Open educational resourcesOpen educational resources (OER) are teaching, learning, and research materials intentionally created and licensed to be free for the end user to own, share, and in most cases, modify. The term "OER" describes publicly accessible materials and resources for any user to use, re-mix, improve, and redistribute under some licenses. These are designed to reduce accessibility barriers by implementing best practices in teaching and to be adapted for local unique contexts.
Reclaimed waterWater reclamation (also called wastewater reuse, water reuse or water recycling) is the process of converting municipal wastewater (sewage) or industrial wastewater into water that can be reused for a variety of purposes. Types of reuse include: urban reuse, agricultural reuse (irrigation), environmental reuse, industrial reuse, planned potable reuse, de facto wastewater reuse (unplanned potable reuse). For example, reuse may include irrigation of gardens and agricultural fields or replenishing surface water and groundwater (i.
Reuse of human excretaReuse of human excreta is the safe, beneficial use of treated human excreta after applying suitable treatment steps and risk management approaches that are customized for the intended reuse application. Beneficial uses of the treated excreta may focus on using the plant-available nutrients (mainly nitrogen, phosphorus and potassium) that are contained in the treated excreta. They may also make use of the organic matter and energy contained in the excreta.
ReuseReuse is the action or practice of using an item, whether for its original purpose (conventional reuse) or to fulfill a different function (creative reuse or repurposing). It should be distinguished from recycling, which is the breaking down of used items to make raw materials for the manufacture of new products. Reuse – by taking, but not reprocessing, previously used items – helps save time, money, energy and resources.
Educational softwareEducational software is a term used for any computer software which is made for an educational purpose. It encompasses different ranges from language learning software to classroom management software to reference software. The purpose of all this software is to make some part of education more effective and efficient. The use of computer hardware and software in education and training dates to the early 1940s, when American researchers developed flight simulators which used analog computers to generate simulated onboard instrument data.
Waste hierarchyWaste hierarchy is a tool used in the evaluation of processes that protect the environment alongside resource and energy consumption from most favourable to least favourable actions. The hierarchy establishes preferred program priorities based on sustainability. To be sustainable, waste management cannot be solved only with technical end-of-pipe solutions and an integrated approach is necessary. The waste management hierarchy indicates an order of preference for action to reduce and manage waste, and is usually presented diagrammatically in the form of a pyramid.
Code reuseIn software development (and computer programming in general), code reuse, also called software reuse, is the use of existing software, or software knowledge, to build new software, following the reusability principles. Code reuse may be achieved by different ways depending on a complexity of a programming language chosen and range from a lower-level approaches like code copy-pasting (e.g. via snippets), simple functions (procedures or subroutines) or a bunch of objects or functions organized into modules (e.
Educational technologyEducational technology (commonly abbreviated as edutech, or edtech) is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, edtech, it often refers to the industry of companies that create educational technology. In addition to the practical educational experience, educational technology is based on theoretical knowledge from various disciplines such as communication, education, psychology, sociology, artificial intelligence, and computer science.
ToolA tool is an object that can extend an individual's ability to modify features of the surrounding environment or help them accomplish a particular task. Although many animals use simple tools, only human beings, whose use of stone tools dates back hundreds of millennia, have been observed using tools to make other tools. Early human tools, made of such materials as stone, bone, and wood, were used for the preparation of food, hunting, the manufacture of weapons, and the working of materials to produce clothing and useful artifacts and crafts such as pottery, along with the construction of housing, businesses, infrastructure, and transportation.
Case studyA case study is an in-depth, detailed examination of a particular case (or cases) within a real-world context. For example, case studies in medicine may focus on an individual patient or ailment; case studies in business might cover a particular firm's strategy or a broader market; similarly, case studies in politics can range from a narrow happening over time like the operations of a specific political campaign, to an enormous undertaking like, world war, or more often the policy analysis of real-world problems affecting multiple stakeholders.