Chapter 8 Flashcards

1
Q

is the use of technology to enhance and extend employees’ abilities to work together regardless of their geographic proximity.

A

digital collaboration

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2
Q

trainers, experts, and learners interact with each other live and in real time. Example includes video chat.

A

synchronous communication

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3
Q

refers to non real time interactions. There is a time delay. Example includes email.

A

asynchronous communication

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4
Q

refer to instruction and delivery of training by computer through the internet.

A

computer based training

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5
Q

refers to the number of bytes and bits of information that can travel between computers per second.

A

bandwidth

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6
Q

refers to additional software that needs to be loaded on the computer to listen to sound / watch video, or perform other functions.

A

plug-in

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7
Q

refers to an iterative process where initial design ideas are proposed and provided in rough form in an online working prototype that is reviewed and refined by design team members.

A

rapid prototyping

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8
Q

refers to directly translating an instructor led, face to face training program in an online format.

A

repurposing

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9
Q

refers to giving trainees the option to learn actively through self pacing, exercises, exploring links to other material, and conversations with other trainees and experts.

A

learner control

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10
Q

refers to the learner’s involvement with the training material and assessing their progress toward learning.

A

self regulation

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11
Q

are links that allow a trainee to access other sites that include printed materials, as well as communications links to experts, trainers, and other learners.

A

hyperlinks

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12
Q

are online technology used to create interactive communications allowing the creation and exchange of user generated content.

A

social media

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13
Q

refers to a webpage where an author posts entries and readers often can comment.

A

blog

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14
Q

refers to a website that allows many users to create, edit, and update content and share knowledge.

A

wiki

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15
Q

refers to software tools that enable communications in short bursts of texts like Twitter.

A

microblog

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16
Q

refers to audio or video that can be accessed and shared with others.

A

shared media

17
Q

combines online learning, face to face, and other methods for distributing learning content and instruction.

A

blended learning

18
Q

refers to a computer depiction of a person that is used a imaginary people in simulations.

A

avatar

19
Q

is a computer based technology that provides trainees with a three dimensional learning experience.

A

virtual reality

20
Q

the perception of actually being in a particular environment

A

presence

21
Q

refer to computer based, simulated 3D representations of the real world where learning programs or experiences can be hosted.

A

virtual worlds

22
Q

refers to training delivered using a mobile device.

A

mobile learning

23
Q

audio or video program content distributed in episodes using software such as RSS

A

podcasts

24
Q

refer to applications designed for smart phones.

A

apps

25
Q

this is an instructional system that uses AI.

A

intelligent tutoring system

26
Q

is used by geographically dispersed companies to provide info about new products, policies, procedures, and deliver skills training and expert lectures to field locations.

A

distance learning

27
Q

refers to synchronous exchange of audio, visual, and text between individuals at multiple locations.

A

teleconferencing

28
Q

refers to using a computer and web to distribute instructor led training to geographically dispersed employees.

A

virtual classroom

29
Q

refers to the latest generation of distance learning, using satellite tech to broadcast programs to different locations and allows trainees to respond to questions posed during the training program using a keypad.

A

interactive distance learning

30
Q

involves instruction that is provided online through live broadcasts.

A

webcasting / web conferencing

31
Q

refers to tech software that organizes and applies knowledge of human experts to specific problems.

A

expert systems

32
Q

is an electronic infrastructure that captures, stores, and distributes individual and corporate knowledge assets throughout an organization to enable individuals to achieve required levels of performance in the fastest possible time and with a minimum of support from other people.

A

electronic performance support system

33
Q

refers to a technology platform that can be used to automate the administration, development, and delivery of all of a company’s training programs.

A

learning management system

34
Q

integrates training with all aspects of the HR function to determine how training dollars are spent and how training expenses translate into business dollars for the company.

A

human capital management