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Table 3 Enabling information technologies for smart education

From: Smart education framework

Information technology

Definition

Learning management systems

Learning management systems are software applications or systems designed to create, communicate, manage, and deliver education and training programs

Smart classrooms

Smart classrooms are physical educational environments supported with information and communication technologies. Smart classrooms may utilize ambient intelligence technology

Virtual classrooms

Virtual classrooms are educational environments in which educators and learners meet virtually

Cloud computing technology

National Institute of Standards and Technology defines Cloud computing as on-demand access to a shared pool of computing resources. The technology enabling services on the cloud is called cloud computing technology

Extended reality (XR)

Extended reality is the term referring to all real and virtual combined (immersive) environments in the spectrum including augmented reality (AR), virtual reality (VR), and mixed reality (MR)

Virtual environments

A virtual environment is a computer-generated environment to replace the real environment with a virtual one

Augmented reality

Augmented reality is the technology dealing with enhancing the user’s sense of the physical world with computer-generated sensory data in real-time

Web 2.0+

Web 2.0+ are technologies after Web 1.0. After Web 1.0, web technologies offer interactive, semantic, and intelligent web services

Social networks

Social networking sites may be defined as the online platforms enabling social interactions between users having profiles

Educational resources

Any type of learning and teaching material including educational presentations, e-books, interactive books, academic and corporate video tubes, etc. If these resources are open to the public then they are called open educational resources otherwise they are private to specific institutions

Academic and corporate tubes

Academic or corporate tubes are online video-sharing platforms for education and training purposes

E-books and interactive books

E-books and interactive books are digital books enhanced with user interaction ability

Mobile technology

Mobile technology is the information and communication technology enabling portable mobile devices

Serious games

Serious games are computer games used for instructional purposes

Learning and academic analytics

Learning analytics is about the collection, measurement, and analysis of data about learning activities. Academic analytics utilizes business intelligence tools and strategies to guide educational decision-making

Educational data mining

Educational data mining is to analyze data obtained from educational environments to understand patterns of learner behavior and to improve educational settings

Educational robots

Educational robots are robots used for educational and training purposes

Gesture-based computing

Gesture-based computing is the technology aimed at understanding human gestures

Ambient intelligence

Ambient intelligence is an emerging paradigm that brings intelligence into our lives with the help of intelligent interfaces and smart environments