Glossary
Terms used in accessibility research and practice. Each entry has a definition, common aliases, and category tags.
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- Block-Based Programming(also: Visual Block Programming, Block Coding, Blocks-Based Programming)
- A programming paradigm where users create code by selecting and connecting visual blocks that snap together like puzzle pieces, rather than typing text-based syntax. Each block represents a programming construct such as a loop, conditional, variable assignment, or function call.…
- Blocks4All
- An accessible touchscreen-based block-based programming environment designed for students with visual impairments. Blocks4All enables drag-and-drop-like programming interactions on touchscreen devices with screen reader support, making it one of the few on-screen block-based…
- Breadboard(also: Solderless Breadboard, Protoboard)
- A reusable plastic board with a grid of interconnected holes used for building temporary electronic circuits without soldering. Components are inserted into the holes and connected by internal metal strips. Breadboards are essential tools in electronics education and…
- Broadening Participation in Computing(also: BPC)
- A term of art, promoted heavily by the U.S. National Science Foundation and professional societies such as ACM, referring to concerted efforts to increase the participation of groups that are historically underrepresented in computing — including women, people of color, people…
- Circuit Design(also: Electronic Circuit Design, Circuit Schematic Design)
- The process of creating and representing electrical circuits that perform specific functions, using standard symbolic representations called schematics to show how components like resistors, capacitors, transistors, and switches are connected. Circuit design is foundational to…
- Code Jumper(also: Project Torino)
- An accessible physical programming toolkit originally developed by Microsoft Research (under the name Project Torino) that uses tangible pods connected by cables to teach programming concepts to children with visual impairments. Each pod represents a programming construct such…
- DO-IT(also: Disabilities, Opportunities, Internetworking and Technology)
- A pioneering program founded at the University of Washington in 1992 by Sheryl Burgstahler, funded by the National Science Foundation, to increase the participation of students with disabilities in science, engineering, and mathematics (STEM) education and careers. DO-IT…
- Maker Education(also: Making, Maker Movement, Makerspace Education)
- An educational approach that emphasizes hands-on learning through designing, building, and debugging physical artifacts using tools such as electronics, 3D printers, laser cutters, and microcontrollers. Maker education connects theoretical knowledge with practical skills by…
- National Technical Institute for the Deaf(also: NTID)
- The National Technical Institute for the Deaf (NTID), one of the nine colleges of Rochester Institute of Technology (RIT), is the first and largest technical college in the world for students who are deaf or hard of hearing. Established by U.S. federal legislation in 1965, NTID…
- Quorum(also: Quorum Programming Language)
- An evidence-based programming language designed with accessibility as a core principle, making it usable by people with and without visual impairments. Quorum provides audio input and output, screen reader compatibility, and an accessible debugger called SODBeans that uses…
- Research Experiences for Undergraduates(also: REU, REU Program, REU Supplement)
- A U.S. National Science Foundation (NSF) funding program that supports active research participation by undergraduate students in areas funded by NSF. REU awards fund either dedicated REU Sites — cohorts of undergraduates hosted by a host institution for a summer research…
- Swift Playgrounds(also: Apple Swift Playgrounds)
- A hybrid block-based and text-based programming environment developed by Apple for iPad and Mac that teaches coding using the Swift programming language. Swift Playgrounds is notable in the accessibility education space because it integrates with VoiceOver, includes tactile maps…
- Tangible Programming(also: Physical Programming, Tangible Coding, Tactile Programming)
- A programming approach that uses physical objects — such as blocks, cards, or robots — that users can manipulate with their hands to create programs, rather than typing code or dragging on-screen elements. Tangible programming is particularly valuable for students with visual…
- Tiered Mentoring(also: Near-Peer Mentoring, Cascade Mentoring)
- A mentoring structure in which learners at several stages of development work together, so that each participant has a role model who is only one step ahead of them rather than many. In a tiered model applied to research labs, for example, high-school students are mentored by…
- Web-Based Learning(also: WBL, Online Learning, E-Learning)
- An educational approach that delivers instructional content and learning experiences through web browsers and internet-connected platforms, encompassing everything from static course websites to interactive simulations and learning management systems. Web-based learning has…
- Weed-Out Course(also: Gateway Course, Gatekeeper Course, Barrier Course)
- A course in higher education, typically in STEM fields, that is perceived as intentionally rigorous to filter out students who are deemed unlikely to succeed in a given discipline. Courses like organic chemistry, calculus, and physics are commonly labelled as weed-out courses.…
- eMaking(also: Electronic Making, e-Making)
- A form of making that focuses on electronic and digital fabrication tools and activities, including 3D printing, laser cutting, programming microcontrollers, robotics, and working with electronic components such as LEDs, motors, and sensors. eMaking programs aim to build STEAM…
17 results.