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Educational technology (commonly abbreviated as edutech, or edtech) is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. [1] [2] When referred to with its abbreviation, "EdTech", it often refers to the industry of companies that create educational technology.
Decisional balance sheet. A decisional balance sheet or decision balance sheet is a tabular method for representing the pros and cons of different choices and for helping someone decide what to do in a certain circumstance. It is often used in working with ambivalence in people who are engaged in behaviours that are harmful to their health (for ...
When my kids have asked me to participate in their games in the past, I tell them, “Grown-ups don’t always play the way kids do — that is for you to do on your own. But, if you want, we can ...
Players competing in a League of Legends tournament. Esports ( / ˈiːspɔːrts / ⓘ ), short for electronic sports, is a form of competition using video games. [ 1 ] Esports often takes the form of organized, multiplayer video game competitions, particularly between professional players, played individually or as teams. [ 2 ]
FIRST Tech Challenge ( FTC ), formerly known as FIRST Vex Challenge, is a robotics competition for students in grades 7–12 to compete head to head, by designing, building, and programming a robot to compete in an alliance format against other teams. FIRST Tech Challenge is one of the six major robotics programs organized by FIRST, which its ...
Student teams-achievement divisions (STAD) is a Cooperative learning strategy in which small groups of learners with different levels of ability work together to accomplish a shared learning goal. [1] It was devised by Robert Slavin and his associates at Johns Hopkins University . STAD is considered as one of the most researched, simplest, and ...
Synchronous learning. Synchronous learning refers to a learning event in which a group of students are engaging in learning at the same time. Before learning technology allowed for synchronous learning environments, most online education took place through asynchronous learning methods. Since synchronous tools that can be used for education ...
Macintosh. Release. August 28, 1995. Genre (s) Educational. Mode (s) Single-player. JumpStart 1st Grade (known as Jump Ahead Year 1 in the United Kingdom) is a personal computer game created by Knowledge Adventure in 1995 intended to teach a first grade curriculum. It was reissued in 1999 with new box art, was updated significantly in 2000, and ...
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