Augmented Reality
  • Automated Scoring of Essays
  • Avatars and Agents in Virtual Systems
  • B
  • Badges and Skill Certification
  • Behavioral Factors in Learning, Instruction, and Technology
  • Benefit-Cost Analysis
  • Biofeedback Learning Environments
  • Blogs as a Communication Tool
  • C
  • Case Study Research in Educational Technology
  • Case-Based Reasoning and Educational Technology
  • Causal Influence Diagrams
  • Certification of Instructional Designers in Educational Technology
  • Certification of Teachers in Educational Technology
  • Change Agency
  • Cloud Computing
  • Cloud-Based Adaptive Systems
  • Cognition and Human Learning
  • Cognitive Apprenticeship
  • Cognitive Flexibility Theory
  • Cognitive Load Theory
  • Cognitive Task Analysis
  • Collaboration and Social Networking
  • Collaborative Communication Tools and Technologies
  • Collaborative Learning and 21st-Century Skills
  • Collaborative Learning With Technology
  • Competency Models and Frameworks
  • Component Display Theory
  • Conditions of Learning
  • Conditions of Learning: Gagné's Nine Events of Instruction
  • Constructivist Theory
  • Cost Analysis in Assessments of Educational Technology
  • Creative Commons
  • Criterion-Referenced Assessments
  • Critical Decision Method
  • Cultural Considerations in Technology-Enhanced Learning and Instruction
  • Curricula for Advanced Learning Technologies
  • Cyberbullying
  • Cyberinfrastructure Capabilities and Limitations
  • Cyberinfrastructure for Learning and Instruction
  • Cybersecurity
  • D
  • Data Mining and Recommendation Engines
  • Data Sensing and Visualization Systems
  • Data Streaming
  • Design and Creation of Adaptive Educational Systems
  • Design and Development Research
  • Design of Engaging Informal Learning Places and Spaces
  • Design-Based Research
  • Desktop and Virtual Publishing
  • Diagnostic Feedback in Formal Educational Settings
  • Diagnostic Feedback in Informal Educational Settings
  • Diffusion of Distance Education
  • Diffusion of New Technologies in the Workplace
  • Digital Archives
  • Digital Curation
  • Digital Divide
  • Digital Identity
  • Digital Literacy: Overview and Definition
  • Digital Literacy and Adult Learners
  • Digital Literacy and Critical Thinking
  • Digital Literacy in Elementary and Secondary Education
  • Digital Literacy in Higher Education
  • Digital Storytelling
  • Disruptive Innovations
  • Disruptive Technologies
  • Distance Learning for Degree Completion for Working Adults
  • Distance Learning for Professional Development
  • Distributed Cognitions in Computer-Supported Collaborative Learning
  • Dual Coding Theory
  • Dynamic Student Profiles
  • E
  • Early Adopters
  • E-Book Standards
  • Education in Workplace Settings
  • Educational Data Mining
  • Educational Technology, Case Study Research in
  • Educational Technology, History of
  • Educational Technology, Philosophical Perspectives on
  • Elaboration Theory
  • Electronic Performance Support Systems
  • Embodied Learning Systems
  • Emerging Educational Technologies
  • Engaged Learning
  • E-Portfolio Technologies
  • E-Portfolios in Higher Education
  • E-Portfolios in K–12 Education
  • Evaluation of Educational Technology Competencies
  • Evaluation Research
  • Experiential Learning
  • Experimental Research and Educational Technology
  • F
  • Formative Assessment
  • Four-Component Instructional Design (4C/ID)
  • G
  • Games: Impact on Interests and Motivation
  • Games: Impact on Learning
  • Games and Transformational Play
  • Games for Adult Learners
  • Games in Business and Industry Settings
  • Games in Elementary and Middle School Settings
  • Games in High School Settings
  • Games in Higher Education
  • Games in Medical Training
  • Games in Military Training
  • Games to Promote Inquiry Learning
  • Gamification
  • Geographic Information Systems and Education
