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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…
E-learning accessibility(also: Online learning accessibility, Accessible e-learning)
The design and delivery of online educational content and platforms so that learners with disabilities can participate equally. This includes accessible learning management systems, video lectures with captions and descriptions, navigable course materials, and interactive…
Early Intervention(also: EI, Early Childhood Intervention)
Services and support provided to infants and young children (typically birth to age 3 or 5) with developmental delays or disabilities, and their families. For DHH children, early intervention is critical and includes sign language instruction, speech-language therapy,…
Early Intervention(also: EI, Early Childhood Intervention)
Early intervention refers to services and supports provided to infants and young children (typically from birth to age six) who have developmental delays, disabilities, or conditions that place them at risk for developmental difficulties. The aim is to reduce or compensate for…
Early intervention(also: Early childhood intervention, EI)
A system of services and supports provided to infants and young children with developmental delays or disabilities, typically from birth to age three, and their families. Early intervention can include speech therapy, occupational therapy, physical therapy, and behavioral…
Educational Technology(also: EdTech, Learning Technology, Instructional Technology)
The use of technological tools and resources to facilitate teaching and learning. In accessibility contexts, educational technology encompasses assistive tools designed to support students with disabilities, such as screen readers, refreshable Braille displays, auditory graphing…
Edutainment(also: Educational Entertainment, Learning Games)
Content or applications that combine education with entertainment, typically through games, interactive media, or engaging activities designed to teach skills while keeping users motivated and engaged. In the accessibility context, edutainment apps must balance engaging visual…
Embodied Learning(also: Embodied Cognition, Kinesthetic Learning)
A learning approach that engages the whole body in the process of understanding, not just the mind. Embodied learning recognizes that physical movement, touch, spatial navigation, and bodily interaction with environments contribute fundamentally to how people construct…
Embodied cognition(also: Embodied learning, Enactive cognition)
A theoretical framework proposing that cognitive processes are deeply shaped by the body's interactions with its physical environment — that thinking is not purely abstract but is grounded in sensory experience, motor action, and bodily engagement with materials. In…
Embodied participation(also: Embodied presence)
The experience of being physically present and actively engaged in a shared space through one's body or a technological proxy for it. In accessibility contexts, embodied participation refers to how technologies like telepresence robots can provide remote users with a physical…
Emergent Literacy(also: Early Literacy, Pre-literacy)
The developmental process through which young children (typically birth through age 5) acquire foundational skills and concepts about reading and writing before formal instruction begins. For sighted children, picture books and illustrations play a crucial role by providing…
Emotional Safety(also: Psychological Safety)
A condition in which individuals feel secure enough to participate, take risks, and make mistakes without fear of embarrassment, judgment, or social stigma. In accessible learning environments, emotional safety is critical for people with disabilities who may feel self-conscious…
Empathetic technical support(also: Humanizing tech support)
Technical assistance that combines practical problem-solving with emotional attunement to the user's affective state, particularly important when supporting disabled users who may experience frustration, anxiety, or overwhelm from technology difficulties. In educational…
English Literacy(also: Reading Literacy, English Reading Literacy)
The ability to read, write, and comprehend written English. In the context of deaf and hard-of-hearing accessibility, English literacy is a significant consideration because many DHH individuals — particularly those who are native ASL users — may have lower levels of English…
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…
Error Taxonomy(also: Error Classification, Error Typology)
A systematic classification of the types of errors that users or learners commonly make, organised into categories based on the nature, source, or linguistic level of the error. In accessibility and educational technology, error taxonomies are used to build intelligent systems…
Errorless Learning(also: Errorless Teaching, Error-Free Learning)
Errorless learning is a teaching methodology that structures tasks so that learners are guided toward correct responses and prevented from making mistakes during the learning process. In accessible technology design, this translates to systems that do not allow incorrect actions…
Exam Accommodation(also: Test Accommodation, Assessment Accommodation)
Modifications to examination conditions that enable students with disabilities to demonstrate their knowledge and abilities on an equal basis. Exam accommodations for students with vision impairments include extra time, Braille question papers, use of scribes, screen reader…
Expanded Core Curriculum(also: ECC)
A specialized curriculum for blind or visually impaired (BVI) students that supplements traditional academics with skills that sighted students typically learn through observation. The ECC covers nine areas of instruction: compensatory skills, sensory efficiency, orientation and…
Experiential Learning Theory(also: ELT)
An educational theory emphasizing the value of hands-on experiences and reflection in learning. Developed by David Kolb, it posits that effective learning occurs through a cycle of concrete experience, reflective observation, abstract conceptualization, and active…
Experiential learning(also: Learning by doing, Experience-based learning)
Experiential learning is a pedagogical approach in which knowledge and skills are acquired through direct, concrete experience rather than passive instruction. Grounded in theories by Kolb and others, it involves a cycle of experiencing, reflecting, conceptualising, and…
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,…
Extraneous Cognitive Load(also: Extraneous Load)
One of three types of cognitive load identified by cognitive load theory, referring to the unnecessary mental effort caused by poor instructional design or interface presentation rather than the learning material itself. Extraneous load arises from confusing layouts, irrelevant…

23 results.