Authoring Language
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Authoring Language
An authoring system is a program that has pre-programmed elements for the development of interactive multimedia software titles. Authoring systems can be defined as software that allows its user to create multimedia applications for manipulating multimedia objects. 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. 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 ...
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Educational Software
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. History 1946s–1970s The use of computer hardware and software in education and training dates to the early 1940s, when American researchers developed flight simulators which used analog computers to generate simulated onboard instrument data. One such system was the type19 synthetic radar trainer, built in 1943. From these early attempts in the WWII era through the mid-1970s, educational software was directly tied to the hardware, on which it ran. Pioneering educational computer systems in this era included the PLATO system (1960), developed at the University of Illinois, and TICCIT (1969). In 1963, IBM had established a partnership with Stanford University's ...
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Hollywood (programming Language)
Hollywood is a commercially distributed programming language developed by Andreas Falkenhahn (Airsoft Softwair) which mainly focuses on the creation of multimedia-oriented applications. Hollywood is available for AmigaOS, MorphOS, WarpOS, AROS, Windows, macOS, Linux, Android, and iOS. Hollywood has an inbuilt cross compiler that can automatically save executables for all platforms supported by the software. The generated executables are completely stand-alone and do not have any external dependencies, so they can also be started from a USB flash drive. An optional add-on also allows users to compile projects into APK files. The Hollywood Designer is an add-on for Hollywood with which it is possible to use Hollywood also as a presentation software and an authoring system. History Hollywood has its roots on the Amiga computer. Inspired by Amiga programming languages like AMOS, Blitz BASIC, and Amiga E, Hollywood author Andreas Falkenhahn began development of Hollywood in Spring 2 ...
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E-learning
Educational technology (commonly abbreviated as edutech, or edtech) is the combined use of computer hardware, software, and Education sciences, 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. It encompasses several domains including Learning theory (education), learning theory, computer-based training, online learning, and m-learning where mobile technologies are used. Definition The Association for Educational Communications and Technology (AECT) has defined educational technology as "the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropri ...
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Learning
Learning is the process of acquiring new understanding, knowledge, behaviors, skills, value (personal and cultural), values, attitudes, and preferences. The ability to learn is possessed by humans, animals, and some machine learning, machines; there is also evidence for some kind of learning in certain plants. Some learning is immediate, induced by a single event (e.g. being burned by a Heat, hot stove), but much skill and knowledge accumulate from repeated experiences. The changes induced by learning often last a lifetime, and it is hard to distinguish learned material that seems to be "lost" from that which cannot be retrieved. Human learning starts at birth (it might even start before in terms of an embryo's need for both interaction with, and freedom within its environment within the womb.) and continues until death as a consequence of ongoing interactions between people and their environment. The nature and processes involved in learning are studied in many established fi ...
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Game Engine
A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "software engine" used in the software industry. The game engine can also refer to the development software utilizing this framework, typically offering a suite of tools and features for developing games. Developers can use game engines to construct games for video game consoles and other types of computers. The core functionality typically provided by a game engine may include a rendering engine ("renderer") for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, scene graph, and video support for cinematics. Game engine implementers often economize on the process of game development by reusing/adapting, in ...
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XML Editor
An XML editor is a markup language editor with added functionality to facilitate the editing of XML. This can be done using a plain text editor, with all the code visible, but XML editors have added facilities like tag completion and menus and buttons for tasks that are common in XML editing, based on data supplied with document type definition (DTD) or the XML tree. There are also graphical XML editors that hide the code in the background and present the content to the user in a more user-friendly format, approximating the rendered version or editing forms. This is helpful for situations where people who are not fluent in XML code need to enter information in XML based documents such as time sheets and expenditure reports. And even if the user is familiar with XML, use of such editors, which take care of syntax details, is often faster and more convenient. Functionality beyond syntax highlighting An XML editor goes beyond the syntax highlighting offered by many plaintext edit ...
