Key eLearning Vocabulary Flashcards
Alternative Text (Alt-text)
Is the text that is used to provide descriptions for visuals. Often this function occurs when a computer mouse hovers over the object or image.
Andragogy
Refers to the instruction and training of adults.
Behaviorism
A learning theory based on observable and measurable changes in behavior, assuming learners are behavior is shaped through positive or negative reinforcement
Bloom’s Taxonomy
Is a framework for categorizing educational goals. It consists of six major categories: Knowledge, Comprehension, Application, Analysis, Synthesis, and Evaluation.
Cognitive Strategies
Specific methods are used to solve problems, including reasoning, planning, rehearsal of newly learned information, and relating newly-learned information to existing knowledge. An important cognitive strategy for learning is metacognition (or “knowing about knowing”), which is consciously using particular strategies for learning or problem-solving.
Deliverables
The measurable, tangible, verifiable output that must be produced to complete the project or a training course. Deliverables could include design documents, alpha/beta/final versions of eLearning modules, and instructor/student guides.
eLearning Authoring Tool
Is the tool you will use to create eLearning material. It is a software package that features asset libraries and design tools that allow Instructional Designers to create online training materials that are engaging and interactive for learners.
Experiential Learning
A process that allows learners to develop knowledge and skills from their own experience rather than from formal course work.
Extrinsic Motivation
Involves performing tasks with the goal to get something at the end such as monetary rewards, certificates, or good grades.
Flowcharting
Procedure for identifying and graphically representing the sequential and alternative relationships among processes and decision points relevant to completing a project.
Gagne Nine Events
are: Gain attention, Inform learners of objectives, Stimulate recall of prior learning, Present the content, Provide learner guidance, Elicit performance (practice), Provide feedback, Assess performance, Enhance retention and transfer
Game-based learning
Involves designing learning activities so that game characteristics and game principles inhere within the learning activities themselves. For example, in an Economics course, students might compete in a virtual stock-trading competition; in a Political Science course, students might role-play as they engage in mock negotiations involving a labor dispute.
Instructional Design(ID) Model
A graphic representation of a systematic approach. Designed to facilitate efficient and effective development of instruction.
Intentionality
Refers to the act of doing something with dedication and purpose. For example, an employee may intentionally complete an online scenario because they know it will improve their work performance. Or an Instructional Designer might include interactive simulations in an eLearning course design in order to engage the audience. Every action and choice is geared towards achieving a specific outcome.
Learnability
This refers to how easy is it for the user to learn how to complete the processes needed within the system. Learnability can be tested by exposing the user to a system and then bringing them back later to see if they still understand how to complete a task.