Chapter 7 - Technology-Based Training Methods Flashcards

1
Q

Adaptive Guidance

A
An instructional 
strategy to assist 
trainees in making 
effective learning 
decisions
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2
Q

Adaptive Learning

A
Training programs 
that tailor and adjust 
training content and 
material to the specific 
needs of trainees
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3
Q

Asynchronous training

A

Training that is pre-recorded and available
to employees at any
time and from any
location

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4
Q

Augmented reality

A
Computer-generated 
virtual imagery 
(e.g., graphics, text, 
and other visual 
elements) information 
is overlaid onto a real-world environment in 
real time
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5
Q

Blog

A

A website that contains
commentary and
information on a
subject

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6
Q

Communities of practice

A
Groups of employees 
who share similar 
concerns and problems 
and meet regularly to 
share their experiences 
and knowledge, learn 
from each other, 
and identify new 
approaches for working 
and solving problems
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7
Q

Computer-based simulation games

A
Instruction delivered 
via personal computer 
that immerses trainees 
in a decision-making 
exercise in an artificial 
environment in order to learn the consequences 
of their decisions
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8
Q

Computer-based training

A
Training that is 
delivered via the 
computer for the 
purpose of teaching 
job-relevant knowledge and skills
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9
Q

Customization

A

Tailoring instructional
elements to meet
trainee preferences
and needs

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10
Q

E-Learning

A

The use of computer
network technology
such as the intranet
or Internet to deliver information or instruction to individuals

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11
Q

Electronic performance support system (EPSS)

A

A computer-based
system that provides
information, advice,
and learning experiences to improve performance

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12
Q

Gamification

A
The use of game 
mechanics and 
elements from video 
games to engage and 
motivate employees in the workplace
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13
Q

Generative learning

A
A self-initiated and 
learner-controlled 
form of collaborative 
learning in which 
individuals in a social 
network share ideas 
and information, and 
in the process solve 
problems and create 
new knowledge
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14
Q

Human interaction

A
The extent to which 
trainees are able 
to interact with the 
instructor and one 
another during a 
training program
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15
Q

Instructor-led training (ILT)

A

Training methods that

involve an instructor or facilitator who leads, facilitates, or trains online

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16
Q

Knowledge sharing

A
Providing task 
information and 
know-how to help and 
collaborate with others 
to solve problems, 
develop new ideas, or 
implement policies or 
procedures
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17
Q

Learning control

A
The degree to which 
the trainee has 
control over various 
instructional features 
during a lesson or 
training program, 
such as the content, 
sequence, and/or the 
pace of training
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18
Q

Learning-controlled practice difficulty

A
The extent to which 
trainees have control 
over the level of 
difficulty of practice 
opportunities during a 
training program
19
Q

Learning management systems (LMS)

A
Software that is used 
for the administration, 
delivery, and 
management of an 
organization’s training 
and development 
programs
20
Q

Massive open online courses (MOOCs)

A
Online courses with 
open enrolments that 
make it possible to 
have an unlimited 
number of students 
from all over the world
21
Q

Microlearning

A
Microlearning
Small amounts of 
bite-sized chunks of 
focused information 
to meet a specific
22
Q

Mobile learning (m-learning)

A
The use of mobile or 
portable technologies 
across locations for 
obtaining information 
and training
23
Q

Multimedia training

A
Computer-based 
training programs that 
include text, graphics, 
animation, audio, and 
video
24
Q

Online and distance education

A
The use of computer 
technology and the 
Internet to deliver 
educational content 
and courses
25
Q

Personalization

A
Structuring the 
program so that 
trainees feel that they 
are engaged in a 
conversation with the 
program
26
Q

Podcast

A
A short audio or video 
recording that can 
be downloaded and 
played on a mobile 
device such as an iPod 
or smartphone
27
Q

Self-directed learning (SDL)

A
A process in which 
individuals or groups 
take the initiative 
and responsibility for 
learning and manage 
their own learning 
experiences
28
Q

Self-pacing

A

Trainees can work
on training tasks as
quickly or as slowly as
they want

29
Q

Social media

A

The use of technology
for sharing and
exchanging information

30
Q

Small private online courses (SPOCs)

A
Online courses that 
focus on specific 
topics and are offered 
to smaller targeted 
audiences
31
Q

Synchronous training

A

Training that is live and requires trainees to be at their computer at a specific time

32
Q

Synthetic learning environments (SLEs)

A

Technology-based
training media that
augment, replace,
create, and/or manage a learner’s experience with the world

33
Q

Technology-based training

A

Training that involves
the use of technology
to deliver training

34
Q

Traditional training

A

Training that does
not involve using
technology to deliver
training

35
Q

Video conferencing

A

Linking an expert or
trainer to employees
via two-way television and satellite technology

36
Q

Virtual classroom

A
A Web-based platform 
to deliver live, 
instructor-led training 
to geographically 
dispersed learners
37
Q

Virtual reality

A
The use of computers 
to create an artificial 
3-D experience 
that simulates and 
recreates an actual 
environment
38
Q

Virtual worlds

A
Elaborate simulations 
that involve 
interactions among 
and between multiple 
trainees and objects
39
Q

Web 2.0

A
Internet tools 
that enable the 
communication and 
sharing of information 
and knowledge
40
Q

Web 3.0

A
A fundamental 
shift in how people 
interact with the 
Web that consists of 
the semantic Web, the 
mobile Web, and the 
immersive Internet
41
Q

Web conferencing

A

A live meeting or
conference that takes
place on the Internet

42
Q

Webcast

A

A live or recorded video
or audio broadcast
over the Internet

43
Q

Webinar

A

A seminar that takes

place live over the Web

44
Q

Wiki

A
A webpage or 
collection of webpages 
in which users share, 
contribute, and modify 
information on a topic