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An authoring system is a program that has pre-programmed elements for the development of interactive multimedia software titles. [1] Authoring systems can be defined as software that allows its user to create multimedia applications for manipulating multimedia objects. [1]
In the development of educational software, an authoring system is a program that allows a non-programmer, usually an instructional designer or technologist, to easily create software with programming features. [2] The programming features are built in but hidden behind buttons and other tools, so the author does not need to know how to program. Generally authoring systems provide many graphics, much interaction, and other tools educational software needs. The three main components of an authoring system are: content organization, control of content delivery, and type(s) of assessment. Content Organization allows the user to structure and sequence the instructional content and media. Control of content delivery refers to the ability for the user to set the pace in which the content is delivered, and how learners engage with the content. Assessment refers to the ability to test learning outcomes within the system, usually in the form of tests, discussions, assignments, and other activities which can be evaluated.
An authoring system usually includes an authoring language, a programming language built (or extended) with functionality for representing the tutoring system. The functionality offered by the authoring language may be programming functionality for use by programmers or domain representation functionality for use by subject experts. There is overlap between authoring languages with domain representation functionality and domain-specific languages.
An authoring language is a programming language used to create tutorials, computer-based training courseware, websites, CD-ROMs and other interactive computer programs. Authoring systems (packages) generally provide high-level visual tools that enable a complete system to be designed without writing any programming code, although the authoring language is there for more in-depth usage.
Software is a set of computer programs and associated documentation and data. This is in contrast to hardware, from which the system is built and which actually performs the work.
Computer programming or coding is the composition of sequences of instructions, called programs, that computers can follow to perform tasks. It involves designing and implementing algorithms, step-by-step specifications of procedures, by writing code in one or more programming languages. Programmers typically use high-level programming languages that are more easily intelligible to humans than machine code, which is directly executed by the central processing unit. Proficient programming usually requires expertise in several different subjects, including knowledge of the application domain, details of programming languages and generic code libraries, specialized algorithms, and formal logic.
Multimedia is a form of communication that uses a combination of different content forms such as writing, audio, images, animations, or video into a single interactive presentation, in contrast to traditional mass media, such as printed material or audio recordings, which features little to no interaction between users. Popular examples of multimedia include video podcasts, audio slideshows and animated videos. Multimedia also contains the principles and application of effective interactive communication such as the building blocks of software, hardware, and other technologies. The five main building blocks of multimedia are text, image, audio, video, and animation.
Computer-assisted language learning (CALL), British, or Computer-Aided Instruction (CAI)/Computer-Aided Language Instruction (CALI), American, is briefly defined in a seminal work by Levy as "the search for and study of applications of the computer in language teaching and learning". CALL embraces a wide range of information and communications technology applications and approaches to teaching and learning foreign languages, from the "traditional" drill-and-practice programs that characterised CALL in the 1960s and 1970s to more recent manifestations of CALL, e.g. as used in a virtual learning environment and Web-based distance learning. It also extends to the use of corpora and concordancers, interactive whiteboards, computer-mediated communication (CMC), language learning in virtual worlds, and mobile-assisted language learning (MALL).
Adobe Authorware was an elearning authoring tool with its own interpreted, flowchart-based, graphical programming language. Authorware was used for creating interactive elearning programs that could integrate a range of multimedia content, particularly electronic educational technology applications. The flowchart model differentiated Authorware from other authoring tools, such as Adobe Flash and Adobe Director, which rely on a visual stage, time-line and script structure.
Educational software is a term used for any computer software which is made for an educational purpose. It encompasses different ranges from language learning software to classroom management software to reference software. The purpose of all this software is to make some part of education more effective and efficient.
A game programmer is a software engineer, programmer, or computer scientist who primarily develops codebases for video games or related software, such as game development tools. Game programming has many specialized disciplines, all of which fall under the umbrella term of "game programmer". A game programmer should not be confused with a game designer, who works on game design.
An application program is a computer program designed to carry out a specific task other than one relating to the operation of the computer itself, typically to be used by end-users. Word processors, media players, and accounting software are examples. The collective noun "application software" refers to all applications collectively. The other principal classifications of software are system software, relating to the operation of the computer, and utility software ("utilities").
In computing, a visual programming language or block coding is a programming language that lets users create programs by manipulating program elements graphically rather than by specifying them textually. A VPL allows programming with visual expressions, spatial arrangements of text and graphic symbols, used either as elements of syntax or secondary notation. For example, many VPLs are based on the idea of "boxes and arrows", where boxes or other screen objects are treated as entities, connected by arrows, lines or arcs which represent relations.
In computer programming, a software framework is an abstraction in which software, providing generic functionality, can be selectively changed by additional user-written code, thus providing application-specific software. It provides a standard way to build and deploy applications and is a universal, reusable software environment that provides particular functionality as part of a larger software platform to facilitate the development of software applications, products and solutions python salery Rp.100.000 and 50.000, Rp. 20.000 Blockchain.
Human-centered computing (HCC) studies the design, development, and deployment of mixed-initiative human-computer systems. It is emerged from the convergence of multiple disciplines that are concerned both with understanding human beings and with the design of computational artifacts. Human-centered computing is closely related to human-computer interaction and information science. Human-centered computing is usually concerned with systems and practices of technology use while human-computer interaction is more focused on ergonomics and the usability of computing artifacts and information science is focused on practices surrounding the collection, manipulation, and use of information.
A learning management system (LMS) is a software application for the administration, documentation, tracking, reporting, automation, and delivery of educational courses, training programs, materials or learning and development programs. The learning management system concept emerged directly from e-Learning. Learning management systems make up the largest segment of the learning system market. The first introduction of the LMS was in the late 1990s. Learning management systems have faced a massive growth in usage due to the emphasis on remote learning during the COVID-19 pandemic.
Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, "EdTech," it often refers to the industry of companies that create educational technology. In EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age, Tanner Mirrlees and Shahid Alvi (2019) argue "EdTech is no exception to industry ownership and market rules" and "define the EdTech industries as all the privately owned companies currently involved in the financing, production and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit. Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world."
Adaptive hypermedia (AH) uses hypermedia which is adaptive according to a user model. In contrast to regular hypermedia, where all users are offered the same set of hyperlinks, adaptive hypermedia (AH) tailors what the user is offered based on a model of the user's goals, preferences and knowledge, thus providing links or content most appropriate to the current user.
In the history of virtual learning environments, the 1990s was a time of growth, primarily due to the advent of the affordable computer and of the Internet.
In computer engineering, computer architecture is a description of the structure of a computer system made from component parts. It can sometimes be a high-level description that ignores details of the implementation. At a more detailed level, the description may include the instruction set architecture design, microarchitecture design, logic design, and implementation.
Adaptive learning, also known as adaptive teaching, is an educational method which uses computer algorithms as well as artificial intelligence to orchestrate the interaction with the learner and deliver customized resources and learning activities to address the unique needs of each learner. In professional learning contexts, individuals may "test out" of some training to ensure they engage with novel instruction. Computers adapt the presentation of educational material according to students' learning needs, as indicated by their responses to questions, tasks and experiences. The technology encompasses aspects derived from various fields of study including computer science, AI, psychometrics, education, psychology, and brain science.
A virtual learning environment (VLE) in educational technology is a web-based platform for the digital aspects of courses of study, usually within educational institutions. They present resources, activities, and interactions within a course structure and provide for the different stages of assessment. VLEs also usually report on participation and have some level of integration with other institutional systems. In North America, VLEs are often referred to as Learning Management Systems (LMS).