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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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Augmented Feedback(also: 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. Augmented feedback is widely used in motor learning, rehabilitation, and embodied skill…
Cause and Effect Software(also: 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, or both). These programs help users understand the relationship between their…
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 that are too easy provide little information to learn from, while tasks that…
Closed-loop Interaction(also: 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-adjust cycle. Closed-loop interaction contrasts with open-loop designs that present…
Embodied Skill Learning(also: 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 than on memorising symbolic information. Embodied skill learning emphasises…
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 activities - not through formal instruction, but through side-by-side participation…
Motor Learning(also: 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 presentation order of stimuli, variable practice contexts for each target…
Practice-based Learning(also: 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. Practice-based learning is well suited to embodied skills - sign language, motor…
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, because presenting identical information in both spoken and written form…
Self-Regulated Learning(also: SRL, Self-Directed Learning)
The process by which learners actively manage their own cognition, motivation, and behavior to achieve learning goals. Self-regulated learning involves planning approaches, monitoring comprehension, adjusting strategies when needed, and evaluating outcomes. Research shows that…
Semantic Grounding(also: 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 to memorise. In sign language learning, semantic grounding pairs a sign with…
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 doing things in a real social context with other practitioners. In…
Split Attention Effect(also: 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 of the screen and a diagram in the centre. The cost of switching and mentally…

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