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Web Design Program
An HTML editor is a program for editing HTML, the markup of a web page. Although the HTML markup in a web page can be controlled with any text editor, specialized HTML editors can offer convenience and added functionality. For example, many HTML editors handle not only HTML, but also related technologies such as CSS, XML and JavaScript or ECMAScript. In some cases they also manage communication with remote web servers via FTP and WebDAV, and version control systems such as Subversion or Git. Many word processing, graphic design and page layout programs that are not dedicated to web design, such as Microsoft Word or Quark XPress, also have the ability to function as HTML editors. Types of editors There are two main varieties of HTML editors: text and WYSIWYG (what you see is what you get) editors. Text editors Text editors intended for use with HTML usually provide at least syntax highlighting. Some editors additionally feature templates, toolbars and keyboard shortcuts ...
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Experience API
The Experience API (xAPI) is an e-learning software specification that records and tracks various types of learning experiences for learning systems. Learning experiences are recorded in a Learning Record Store (LRS), which can exist within traditional learning management systems (LMSs) or on their own. Summary The Experience API (Tin Can API) is meant to succeed SCORM, the Sharable Content Object Reference Model, which is a standard for packaging e-learning content. The new Experience API allows trainers to deploy several new capabilities that were not supported with SCORM at the time, such as: *Recording learning from non-browser activities, such as games and simulations. *Platform transition; e.g. start e-learning on a mobile device, finish it on a computer *Team-based e-learning *Tracking learning plans and goals The Experience API spec is open source. xAPI uses a Restful web service that with JavaScript Object Notation (JSON) for its data format. The web service allows softw ...
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SCORM
Shareable Content Object Reference Model (SCORM) is a collection of standards and specifications for web-based electronic educational technology (also called e-learning). It defines communications between client side content and a host system (called "the run-time environment"), which is commonly supported by a learning management system. SCORM also defines how content may be packaged into a transferable ZIP file called "Package Interchange Format." SCORM is a specification of the Advanced Distributed Learning (ADL) Initiative from the Office of the United States Secretary of Defense. SCORM 2004 introduced a complex idea called sequencing, which is a set of rules that specifies the order in which a learner may experience content objects. In simple terms, they constrain a learner to a fixed set of paths through the training material, permit the learner to "bookmark" their progress when taking breaks, and assure the acceptability of test scores achieved by the learner. The standar ...
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Learning Management System
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. Learning management systems were designed to identify training and learning gaps, using analytical data and reporting. LMSs are focused on online learning delivery but support a range of uses, acting as a platform for online content, including courses, both asynchronous based and synchronous based. In the higher education space, an LMS may offer classroom management for instructor-led training or a ...
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Chamilo
Chamilo is a free software (under GNU/GPL licensing) e-learning and content management system, aimed at improving access to education and knowledge globally. It is backed up by the Chamilo Association, which has goals including the promotion of the software, the maintenance of a clear communication channel and the building of a network of services providers and software contributors. The Chamilo project aims at ensuring the availability and quality of education at a reduced cost, through the distribution of its software free of charge, the improvement of its interface for 3rd world countries devices portability and the provision of a free access public e-learning campus. History The Chamilo project was officially launched on 18 January 2010 by a considerable part of the contributing community of the (also GNU/GPL) Dokeos software, after growing discontent on the communication policy inside the Dokeos community and a series of choices that were making parts of the community insec ...
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Domain-specific Language
A domain-specific language (DSL) is a computer language specialized to a particular application domain. This is in contrast to a general-purpose language (GPL), which is broadly applicable across domains. There are a wide variety of DSLs, ranging from widely used languages for common domains, such as HTML for web pages, down to languages used by only one or a few pieces of software, such as MUSH soft code. DSLs can be further subdivided by the kind of language, and include domain-specific ''markup'' languages, domain-specific ''modeling'' languages (more generally, specification languages), and domain-specific ''programming'' languages. Special-purpose computer languages have always existed in the computer age, but the term "domain-specific language" has become more popular due to the rise of domain-specific modeling. Simpler DSLs, particularly ones used by a single application, are sometimes informally called mini-languages. The line between general-purpose languages and domain ...
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