### Educational Technology Keyword Taxonomy:

#### Media Type: 1. Text:

  1. Reading Materials
  2. Articles
  3. Textbooks

2. Audio:

  1. Podcasts
  2. Audiobooks
  3. Narrated Content

3. Video:

  1. Educational Videos
  2. Tutorials
  3. Lectures

4. Interactive Media:

  1. Simulations
  2. Virtual Labs
  3. Interactive Modules

#### Didactic Approach: 1. Traditional:

  1. Lecture-Based
  2. Expository Instruction
  3. Written Assessments

2. Interactive:

  1. Discussions
  2. Group Activities
  3. Collaborative Projects

3. Experiential:

  1. Hands-On Activities
  2. Labs
  3. Field Trips

#### Educational Technology Tools: 1. Learning Management Systems (LMS):

  1. Moodle
  2. Blackboard
  3. Canvas

2. Collaboration Tools:

  1. Google Workspace
  2. Microsoft Teams
  3. Slack

3. Authoring Tools:

  1. Articulate Storyline
  2. Adobe Captivate
  3. H5P

4. Virtual Reality (VR) and Augmented Reality (AR):

  1. VR Simulations
  2. AR Applications
  3. Immersive Learning Environments

#### Pedagogical Models: 1. Flipped Classroom:

  1. Pre-recorded Lectures
  2. In-Class Activities

2. Project-Based Learning:

  1. Real-World Projects
  2. Problem Solving
  3. Inquiry-Based Learning

3. Gamification:

  1. Educational Games
  2. Quizzes
  3. Gamified Assessments

#### Subject Area: 1. Mathematics:

  1. Algebra
  2. Geometry
  3. Calculus

2. Science:

  1. Biology
  2. Physics
  3. Chemistry

3. Humanities:

  1. Literature
  2. History
  3. Philosophy

4. Technology:

  1. Programming
  2. Computer Science
  3. Information Technology

#### Assessment Type: 1. Formative Assessment:

  1. Quizzes
  2. Surveys
  3. Feedback

2. Summative Assessment:

  1. Final Exams
  2. Project Evaluation
  3. Portfolios

#### Accessibility and Inclusivity: 1. Universal Design for Learning (UDL):

  1. Multiple Means of Representation
  2. Multiple Means of Engagement
  3. Multiple Means of Expression

2. Accessibility Standards:

  1. WCAG Compliance
  2. Alt Text for Media
  3. Screen Reader Friendly

#### Learning Environment: 1. Traditional Classroom:

  1. Face-to-Face Instruction
  2. Classroom Activities

2. Online Learning:

  1. E-Learning Platforms
  2. Webinars
  3. Asynchronous Learning

3. Blended Learning:

  1. Combination of In-Person and Online Instruction

Feel free to customize and expand this taxonomy to suit your specific needs. Consider the unique aspects and focus areas of your educational content when creating or modifying the taxonomy.

## Zweiter Versuch

### Question

have specified the question a little more precisely. I need a tagging or keyword taxonomy for the (multidimensional) tagging or keywording of a series of documents or content. Purpose of the taxonomy: categorisation of the objects in relation to their media-didactic or pedagogical-technological context of use or, more technically, „use cases in educational technology“.

### Answer

Certainly! Below is a more focused and detailed keyword taxonomy for tagging or keywording a series of documents or content in the context of their media-didactic or pedagogical-technological use cases in educational technology.

### Educational Technology Keyword Taxonomy:

#### Media Type: 1. Text:

  1. Textual Content
  2. Reading Materials
  3. Articles

2. Audio:

  1. Podcasts
  2. Audiobooks
  3. Narrated Content

3. Video:

  1. Educational Videos
  2. Tutorials
  3. Lectures

4. Interactive Media:

  1. Simulations
  2. Virtual Labs
  3. Interactive Modules

#### Didactic Approach: 1. Traditional:

  1. Lecture-Based
  2. Expository Instruction
  3. Written Assessments

2. Interactive:

  1. Discussions
  2. Group Activities
  3. Collaborative Projects

3. Experiential:

  1. Hands-On Activities
  2. Labs
  3. Field Trips

#### Educational Technology Tools: 1. Learning Management Systems (LMS):

  1. Moodle
  2. Blackboard
  3. Canvas

2. Collaboration Tools:

  1. Google Workspace
  2. Microsoft Teams
  3. Slack

3. Authoring Tools:

  1. Articulate Storyline
  2. Adobe Captivate
  3. H5P

4. Virtual Reality (VR) and Augmented Reality (AR):

  1. VR Simulations
  2. AR Applications
  3. Immersive Learning Environments

#### Pedagogical Models: 1. Flipped Classroom:

  1. Pre-recorded Lectures
  2. In-Class Activities

2. Project-Based Learning:

  1. Real-World Projects
  2. Problem Solving
  3. Inquiry-Based Learning

3. Gamification:

  1. Educational Games
  2. Quizzes
  3. Gamified Assessments

#### Subject Area: 1. Mathematics:

  1. Algebra
  2. Geometry
  3. Calculus

2. Science:

  1. Biology
  2. Physics
  3. Chemistry

3. Humanities:

  1. Literature
  2. History
  3. Philosophy

4. Technology:

  1. Programming
  2. Computer Science
  3. Information Technology

#### Assessment Type: 1. Formative Assessment:

  1. Quizzes
  2. Surveys
  3. Feedback

2. Summative Assessment:

  1. Final Exams
  2. Project Evaluation
  3. Portfolios

#### Accessibility and Inclusivity: 1. Universal Design for Learning (UDL):

  1. Multiple Means of Representation
  2. Multiple Means of Engagement
  3. Multiple Means of Expression

2. Accessibility Standards:

  1. WCAG Compliance
  2. Alt Text for Media
  3. Screen Reader Friendly

#### Learning Environment: 1. Traditional Classroom:

  1. Face-to-Face Instruction
  2. Classroom Activities

2. Online Learning:

  1. E-Learning Platforms
  2. Webinars
  3. Asynchronous Learning

3. Blended Learning:

  1. Combination of In-Person and Online Instruction

#### Instructional Design Models: 1. ADDIE Model:

  1. Analysis
  2. Design
  3. Development
  4. Implementation
  5. Evaluation

2. SAM Model (Successive Approximation Model):

  1. Iterative Design Process
  2. Prototyping
  3. Review and Revise

3. Constructivist Approaches:

  1. Problem-Based Learning
  2. Inquiry-Based Learning
  3. Social Learning

Feel free to use, modify, or expand upon this taxonomy to meet your specific requirements. Consider the unique aspects and focus areas of your educational content and adjust the taxonomy accordingly.