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Appendix 1: Metadata and keywords
Create a book

Appendix 1: Metadata and keywords

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Appendix 1 A: Compulsory metadata and keywords

  • Computer Science
artificial intelligence (AI), augmented reality, computational transpositions, computer science, computer supported cooperative work (CSCW), conferences technologies , cybernetics, data mining, design-based research, dialogue systems , e-publishing, expert systems, human computer interactions, hypermedia , hypertext , information architectures, information retrieval , interactive white boards, interaction analysis, interaction modeling, interface design, iterative design, knowledge engineering, knowledge representations, learning grids, mobile devices, multi agent systems, multimedia, natural language interfaces, networks, norms , ontologies, participatory design, peer to peer infrastructures , platforms, remote measurement technologies, reusable resources, scripts, semantic web, simulation, simulation games, speech systems, standards , utilization pattern, video conferencing, virtual laboratories, virtual reality, web-lecturing technologies .
  • Domain specific
algebra, arithmetic, biology, computer algebra systems, didactic of mathematics, dynamic geometry, environmental education , geography, geometry, industrial automation, literacy, mathematics education, medical education, medicine, music education, office automation, patients medical education, physics, robotics, science, science education, technological education, vocational education
  • Education and educational psychology
accreditations, activity theory, adult education, functional learning, learner monitoring, instructions, apprenticeship, assessments , basic skills, case-based learning, classrooms , cognitive apprenticeship, co-instructions, collaborative learning , competence-based instructions, computer laboratories, constructivist teaching, affective learning, cooperative learning, curriculums, decentralized learning communities, didactics, education for students with special needs, educational engineering, sciences, edutainment, self education, evaluation, experiential learning, flexible learning, gestural skills training, guided discoveries, health education, higher education, home learning, home schooling, industrial training, informal learning, inquiry learning, instructional design, instrumental approaches, instrumentation theories, language learning, learner-centered teaching, learning at work, learning communities, learning community, learning design, learning experiments, learning games, learning situations, learning styles, lifelong learning, new roles for teachers / learners, universities, pedagogical scenario, preschool education - 3 to 4 years old, primary education, problem-based learning, professional developments, scaffolding, secondary education, self assessment, self media, self regulation, self-directed learning, situated learning, social changes in classrooms, social dimensions of learning, education, teacher support, theory of didactic situations, universities, usability evaluation, virtual universities, cognitive engineering, cognitive ergonomics, cognitive psychology, cognitive science, collaborative meaning-making, concept mapping , conceptual learning, constructionism, constructivism, ergonomics, metacognition, psychology, socio-cognitive conflicts, socio-cognitive perspective on learning, sociocultural perspective on learning, zone of proximal development
  • Human and social science
knowledge management (KM), argumentations, asymmetric interactions, collaborations, collaborative interactions, communication, community of practice (CoP), cultural models, digital libraries, documents, equity issues, ethical issues, games, gender issues, human factors, mediation , networked organizations, phenomenological approach, policies, population diversity issues, privacy, queries, representation, social developments, social interactions, sociology, special needs, symmetric interactions, tacit knowledges, taxonomies, taxonomy, usage analysis
  • Technology enhanced learning
blended learning, cognitive diagnosis, adaptive learning environments, agent-based tutoring systems, ambient learning environments, artificial learning environments, augmented learning environments, authoring systems, authoring tools, automatic diagnosis, automatic generation of exercises, buddy systems, cognitive modeling, collaboration scripts, computer assisted examinations, computer assisted language learning (CALL), computer assisted learning, computer based learning environments, computer learning games, computer programming in support of learning, computer supported collaborative learning (CSCL), courseware, didactic use of computer, didactical agents, digital learning games, distance learning, distributed learning, distributed learning environments (DLE), e-learning, e-portfolios, immersive use of technology in education, information and communications technology (ICT) in education, intelligent scaffolding systems, intelligent tutoring systems (ITS), interactive learning environments (ILE), learner modeling, learning companions, learning environments, learning objects, learning on demand, learning trails, metadata standards for learning materials, metadata standards for learning objects, microworlds, networked learning, networked learning communities, pedagogical agents, pervasive learning environments, programmable computer-based learning environments, programmed courses, reliability of educational software, remote laboratories, security of educational software, simulation-based learning environments, tangible learning environments, technology enhanced narrative learning environments, technology enhanced natural learning, Technology-Enhanced Professional Learning (TEPL), virtual campus, virtual learning environments


Appendix 1 B : Stellar update

accessibility, attention-deficit/hyperactivity disorder, assistive technologies, attention, conceptual change, computer mediated communication (CMC), construction kit, content analysis, cultural heritage education, design pattern, digital native students, dyscalculia, dysgraphia, dyslexia, e-assessment, early childhood education, eye tracking, game based learning, information problem solving, interaction design, interactive learning, mind games, monitoring, mobile learning, networked learning environments, non specific learning difficulties, online learning, online silence, pedagogy, pedagogical plans, pedagogical planning, physical impairment, play, self regulated learning, sensorial impairment, serious games, social network analysis, specific learning difficulties, speech recognition, tacit knowledge, tangible knowledge, tangible interface, tangible interaction, teacher professional development, teaching and learning, technology enhanced learning (TEL), training, tracking, web based learning, working memory, distributed agents, mashup, personal learning environments, recommender systems, smart device, social learning, social software, trust and reputation, ubiquitous learning,

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