Glossary
Searchable terminology from accessibility, web standards, and related fields.
12 results found in Learning.
- Augmented Feedback (Extrinsic Feedback)
- Feedback provided by an external system - visual, auditory, haptic, or multimodal - that supplements the intrinsic sensory feedback a learner receives from their own body during a motor task. Augmente…
- Cause and Effect Software (Cause and Effect Games, Contingency Learning Software)
- Simple interactive software designed for users with significant cognitive or motor disabilities, where any input (such as pressing a switch) produces an immediate sensory response (visual, auditory, o…
- Challenge-Point Framework
- A motor-learning theory proposed by Guadagnoli and Lee (2004) which holds that learning is optimised when the difficulty of a task is appropriately matched to the learner's current skill level. Tasks …
- Closed-loop Interaction (Closed-Loop Feedback, Perform-Assess-Adjust Cycle)
- An interaction pattern in which a system continuously observes the user's action, evaluates it, and returns immediate feedback that shapes the next attempt, producing an iterative perform-assess-adjus…
- Embodied Skill Learning (Motor Skill Learning)
- A view of learning in which acquiring a skill - such as a sign language gesture, a musical performance, a sport movement, or a rehabilitation exercise - depends on coordinated bodily action rather tha…
- Guided Participation
- Guided participation is a concept from Barbara Rogoff's developmental psychology describing how children learn through engaged collaboration with more experienced partners in everyday shared activitie…
- Motor Learning (Motor Skill Acquisition)
- The process by which practice and experience lead to relatively permanent changes in the capability to perform motor skills. In speech therapy, motor learning principles guide treatment design: random…
- Practice-based Learning (Iterative Practice)
- An approach to learning that organises instruction around short, repeatable cycles of attempting a task, receiving feedback, and refining performance, rather than around passive content consumption. P…
- Redundancy Principle
- A principle from the Cognitive Theory of Multimedia Learning stating that people learn better from graphics and narration than from graphics, narration, and on-screen text presenting the same words, b…
- Semantic Grounding (Meaning Grounding, Form-Meaning Mapping)
- A design principle in which practice or interaction is accompanied by explanations that connect the form of an action to its underlying meaning, rather than treating the action as an arbitrary symbol …
- Situated Learning
- A theory of learning, associated with Jean Lave and Etienne Wenger, which holds that knowledge is not primarily abstract information transferred between minds but an embodied practice acquired through…
- Split Attention Effect (Split Attention)
- A cognitive load phenomenon in multimedia learning where learners must divide visual attention between two or more sources of information that should be integrated - for example captions at the bottom…