ASTD Handbook Flashcards

1
Q

Accelerated Learning (AL)

A

The practice of using a multi modal. multi sensory approach to instruction to make learning more efficient It’s accomplished by honoring the different learning preferences of each learner and using experiential learning exercise (such as role plays, mnemonics, props, and music)

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2
Q

Accomplishments

A

refer to the specific outputs a performer is asked to achieve

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3
Q

ADDIE

A

An instructional systems development model composed of 5 phases: analysis, design, development, implementation, and evaluation.
+Analysis - the process of gathering data to identify specific needs, - the who, what, where, when and why of the design process
+Design - the planning stage
+Development - the phase in which training materials and content are selected and developed based on learning objectives
+Implementation - occurs when the course is delivered, whether in person or electronically
+Evaluation - the ongoing process of developing and improving instructional materials based on feedback received during and following implementation

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4
Q

Adult Learning Theory

A

The collective theories and principles of how adults learn and acquire knowledge/ popularized by Malcolm Knowles, adult learning theory provides the foundation that learning and development professionals need to meet learning needs in the workplace

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5
Q

Affective Learning

A

the acquisition of knowledge based on Benjamin Bloom’s taxonomy in which he identified three learning domains: cognitive, affective, and psychomotor. Affective refers to the learners outlook, attitude, or mindset.

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6
Q

Affinity Diagram

A

Gather large numbers of ideas, organize them into logical groupings based on natural relationships among the items, and define groups of items. The outcomes of affinity diagrams are large groups of ideas that are grouped into related clusters of ideas, each with a clear title and with the relationship among the clusters clearly drawn

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7
Q

After Action Review

A

First developed by the US Army to allow individuals to learn for themselves after an action what happened and how to improve performance

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8
Q

Alternate Reality Game

A

A story like game that manifests in the real world, spread over time and space using varied media

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9
Q

Analysis

A

A systematic examination and evaluation of data or information that breaks it into component parts to uncover inter-relationships. Common analysis include: Audience Analysis, Gap Analysis, Job Analysis, Root Cause Analysis, SWOT Analysis, Taks Analysis, Training Needs Analysis

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10
Q

Audience Analysis

A

Conducted to understand the a target population, demographics, and other relevant information prior to job analysis, training, or other solutions

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11
Q

Gap Analysis

A

Identifies the discrepancy between desired and actual knowledge, skills, and performance, and specifies root causes

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12
Q

Job Analysis

A

Identifies all duties and responsibilities and the respective tasks done on a daily, weekly, mothly, or yearly basis

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13
Q

Root Cause Analysis

A

Identifies the true causes of the gap between desired and actual knowledge, skills, or performance

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14
Q

SWOT Analysis

A

A matrix analysis of strengths, weaknesses, opportunities, and threats, usually addressing an organizational analysis but can be used by an individual

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15
Q

Task Analysis

A

The process of identifying the specific steps to correctly perform a job function

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16
Q

Training Needs Analysis

A

The process of collecting and synthesizing data to identify how training can help an organization reach its goals

17
Q

Analytics

A

The discovery and communication of meaningful patterns in data. Talent management analytics refers to the use of HR and talent data to improve business performance

18
Q

Andragogy

A

The adult learning theory developed by Malcolm Knowles based on five key principles that influence how adults learn: Self-concept, prior experience, readiness to learn, orientation to learning, and motivation to learn

19
Q

Appreciative Inquiry (AI)

A

An approach to large scale organizational change that involves the analysis or positive and successful (rather than negative or failing) operations. The AI 4-D Cycle (discovery, dream, design, destiny) includes identifying areas for improvement, analyzing previous successes, searching for solutions, and developing an action plan.

20
Q

Areas of Expertise (AOE)

A

Specialized functional knowledge and skill sets needed for a particular job or industry. In the current Competency Model, 10 AOEs were identified in the T&D profession

21
Q

Assessment Center

A

A catch-all term for a variety of exercise, including oral exercises, counseling simulation, problem analysis exercises, and group exercises

22
Q

ASTD Competency Model

A

A occupation wide model that identifies the knowledge, skills, and behaviors necessary to be a successful performer in the T&D field

23
Q

ASTD HPI Model

A

A results based, systematic process used to identify performance problems, analyze root causes, select and design solutions, manage solutions in the work-place, measure results, and continually improve performance in an organization

24
Q

Asynchronous Training or Learning

A

Learning in which the trainer and the learner do not participate simultaneously; for example, asynchronous e-learning

25
Q

Asynchronous Communication

A

Communication that occurs outside of real time

26
Q

Audio

A

refers to the electronic or digital reproduction of sound waves. Used most broadly to refer to sounds we hear. On its own, it is a method of communication that is used in radio and multi-media applications. Audio is also a component of video communication that combines both pictures and audio.

27
Q

Audio Editing

A

The process of cutting out unwanted content from an audio recording. Traditionally performed by literally cutting tape, it is now performed using audio editing software where “umms” and “ahhs” and other elements can be cut from the audio. Audio editing also includes adding music, sound effects, and processing the audio elements with tools such as a graphic equalizer and compressor.

28
Q

Augmented Reality

A

Digital technology to add information to a real-world environment whose elements are augmented or supplemented by computer generated sensory input such as sound, graphics or GPS data.

29
Q

Authoring Tools

A

Software programs that allow a content expert to interact with a computer in everyday language to develop courseware.

30
Q

Avatar

A

A graphical representation of the computer user or the users alter ego or character

31
Q

Baby Boomer

A

The generation born from 1946 to 1963 in the U.S. who are typically characterized as competitive and loyal to their employees

32
Q

Behaviorism

A

An approach to psychology focused on observable and measurable behavior. It is usually associated with psychologist and author B.F. Skinner.

33
Q

Benchmarking

A

An evaluation of one’s own practices and comparison n with other companies’ practices.

34
Q

Best Practices

A

Techniques that are believed to constitute a paradigm of excellence in a particular field.

35
Q

Blended Learning

A

The practice of using several media in one curriculum. It typically refers to the combination of classroom instruction and any type of training that includes use of online resources.

36
Q

Blog (weblog)

A

An extension of a personal website consisting of journal like entries posted on a webpage for public viewing. Blogs usually contain links to other websites along with the thoughts, comments, and personality of the blog’s creator.

37
Q

Blooms Digital Taxonomy

A

An update to Bloom’s Revised Taxonomy that attempts to account for the new behaviors and actions emerging as technology advances and becomes more ubiquitous

38
Q

Bloom’s Taxonomy

A

Developed by Benjamin Bloom, consists of three learning outcomes based on three dimensions: cognitive (knowledge), psychomotor (skills), and affective (attitude) - sometimes referred to as KSAs

39
Q

Brainstorming

A

A group process for generating ideas in an uninhabited environment