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Glossary

Terms used in accessibility research and practice. Each entry has a definition, common aliases, and category tags.

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E-Learning(also: Electronic Learning, eLearning, Online Learning)
Education and training delivered through digital technologies, primarily via the internet and computer-based platforms. E-learning encompasses a range of approaches from fully online courses to supplementary digital materials, enabling learners to access content at their own…
Endangered Sign Language(also: Minority Sign Language, Under-Documented Sign Language)
A sign language at risk of falling out of use, typically because the Deaf community that uses it is small, geographically isolated, or under pressure to adopt a dominant sign language. Most of the world's estimated 300+ sign languages are poorly documented, with African sign…
English as a Second Language(also: ESL, ENL, ELL)
English as a Second Language (ESL) refers to the teaching and learning of English by speakers of other languages. In accessibility contexts, language barriers are recognized as a significant form of exclusion, affecting over 1.5 billion English learners worldwide who may…
Esports(also: Competitive Gaming, Electronic Sports, E-Sports)
Organised, competitive video-game play — typically involving tournaments, teams, audiences, and professional players. Esports has grown into a major global industry and a site of accessibility research, because conventional game controllers and high-speed inputs can exclude…
Extended Digital Scaffolding(also: WhatsApp-Based Scaffolding)
A new zone in the Digital Scaffolding Framework that extends classroom-based digital skills training through ongoing support via digital communication platforms such as WhatsApp groups. In this zone, trainers continue to assist participants after formal training ends,…

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