  • Gesture-Based Learning and Instructional Systems
  • H
  • Haptic Technologies to Support Learning
  • Head-Mounted Displays in Learning and Instruction
  • History of Educational Technology
  • Holographic Imaging in Learning and Instruction
  • Human Performance Technology
  • Human-Computer Interaction
  • I
  • Informal Learning Strategies
  • Information, Technology, and Media Literacies
  • Information and Communication Technologies: Competencies in the 21st-Century Workforce
  • Information and Communication Technologies: Knowledge Management
  • Information and Communication Technologies: Organizational Learning
  • Information and Communication Technologies for Formal Learning
  • Information and Communication Technologies for Informal Learning
  • Information and Communication Technologies in Developed Countries
  • Information and Communication Technologies in Developing Countries
  • Information and Communication Technologies in Multinational and Multicultural Contexts
  • Information Visualization
  • Innovators and Risk Takers in Education
  • Instructional Design Models
  • Instructional Design Practice
  • Instructional Design Research
  • Instructional Designer Preparation
  • Instructional Transaction Theory
  • Integrated and Networked Mobile Devices for Learning and Instruction
  • Integrating Informal Learning With Programs at the College/University Level
  • Integrating Informal Learning With School Programs at the Secondary Level
  • Integrating Social Media Into Learning and Instruction
  • Intellectual Property
  • Intelligent Tutoring Systems
  • Interactive Webinars
  • Internet: Impact and Potential for Learning and Instruction
  • Internet of Things
  • Intersubjectivity and Educational Technology
  • Item Response Theory
  • K
  • Knowledge and Skill Hierarchies
  • Knowledge and Skill-Based Digital Badges
  • Knowledge Elicitation
  • Volume 2
  • L
  • Leadership in E-Learning
  • Learners and Instructional Control in Adaptive Systems
  • Learning Analytics
  • Learning Analytics for Programming Competencies
  • Learning Analytics for Writing Competencies
  • Learning and Instructional Apps
  • Learning by Modeling
  • Learning in Museums
  • Learning in Outdoor Settings
  • Learning in the Defense Sector With Simulated Systems
  • Learning in the Health Sector With Simulated Systems
  • Learning in the Manufacturing Sector With Simulated Systems
  • Learning in the Marketing Sector With Simulated Systems
  • Learning Objects
  • Learning With Models
  • Learning With Simulations
  • M
  • Management Flight Simulators
  • Massive Open Online Courses
  • Measuring and Assessing Literacy Skills
  • Measuring and Assessing Tpack (Technological Pedagogical Content Knowledge)
  • Measuring Contacts and Interactions in Social Networks
  • Measuring Learning in Informal Contexts
  • Media Literacies
  • Message Design for Digital Media
  • Metatagging of Learning Objects and Apps
  • Methods for Teaching Digital Literacy Skills
  • Mindtools
  • Mobile Assistive Technologies
  • Mobile Devices: Impact on Learning and Instruction
  • Mobile Tools and Technologies for Learning and Instruction
  • Model-Based Approaches
  • Moocs
  • Motivation, Emotion Control, and Volition
  • Multimedia and Image Design
  • N
  • Natural Language Processing in Learning Environments
  • Neurologically Based Learning and Instruction
  • Neuroscience and Learning
  • New Visual World and Future Competencies
  • Nine Events of Instruction
  • Norm-Based Assessments
  • O
  • Objectives-Based Assessments
  • Online Mentoring
  • Open Content Licensing
  • Open-Access Journals in Educational Technology
  • OpenCourseWare Movement
  • Open-Source Repositories for Learning and Instruction
  • Organizational Learning and Performance
  • P
  • Pedagogical Agents
  • Pedagogical Knowledge
  • Performance Assessment
  • Personal Learning Environments
