Key eLearning Vocabulary Flashcards

1
Q

Alternative Text (Alt-text)

A

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.

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2
Q

Andragogy

A

Refers to the instruction and training of adults.

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3
Q

Behaviorism

A

A learning theory based on observable and measurable changes in behavior, assuming learners are behavior is shaped through positive or negative reinforcement

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4
Q

Bloom’s Taxonomy

A

Is a framework for categorizing educational goals. It consists of six major categories: Knowledge, Comprehension, Application, Analysis, Synthesis, and Evaluation.

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5
Q

Cognitive Strategies

A

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.

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6
Q

Deliverables

A

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.

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7
Q

eLearning Authoring Tool

A

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.

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8
Q

Experiential Learning

A

A process that allows learners to develop knowledge and skills from their own experience rather than from formal course work.

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9
Q

Extrinsic Motivation

A

Involves performing tasks with the goal to get something at the end such as monetary rewards, certificates, or good grades.

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10
Q

Flowcharting

A

Procedure for identifying and graphically representing the sequential and alternative relationships among processes and decision points relevant to completing a project.

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11
Q

Gagne Nine Events

A

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

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12
Q

Game-based learning

A

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.

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13
Q

Instructional Design(ID) Model

A

A graphic representation of a systematic approach. Designed to facilitate efficient and effective development of instruction.

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14
Q

Intentionality

A

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.

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15
Q

Learnability

A

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.

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16
Q

Learning Management System (LMS)

A

A Learning Management System often referred to as an LMS, is a software platform that organizations use to create, organize, deploy, and measure the performance of online training courses and educational programs for both onsite and remote learners. An LMS provides interactive features such as threaded discussions, video conferencing, and discussion forums, etc.

17
Q

Metacognition

A

Is thinking about one’s thinking. More precisely, it refers to the processes used to plan, monitor, and assess one’s understanding and performance.

18
Q

Model

A

The range from an equation, to a sketch, to a full-size product.

19
Q

Needs Assessment

A

A tool used to identify “the gap” between what is already known and what needs to be learned in order to address particular organizational or personal needs. Needs assessment uses questionnaires, surveys, interviews, observation, etc to collect data.

20
Q

Pedagogy

A

A discipline that centers on the theory and practice of educational pursuits, both online and in face-to-face learning environments. Pedagogy in eLearning involves studying the best methods to convey information to learners, as well as how online facilitators can teach their audiences. It covers a wide range of concepts, from more comprehensive educational endeavors, such as developing a curriculum, to projects with a smaller scope, like developing an effective scenario-based online training.

21
Q

Prototype

A

A functional version of a new process and/or product, usually in an unfinished state, whose effectiveness and efficiency are to be tested.

22
Q

Return of Investment (ROI) Model

A

Compares the monetary program benefits with the program costs.

23
Q

Scaffolding

A

Support resources that are given to online learners in order to help them achieve their goals. This might involve praise, dividing a task into more manageable steps, or offering tips that can help them overcome an obstacle. As the online learner progresses, resources are slowly removed. The primary goal is to give the online learner the guidance they need to eventually become self-confident and empowered. The result is that they will be able to participate in self-guided learning activities without any assistance.

24
Q

Summative Evaluation

A

Testing done following the Implementation phase (including pilot testing and subsequent Kirkpatrick’s Levels of Evaluation).

25
Q

Web 2.0

A

A term used to describe a second generation of the World Wide Web focused on collaboration and information sharing. They are compromised of wikis, blogs, social networking tools, content hosting services, and podcasting.