Adaptive learning is a personalized approach that uses technology to tailor the learning experience to each student's individual needs. It involves monitoring a student's progress and adapting the learning materials and pace to provide them with the appropriate level of support and challenge as they learn.
AI in eLearning refers to the integration of artificial intelligence technologies, such as machine learning and data analysis, to enhance the online learning experience. It helps in automating tasks like personalizing content, grading assessments, and providing adaptive feedback. AI can analyse student data to provide insights and make eLearning more efficient, engaging, and effective.
AICC (Aviation Industry Computer-Based Training Committee) is an eLearning standard that was developed in the late 1980s by the aviation industry to standardize the development and delivery of computer-based training. It is one of the oldest eLearning standards, but it is still widely used today.
AICC uses the HTTP AICC Communication Protocol (HACP) to communicate between the LMS and the course content. HACP is a simple but effective protocol that uses HTML forms and text strings to transmit data.
API, which stands for Application Programming Interface, plays a crucial role in eLearning by enabling the integration and communication between various software applications, systems, and platforms.
Assessment software refers to tools and platforms that facilitate the creation, delivery, and management of assessments and evaluations within online learning environments. These assessments are essential for measuring learners' understanding and progress, and they come in various forms, including quizzes, tests, assignments, surveys, and more.
Asynchronous learning is a type of learning where the learner and the instructor do not interact at the same time. Instead, the learner can access the course materials and complete the activities at their own pace and on their own schedule.
Audio conferencing in eLearning is a technology that allows participants to engage in real-time, voice-based communication over the internet. This technology is commonly used to facilitate interactions between instructors and learners, as well as among learners themselves in online courses.
Authoring tools are software applications or platforms that enable instructional designers, educators, and subject matter experts to create, develop, and publish eLearning content and courses without requiring extensive programming or technical expertise. These tools streamline the course creation process, making it more accessible and efficient. Popular authoring tools in the eLearning industry include Adobe Captivate, Articulate Storyline, Camtasia, Lectora, and iSpring.
Bespoke content refers to custom-made or personalized learning materials and experiences created to meet the specific needs and goals of a particular audience or organization. Unlike off-the-shelf eLearning content, which is pre-packaged and designed for a general audience, bespoke eLearning content is tailored to the unique requirements, preferences, and objectives of a specific group of learners.
Bitesize learning, also known as microlearning, is a method of teaching and learning that breaks down information into small, manageable chunks. This makes it easier for learners to understand and retain the information.
Blended learning in eLearning is a mix of traditional classroom teaching and online learning, offering students a flexible and well-rounded educational experience.
Branching in eLearning is a technique that allows learners to choose their own path through the learning material. This is typically done by presenting learners with a series of multiple-choice questions, and then directing them to different content or activities based on their answers. Branching can be used to personalize the learning experience, provide learners with different levels of challenge, and give learners the opportunity to explore different topics in more depth.
Bynchronous learning in eLearning is a type of online learning that combines synchronous and asynchronous learning activities. Synchronous learning takes place in real time, with students and instructors interacting with each other at the same time. Asynchronous learning, on the other hand, allows students to learn at their own pace, on their own time. Bynchronous learning in eLearning can be achieved using a variety of tools and technologies, such as video conferencing, chat rooms, and online discussion forums. For example, students might attend a live lecture given by their instructor, participate in a real-time group discussion, or work on a collaborative project with classmates.
CMI-5 is the latest eLearning standard, built on top of xAPI, which provides a common way for learning activities to communicate with learning management systems (LMSs) and other learning tools. It's designed to be more flexible and dynamic than older standards like SCORM.
Compliance training is the use of online learning technologies to teach employees about the laws, regulations, and policies that they must follow. Compliance training is essential for all businesses, as it can help to prevent costly mistakes and legal penalties.
Computer-based training (CBT) is a type of training that is delivered using a computer. CBT can be delivered in a variety of formats, including online courses, software programs, and interactive simulations.
It refers to the digital or online educational content and materials that are designed and organized to facilitate learning in a structured and systematic manner.
A Content Management System (CMS) is a software platform or system that allows educators, instructional designers, and content creators to create, manage, organize, and deliver digital content for online learning and training purposes.
The digital transformation of learning is the process of using digital technologies to improve and enhance the learning experience. This can involve using new technologies to create and deliver more engaging and interactive learning content, to provide learners with more personalized learning experiences, and to assess learning outcomes more effectively.
