Formative assessmentFormative assessment, formative evaluation, formative feedback, or assessment for learning, including diagnostic testing, is a range of formal and informal assessment procedures conducted by teachers during the learning process in order to modify teaching and learning activities to improve student attainment. The goal of a formative assessment is to monitor student learning to provide ongoing feedback that can help students identify their strengths and weaknesses and target areas that need work.
Educational assessmentEducational assessment or educational evaluation is the systematic process of documenting and using empirical data on the knowledge, skill, attitudes, aptitude and beliefs to refine programs and improve student learning. Assessment data can be obtained from directly examining student work to assess the achievement of learning outcomes or can be based on data from which one can make inferences about learning. Assessment is often used interchangeably with test, but not limited to tests.
Questionnaire constructionQuestionnaire construction refers to the design of a questionnaire to gather statistically useful information about a given topic. When properly constructed and responsibly administered, questionnaires can provide valuable data about any given subject. Questionnaire Questionnaires are frequently used in quantitative marketing research and social research. They are a valuable method of collecting a wide range of information from a large number of individuals, often referred to as respondents.
QuestionnaireA questionnaire is a research instrument that consists of a set of questions (or other types of prompts) for the purpose of gathering information from respondents through survey or statistical study. A research questionnaire is typically a mix of close-ended questions and open-ended questions. Open-ended, long-term questions offer the respondent the ability to elaborate on their thoughts. The Research questionnaire was developed by the Statistical Society of London in 1838.
Learning management systemA 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.
Enriched categoryIn , a branch of mathematics, an enriched category generalizes the idea of a by replacing hom-sets with objects from a general . It is motivated by the observation that, in many practical applications, the hom-set often has additional structure that should be respected, e.g., that of being a vector space of morphisms, or a topological space of morphisms. In an enriched category, the set of morphisms (the hom-set) associated with every pair of objects is replaced by an in some fixed monoidal category of "hom-objects".
Summative assessmentSummative assessment, summative evaluation, or assessment of learning is the assessment of participants in an educational program. Summative assessments are designed to both assess the effectiveness of the program and the learning of the participants. This contrasts with formative assessment, which summarizes the participants' development at a particular time in order to inform instructors of student learning progress. The goal of summative assessment is to evaluate student learning at the end of an instructional unit by comparing it against a standard or benchmark.
MotivationMotivation is the reason for which humans and other animals initiate, continue, or terminate a behavior at a given time. Motivational states are commonly understood as forces acting within the agent that create a disposition to engage in goal-directed behavior. It is often held that different mental states compete with each other and that only the strongest state determines behavior. This means that we can be motivated to do something without actually doing it. The paradigmatic mental state providing motivation is desire.
Work motivationWork motivation is a person's internal disposition toward work. To further this, an incentive is the anticipated reward or aversive event available in the environment. While motivation can often be used as a tool to help predict behavior, it varies greatly among individuals and must often be combined with ability and environmental factors to actually influence behavior and performance. Results from a 2012 study, which examined age-related differences in work motivation, suggest a "shift in people's motives" rather than a general decline in motivation with age.
Educational technologyEducational technology (commonly abbreviated as edutech, or edtech) 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 addition to the practical educational experience, educational technology is based on theoretical knowledge from various disciplines such as communication, education, psychology, sociology, artificial intelligence, and computer science.
Self-determination theorySelf-determination theory (SDT) is a macro theory of human motivation and personality that concerns people's innate growth tendencies and innate psychological needs. It pertains to the motivation behind people's choices in the absence of external influences and distractions. SDT focuses on the degree to which human behavior is self-motivated and self-determined. In the 1970s, research on SDT evolved from studies comparing intrinsic and extrinsic motives, and from growing understanding of the dominant role that intrinsic motivation played in individual behavior.
Higher category theoryIn mathematics, higher category theory is the part of at a higher order, which means that some equalities are replaced by explicit arrows in order to be able to explicitly study the structure behind those equalities. Higher category theory is often applied in algebraic topology (especially in homotopy theory), where one studies algebraic invariants of spaces, such as their fundamental . An ordinary has and morphisms, which are called 1-morphisms in the context of higher category theory.
Virtual learning environmentA 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).
Equivalence of categoriesIn , a branch of abstract mathematics, an equivalence of categories is a relation between two that establishes that these categories are "essentially the same". There are numerous examples of categorical equivalences from many areas of mathematics. Establishing an equivalence involves demonstrating strong similarities between the mathematical structures concerned.
Self-efficacyIn psychology, self-efficacy is an individual's belief in their capacity to act in the ways necessary to reach specific goals. The concept was originally proposed by the psychologist Albert Bandura. Self-efficacy affects every area of human endeavor. By determining the beliefs a person holds regarding their power to affect situations, self-efficacy strongly influences both the power a person actually has to face challenges competently and the choices a person is most likely to make.
Strict 2-categoryIn , a strict 2-category is a with "morphisms between morphisms", that is, where each hom-set itself carries the structure of a category. It can be formally defined as a category over Cat (the , with the structure given by ). The concept of 2-category was first introduced by Charles Ehresmann in his work on enriched categories in 1965. The more general concept of (or weak 2-category), where composition of morphisms is associative only up to a 2-isomorphism, was introduced in 1968 by Jean Bénabou.
Text editorA text editor is a type of computer program that edits plain text. Such programs are sometimes known as "notepad" software (e.g. Windows Notepad). Text editors are provided with operating systems and software development packages, and can be used to change files such as s, documentation files and programming language source code. Plain text and Rich text There are important differences between plain text (created and edited by text editors) and rich text (such as that created by word processors or desktop publishing software).
Self-careSelf-care has been defined as the process of establishing behaviors to ensure holistic well-being of oneself, to promote health, and actively manage illness when it occurs. Individuals engage in some form of self-care daily with food choices, exercise, sleep, reading and dental care. Self-care is not only a solo activity as the community—a group that supports the person performing self-care—overall plays a large role in access to, implementation of, and success of self-care activities.
Abelian categoryIn mathematics, an abelian category is a in which morphisms and can be added and in which s and cokernels exist and have desirable properties. The motivating prototypical example of an abelian category is the , Ab. The theory originated in an effort to unify several cohomology theories by Alexander Grothendieck and independently in the slightly earlier work of David Buchsbaum. Abelian categories are very stable categories; for example they are and they satisfy the snake lemma.
User experienceThe user experience (UX) is how a user interacts with and experiences a product, system or service. It includes a person's perceptions of utility, ease of use, and efficiency. Improving user experience is important to most companies, designers, and creators when creating and refining products because negative user experience can diminish the use of the product and, therefore, any desired positive impacts; conversely, designing toward profitability often conflicts with ethical user experience objectives and even causes harm.