  • Personalized Learning and Instruction
  • Philosophical Perspectives on Educational Technology
  • Planning for Technology Upgrades and Improvements
  • Podcasting for Learning and Information Sharing
  • Predicting Change and Adoption of Technology Innovations
  • Problem- and Task-Centered Approaches
  • Professional Development Tools and Technologies
  • Program Evaluation
  • Q
  • Qualitative Research Tools for Educational Technology Research
  • R
  • Radio Frequency Identification in Education
  • Recommendation Engines
  • Reflection and Preflection Prompts and Scaffolding
  • Remote Sensing Technologies
  • Repair Theory
  • Repositories for Learning and Instructional Apps
  • Research in Schools
  • S
  • Seamless Learning
  • Second Self
  • Self-Regulated E-Learning Design Principles
  • Semantic Web
  • Serious Games
  • Simulated Systems for Environmental Planning
  • Simulation Applications in Engineering Education
  • Simulation-Based Learning
  • Situated Learning
  • Skill Decomposition
  • Social Media, Identity in
  • Social Media and Networking
  • Social Media in Elementary School Settings
  • Social Media in Higher Education
  • Social Media in Secondary School Settings
  • Social Media in the Workplace
  • Social Network Analysis
  • Social Networking
  • Socially Constructed Virtual Artifacts
  • Stealth Assessment
  • Structural Learning Theory
  • Student Modeling
  • Student Response Systems
  • Summative Assessment
  • Synchronous Tools and Technologies
  • System and Learner Control in Adaptive Systems
  • System Dynamics
  • Systemic Change and Educational Technology
  • T
  • Tablet Devices in Education and Training
  • Technologies for Critical Thinking Development
  • Technologies for Gifted Students
  • Technologies for Persons with Dyslexia
  • Technologies for Persons with Hearing Impairments
  • Technologies for Persons with Physical Disabilities
  • Technologies for Persons with Visual Impairments
  • Technologies for Students with Attention Deficit Disorder
  • Technologies in Arts Education
  • Technologies in Humanities Education
  • Technologies in Mathematics Education
  • Technologies in Medical Education
  • Technologies in Science Education
  • Technologies Supporting Self-Regulated Learning
  • Technologies That Learn and Adapt to Users
  • Technologies to Enhance Communication for Persons with Autism Spectrum Disorder
  • Technologies to Support Engineering Education
  • Technology, Pedagogy, and the Learning Society
  • Technology and Information Literacy
  • Technology Integration
  • Technology Knowledge
  • Technology Support for Conceptual Change
  • Technology-Enhanced Inquiry Learning
  • Technology-Facilitated Experiential Learning
  • Think-Aloud Protocol Analysis
  • 3D Immersive Environments
  • 3D Printing and Prototyping
  • 3G and 4G Networks
  • Tools for Modeling and Simulation
  • Touch-Based and Gesture-Based Devices
  • TPACK (Technological Pedagogical Content Knowledge)
  • TPACK (Technological Pedagogical Content Knowledge): Implications for 21st-Century Teacher Education
  • Training Using Virtual Worlds
  • Transmedia in Education
  • Twenty-First-Century Technology Skills
  • U
  • Ubiquitous Learning
  • Universal Design
  • Universal Design for Learning
  • V
  • Verification and Validation of Digital Resources
  • Video Games and Student Assessment
  • Virtual Learning Environments
  • Virtual Schools and Programs
  • Virtual Teams
  • Virtual Tours
  • Virtual Tutees
  • Virtual Worlds
  • Visual Literacy Skills in Science, Technology, Engineering, and Mathematics Education
  • Visual Search Engines
  • Vulnerability in Learning
  • W
  • Wearable Learning Environments
  • Web Analytics
  • Web 2.0 and Beyond
  • Web 2.0/3.0 in the Workplace
  • Wikis as a Collaboration Tool
  • Workflow Analysis
  • Appendix A: Chronology
  • Appendix B: Glossary
  • Appendix C: Resource Guide