Distance learning in eLearning refers to the delivery of educational content and instruction remotely, through the use of electronic media and the internet. It allows learners to access learning materials and interact with instructors and classmates from anywhere in the world, at any time. Distance learning can be used to deliver a wide range of educational programs, from elementary school courses to university degrees. It is also used to train employees in the workplace and to provide professional development opportunities for adults.
Distributed learning in eLearning refers to an educational approach that leverages technology to deliver instruction and learning experiences to students who are geographically dispersed. It is also known as distance learning or online learning.
eLearning, short for electronic learning, refers to the use of digital technology and the internet to facilitate educational and training experiences. It is synonymous with online learning, virtual education, web-based training, and digital education, all highlighting the incorporation of technology for remote delivery of educational content and student engagement.
eLearning standards are guidelines or specifications that define how eLearning content should be created, packaged, and delivered. They help to ensure that eLearning content is compatible with different learning management systems (LMSs) and devices.
Extended enterprise refers to the use of eLearning to train and educate people outside of a company's core workforce. This can include customers, partners, suppliers, contractors, and other stakeholders.
Flipped learning, also known as the flipped classroom, is an educational approach where traditional teaching methods are reversed. In a flipped learning model, students engage with instructional materials, often in the form of video lectures or readings, independently outside the classroom.
Game-based learning (GBL) is a type of learning that uses games to teach students new skills and knowledge. GBL can be used to teach a wide range of subjects, from math and science to history and foreign languages.
GBL is effective because it is engaging and motivating. Games are designed to be fun and challenging, which keeps players engaged in the learning process. Additionally, games can provide students with immediate feedback on their progress, which helps them to learn more effectively.
It refers to the incorporation of game elements and principles into educational content and activities to enhance engagement, motivation, and learning outcomes. It involves applying elements like points, badges, leaderboards, challenges, and rewards to transform the learning experience into a more interactive and game-like environment.
Hybrid learning in eLearning, often referred to as blended learning, is an educational approach that combines traditional in-person instruction with online learning experiences.
ILT to eLearning is the process of converting instructor-led training (ILT) to an electronic format, such as a web-based course or mobile app. This can be done for a variety of reasons, such as to make the training more accessible, affordable, and engaging.
There are a number of different approaches to converting ILT to eLearning. One common approach is to simply record the ILT session and then publish the recording online. However, this is not always the most effective way to deliver eLearning. A better approach is to redesign the training content and activities to be more suitable for an online environment.
Immersive learning is a type of learning that engages the learner in a simulated or virtual environment. This can be done using a variety of technologies, such as virtual reality (VR), augmented reality (AR), and mixed reality (MR).
Informal learning is any learning that happens outside of a structured learning environment. It is often self-directed and motivated by the learner's own interests. Informal learning can take place in a variety of settings, including the workplace, home, and community. Informal learning is becoming increasingly important in the eLearning industry. This is because learners are demanding more flexible and personalized learning experiences.
Instructional design is a systematic and learner-centered approach to creating effective online learning experiences. It involves the thoughtful design, development, and delivery of eLearning content to ensure that learners achieve specific educational objectives.
Instructional designers aim to create eLearning experiences that are learner-centered, engaging, and aligned with specific learning objectives. They utilize pedagogical and andragogical principles to design content that suits the needs and preferences of the target audience. Instructional design is a crucial aspect of eLearning to ensure that it delivers meaningful, effective, and efficient learning experiences.
It is a type of training that is led by an instructor in real time, typically through video conferencing or web conferencing. ILT in eLearning can be used to deliver a variety of different learning content, such as lectures, tutorials, discussions, group projects, and Q&A sessions.
Instructional designers aim to create eLearning experiences that are learner-centered, engaging, and aligned with specific learning objectives. They utilize pedagogical and andragogical principles to design content that suits the needs and preferences of the target audience. Instructional design is a crucial aspect of eLearning to ensure that it delivers meaningful, effective, and efficient learning experiences.
Interactive multimedia is the integration of multiple media forms, such as text, audio, video, images, and animation, to create a user-driven experience. It is a powerful tool that can be used to create engaging and effective eLearning courses.
