Core Technology Considerations: Equipment, Authoring Tools, Digital Editing Tools, and Hosting Platforms

  • Shalin Hai-Jew


Getting from an idea to an actual learning object (or sequence) usually requires some complex technologies, for the research, design, prototyping, development, testing, hosting, and launch. There are the research databases, camcorders, scanners, digital still cameras, the authoring tools, prototyping tools, video editing tools, image editing tools, and much more. This chapter focuses on some common considerations around technologies, such as equipment and tool functionality and interoperability, costs, digital preservation considerations (for files and digital contents), cost mitigations, and feature tradeoffs. Given the dynamic complexities of this topic, this will cover the issue more generally—to enhance generalizability and transfer.


Authoring tool Courseware E-learning toolkit Learning management system Online survey platform 


Key Terms and Definitions

Authoring Tool

A software program that enables the design and creation of born-digital contents (also referred to as “authorware” and “courseware” and other terms in the electronic learning space)

Content Management System

A technology that enables the hosting and delivery of various types of digital contents: text, imagery, video, and others

Digital Preservation

Enablement of authentic digital contents over time


Free or no-cost software

Learning Management System (LMS)

A technology tool that enables various dimensions of online (and blended and face-to-face) learning including the management of persistent identities, delivery of digital presentations, assignments, assessments, grading, and others

Slow Fire

A term (from the library sciences and information sciences) to describe the aging and degrading of paper over time (“paper embrittlement resulting from acid decay”); a term which has also been applied to digital technologies which go defunct resulting in limited access to various contents

Social Media Platform

A technology that enables people to create personal profiles in persistent ways, intercommunicate, and interact with others

User-Generated Contents

The text, images, audio, video, and multimedia created and shared with others by users of a social media platform


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Additional Reading Section

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  2. Hai-Jew S. Constructing Self-Discovery Learning Spaces Online: Scaffolding and Decision Making Technologies. Hershey, Pennsylvania: Information Science Reference, IGI Global. 2012.Google Scholar
  3. Hai-Jew S. Digital Imagery and Informational Graphics in E-Learning: Maximizing Visual Technologies. Hershey, Pennsylvania: Information Science Reference, IGI Global. 2010.Google Scholar
  4. Hai-Jew S. Open-Source Technologies for Maximizing the Creation, Deployment, and Use of Digital Resources and Information. Hershey, Pennsylvania: Information Science Reference, IGI Global. 2013.Google Scholar
  5. Hai-Jew, S. Packaging Digital Information for Enhanced Learning and Analysis: Data Visualization, Spatialization, and Multidimensionality. Hershey, Pennsylvania: Information Science Reference, IGI Global. 2014.Google Scholar
  6. Hai-Jew S. Virtual Immersive and 3D Learning Spaces: Emerging Technologies and Trends. Hershey, Pennsylvania: Information Science Reference, IGI Global. 2011.Google Scholar

Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  • Shalin Hai-Jew
    • 1
  1. 1.Information Technology Services (ITS)Kansas State UniversityManhattanUSA

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