Chapter 7 - Technology-Based Training Methods Flashcards
Adaptive Guidance
An instructional strategy to assist trainees in making effective learning decisions
Adaptive Learning
Training programs that tailor and adjust training content and material to the specific needs of trainees
Asynchronous training
Training that is pre-recorded and available
to employees at any
time and from any
location
Augmented reality
Computer-generated virtual imagery (e.g., graphics, text, and other visual elements) information is overlaid onto a real-world environment in real time
Blog
A website that contains
commentary and
information on a
subject
Communities of practice
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
Computer-based simulation games
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
Computer-based training
Training that is delivered via the computer for the purpose of teaching job-relevant knowledge and skills
Customization
Tailoring instructional
elements to meet
trainee preferences
and needs
E-Learning
The use of computer
network technology
such as the intranet
or Internet to deliver information or instruction to individuals
Electronic performance support system (EPSS)
A computer-based
system that provides
information, advice,
and learning experiences to improve performance
Gamification
The use of game mechanics and elements from video games to engage and motivate employees in the workplace
Generative learning
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
Human interaction
The extent to which trainees are able to interact with the instructor and one another during a training program
Instructor-led training (ILT)
Training methods that
involve an instructor or facilitator who leads, facilitates, or trains online
Knowledge sharing
Providing task information and know-how to help and collaborate with others to solve problems, develop new ideas, or implement policies or procedures
Learning control
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
Learning-controlled practice difficulty
The extent to which trainees have control over the level of difficulty of practice opportunities during a training program
Learning management systems (LMS)
Software that is used for the administration, delivery, and management of an organization’s training and development programs
Massive open online courses (MOOCs)
Online courses with open enrolments that make it possible to have an unlimited number of students from all over the world
Microlearning
Microlearning Small amounts of bite-sized chunks of focused information to meet a specific
Mobile learning (m-learning)
The use of mobile or portable technologies across locations for obtaining information and training
Multimedia training
Computer-based training programs that include text, graphics, animation, audio, and video
Online and distance education
The use of computer technology and the Internet to deliver educational content and courses
Personalization
Structuring the program so that trainees feel that they are engaged in a conversation with the program
Podcast
A short audio or video recording that can be downloaded and played on a mobile device such as an iPod or smartphone
Self-directed learning (SDL)
A process in which individuals or groups take the initiative and responsibility for learning and manage their own learning experiences
Self-pacing
Trainees can work
on training tasks as
quickly or as slowly as
they want
Social media
The use of technology
for sharing and
exchanging information
Small private online courses (SPOCs)
Online courses that focus on specific topics and are offered to smaller targeted audiences
Synchronous training
Training that is live and requires trainees to be at their computer at a specific time
Synthetic learning environments (SLEs)
Technology-based
training media that
augment, replace,
create, and/or manage a learner’s experience with the world
Technology-based training
Training that involves
the use of technology
to deliver training
Traditional training
Training that does
not involve using
technology to deliver
training
Video conferencing
Linking an expert or
trainer to employees
via two-way television and satellite technology
Virtual classroom
A Web-based platform to deliver live, instructor-led training to geographically dispersed learners
Virtual reality
The use of computers to create an artificial 3-D experience that simulates and recreates an actual environment
Virtual worlds
Elaborate simulations that involve interactions among and between multiple trainees and objects
Web 2.0
Internet tools that enable the communication and sharing of information and knowledge
Web 3.0
A fundamental shift in how people interact with the Web that consists of the semantic Web, the mobile Web, and the immersive Internet
Web conferencing
A live meeting or
conference that takes
place on the Internet
Webcast
A live or recorded video
or audio broadcast
over the Internet
Webinar
A seminar that takes
place live over the Web
Wiki
A webpage or collection of webpages in which users share, contribute, and modify information on a topic