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248 Appendix: Key Terms in the Book
59. Stakeholder is a person such as an employee, customer, or citizen who is
involved with an organization, society, etc. and therefore has responsibilities
towards it and an interest in its success.
60. Target user is the intended audience or readership of publication, advertise-
ment, or other messages.
61. Technology: According to Rogers, E.M. (1995), technology is “ a design for
instrumental action that reduces the uncertainty in the cause effect relationships
involved in achieving a desired outcome.” A technology usually has two
components: (1) a hardware aspect, consisting the tool that embodies the
technology as a material or physical object, and (2) a software aspect, con-
sisting the information base for the tool.
62. Technology-enhanced inquiry learning refers to the use of educational tech-
nologies to support student learning in inquiry settings. This entry provides (a) a
definition of inquiry learning, (b) a discussion of educational technologies that
can support information access and cognition in inquiry learning, and (c) a dis-
cussion of implications of technology-enhanced inquiry learning for education.
63. Tertiary users are persons who will be affected by the use of the artifact or
make decisions about its purchase.
64. The value of learner experience refers to the positive or negative quality that
renders the changes of the classroom, such as classroom furnishings and layout
changes, the use of equipment, desirable or valuable for the learners.
65. Usability refers to the ease of use and learnability of educational technology,
which is composed of learnability, efficiency, memorability, satisfaction.
66. User experience (UX) refers to a person's perceptions and responses that result
from the use or anticipated use of a product, system or service.
67. User-centered design (UCD) is a broad term to describe design processes in
which end-users influence how a design takes shape.