Just-in-Time (JIT) Learning is an educational approach that provides learners with immediate access to specific, relevant information or resources at the exact moment they need it, often in response to a particular task, problem, or challenge.
Learner analytics is the process of collecting, analyzing, and reporting data about learners and their interactions with eLearning courses and platforms. The goal of learner analytics is to provide insights into how learners are learning and to identify areas where the learning experience can be improved.
A learning platform is a digital system or software that provides a comprehensive environment for the creation, delivery, management, and tracking of educational content and experiences.
LMS (Learning Management System) is a software application that helps organizations to deliver, track, and manage online training and education. LMSs can be used to train employees, students, customers, or partners.
LXP stands for Learning Experience Platform, also known as LEP. It is a software platform that helps organizations to provide their employees with a personalized and engaging learning experience. LXPs are different from traditional learning management systems (LMSs) in a number of ways.
LMSs are typically focused on delivering and tracking formal training programs. They often have a rigid structure and can be difficult for learners to navigate. LXPs, on the other hand, are designed to be more flexible and user-friendly. They provide learners with a variety of ways to access learning content and resources, and they allow learners to learn at their own pace.
Microlearning involves delivering short, focused learning modules to learners. Microlearning modules can be delivered in a variety of formats, such as text, video, audio, or interactive games.
Microlearning is becoming increasingly popular as organizations look for ways to provide their employees with learning opportunities that are flexible and easy to access. Microlearning modules can be completed in a few minutes, which makes them ideal for busy employees who have limited time for training.
Mobile learning (m-learning) is the delivery of learning content and activities to students' mobile devices, such as smartphones and tablets. It allows students to learn anywhere, anytime, and at their own pace. M-learning can be used to deliver a variety of learning materials, including text, images, videos, audio recordings, and interactive activities.
MOOC, or Massive Open Online Course, is an online course designed to provide open and free, or at a very low cost, access to a large number of participants over the internet. MOOCs are characterized by their scalability, allowing thousands or even millions of learners to enroll simultaneously. They often feature a combination of video lectures, interactive quizzes, discussion forums, and peer assessments to deliver educational content.
Multimedia learning theory, as advanced by Richard E. Mayer in his 2001 book "Multimedia Learning," is grounded in three fundamental assumptions. First, it posits that our cognitive system processes information through distinct visual and auditory channels. Second, it acknowledges the limited capacity of these channels to handle information simultaneously.
Third, it underscores that the learning process is an active mental endeavor, involving tasks like filtering, selecting, organizing, and integrating information. This theory offers valuable insights into how people effectively absorb and understand knowledge presented through multimedia formats, contributing to more engaging and efficient learning experiences.
Multi-tenancy in eLearning refers to a system or platform that serves multiple independent organizations or tenants while allowing them to maintain their own separate and customizable eLearning environments. Each tenant can be a different company, school, department, or any distinct entity that requires its own eLearning system.
Off-the-shelf content is pre-designed and developed eLearning courses, modules, and other learning resources that can be purchased and used by organizations to train their employees. Off-the-shelf content is typically topic-specific and covers a wide range of topics, including business skills, technical skills, compliance, and soft skills.
Online learning is a type of education that takes place over the internet. It can be used to deliver a wide variety of content, including courses, tutorials, and simulations. Online learning can be self-paced or instructor-led.
Personalized learning in eLearning is a type of learning that adapts to the individual needs of each learner. It uses data about learner preferences, interests, and performance to deliver a more tailored learning experience.
Roleplay in eLearning is a type of learning activity that allows learners to practice real-world skills in a simulated environment. It can be used to teach a variety of skills, such as communication, customer service, and conflict resolution.
Rapid development in eLearning is the process of creating eLearning content quickly and efficiently. It is often used to create training courses that are needed on a short deadline or to update existing courses with new information.
Scenario-based training is an instructional approach that immerses learners in real-life situations, presenting them with context-rich scenarios or simulations where they must apply their knowledge and skills to make decisions, solve problems, or complete tasks. This method engages learners by offering practical, experiential learning opportunities, enhancing their understanding and retention of the subject matter, and preparing them for real-world applications.
SCORM, or Sharable Content Object Reference Model, is a set of technical standards that define how eLearning content can be packaged and delivered. SCORM content can be used with any SCORM-compliant Learning Management System (LMS).
