Educational Technology Cheat Sheet
The core ideas of Educational Technology distilled into a single, scannable reference — perfect for review or quick lookup.
Quick Reference
Instructional Design
The systematic process of analyzing learning needs and designing, developing, implementing, and evaluating instructional materials and experiences. Models such as ADDIE (Analyze, Design, Develop, Implement, Evaluate) and SAM (Successive Approximation Model) provide structured frameworks for creating effective learning experiences.
Learning Management System (LMS)
A software platform used to create, deliver, manage, and track educational courses and training programs. An LMS provides tools for content hosting, assignment submission, grading, discussion forums, and analytics, serving as the central hub for online and blended learning.
Adaptive Learning
An educational approach that uses algorithms and data analytics to customize the learning path, pace, and content for each individual learner based on their performance, preferences, and knowledge gaps. Adaptive systems continuously adjust difficulty and topic sequencing in real time.
Blended Learning
An instructional approach that combines face-to-face classroom instruction with online learning activities, allowing students to have some control over the time, place, path, or pace of their learning. Common models include the flipped classroom, rotation model, and flex model.
Digital Divide
The gap between individuals, households, and communities that have access to modern information and communication technologies and those that do not. The digital divide encompasses disparities in device availability, internet connectivity, digital literacy, and the quality of technology-mediated learning experiences.
Learning Analytics
The measurement, collection, analysis, and reporting of data about learners and their contexts for the purpose of understanding and optimizing learning and the environments in which it occurs. Learning analytics draws on data science, education research, and visualization techniques.
Universal Design for Learning (UDL)
A framework for designing flexible curricula and learning experiences that provide multiple means of engagement, representation, and action and expression so that all learners, including those with disabilities, can access and participate in meaningful learning.
Gamification
The application of game-design elements and principles, such as points, badges, leaderboards, progress bars, and narrative, to non-game educational contexts in order to increase learner motivation, engagement, and persistence.
Open Educational Resources (OER)
Teaching, learning, and research materials that are freely available for anyone to use, adapt, and redistribute under open licenses such as Creative Commons. OER include textbooks, course modules, videos, assessments, and software.
TPACK Framework
Technological Pedagogical Content Knowledge (TPACK) is a framework that identifies the intersection of three types of knowledge teachers need for effective technology integration: technological knowledge, pedagogical knowledge, and content knowledge. Effective teaching with technology requires understanding all three domains and their interactions.
Key Terms at a Glance
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