Training and Development Flashcards

1
Q

A framework for instructional design that focused on creating learner-centered experiences. It stands for: analyze, design, develop, implement, and evaluate.

A

ADDIE model

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2
Q

Self-directed: Learning provides choice and opportunities to prioritize activities. Problem-focused: Learning is centered on problems rather than content. Relevance: Learning has immediate application to learners’ lives.
Involvement: Learning is hands on, engaging, or gives opportunities for active reflection or processing.

A

Adult Learning Principles

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3
Q

The method and practices of teaching adult learners.

A

Andragogy

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4
Q

Self-paced instruction.

A

Asynchronous Learning

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5
Q

Contains aspects of synchronous and asynchronous learning.

A

Blended Learning

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6
Q

A framework for capturing various levels of cognition. It is often used for designing learning experiences, such as classroom instruction or training for employees. It comprises of six levels: remember, understand, apply, analyze, evaluate, and create.

A

Bloom’s Taxonomy

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7
Q

The process for analyzing, developing, designing, implementing, and evaluating instructional materials and activities.

A

Instructional Design

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8
Q

Software application used to deliver educational content.

A

Learning management system (LMS)

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9
Q

The intended goals or outcomes of a training or other learning experience. They should be communicated with learners from the start and should be framed as what the learner will be able to do by the end of the experience.

A

Objectives (or learning targets)

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10
Q

Learning activities that expand skills, knowledge, and abilities to support personal growth and career advancement; also referred to as.

A

Professional development (or professional learning)

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11
Q

A learning activity focused on the acquisition of knowledge and skills required for a particular job or task.

A

Training

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12
Q

A framework for making learning inclusive and transformative for everyone. It encourages the provision of multiple means of engagement, representation, action, and expression to allow each learner to acquire and demonstrate knowledge in the way that works best for them.

A

Universal design for learning (UDL)

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