SCORM was developed by a consortium of companies and organizations in the late 1990s. The goal of SCORM was to create a set of standards that would make it easier to share eLearning content between different systems.
Self-paced learning is a type of learning in which learners progress through the material at their own speed and on their own schedule. This is in contrast to traditional classroom-based learning, where learners are all expected to progress through the material at the same pace.
simulation is a computer-based, interactive representation of a real or hypothetical situation or process. Simulations aim to replicate real-world experiences and allow learners to engage with and manipulate elements of the scenario, making decisions and observing the consequences. They can range from simple, branching scenarios to highly complex, immersive environments.
Social learning in eLearning refers to the integration of social interactions and collaborative elements within online education and training platforms. It acknowledges that learning is not just an individual process but can be significantly enhanced through peer-to-peer interactions, discussion, and sharing of knowledge.
Story-based learning in eLearning is an instructional approach that utilizes narratives or stories to convey educational content and engage learners. It is an effective and engaging method to make eLearning more relatable, memorable, and immersive.
It refers to learning that takes place in real time, with the instructor and students interacting with each other live. This can be done through a variety of technologies, such as video conferencing, web conferencing, and live chat.
System simulation in eLearning refers to the use of computer-based simulations to model and replicate real-world systems, processes, or situations in an online learning environment. It's a powerful instructional strategy that allows learners to gain practical experience, develop problem-solving skills, and better understand complex systems.
Talent management systems (TMS) are software solutions that help organizations manage the entire employee lifecycle, from recruitment to retirement. TMS can be used to automate and streamline many HR processes, such as performance management, succession planning, and compensation.
Tin can, also known as Experience API (xAPI), is a specification in learning technology that makes it possible to collect data about a wide range of learning activities. It is a more flexible and powerful alternative to SCORM, the older standard for tracking eLearning progress.
A training needs assessment (TNA) is a process of identifying the training needs of individuals or groups within an organization. It is a critical step in developing effective eLearning programs, as it ensures that the training is aligned with the organization's goals and objectives, and that it addresses the specific needs of the learners.
Universal Design for Learning (UDL) is a framework for designing learning environments that are accessible and effective for all learners, regardless of their individual differences. UDL is based on the principle that all learners should have the opportunity to learn in the way that works best for them.
UDL is especially important in eLearning, where learners have a wide range of abilities, needs, and preferences. By designing eLearning courses using UDL principles, instructors can create more inclusive and effective learning experiences for all students.
A virtual classroom is an online learning environment that simulates a traditional physical classroom, allowing instructors and students to engage in interactive, real-time learning through the internet.
Virtual reality (VR) in eLearning refers to the use of immersive, computer-generated environments to enhance the educational experience. By leveraging VR technology, eLearning can become more engaging, interactive, and effective.
Web-based training (WBT), also known as internet-based training (IBT) or e-learning, is a type of training that is delivered online. WBT can be used to train employees, students, customers, or partners.
XML, or Extensible Markup Language, is a text-based markup language that is used to represent and store data. It is a flexible and extensible language, meaning that it can be used to represent a wide variety of data structures and formats. XML is used in eLearning to store and exchange learning content, such as course materials, assessments, and learner data. It is also used to create and manage learning objects, which are reusable pieces of learning content.
xAPI, also known as the Experience API, is an open eLearning standard that allows learning experiences to be tracked across a variety of systems and devices. It is a more flexible and extensible standard than previous eLearning standards, such as SCORM, and can be used to track a wider range of learning activities.
Young adult learning principles in eLearning involve focusing on relevance, interactivity, choice, collaboration, problem-solving, feedback, and personalized, mobile-friendly, and multimedia content that aligns with their interests and allows for self-paced, bite-sized learning. These principles cater to their preferences, ensuring engagement, motivation, and effective learning experiences.
The Zone of Proximal Development (ZPD) is a learning theory developed by psychologist Lev Vygotsky. It refers to the range of tasks that a learner can complete with the help of a more knowledgeable other (MKO), but cannot yet complete independently. The ZPD is constantly changing as the learner develops new skills and knowledge.
The Zone of Proximal Development (ZPD) is a learning theory developed by psychologist Lev Vygotsky. It refers to the range of tasks that a learner can complete with the help of a more knowledgeable other (MKO), but cannot yet complete independently. The ZPD is constantly changing as the learner develops new skills and knowledge.