The E-Learning Glossary

A to L

Over the decades of its existence, the e-learning industry has developed a full-on separate vocabulary that revolves around such diverse fields as psychology, pedagogy, corporate management, human resources, and software development. Take any aspect of the learning process, and a dozen terms will uncover it from technical, corporate, legal, and educational points of view. No wonder it can get so confusing sometimes.

To help you navigate the plethora of these similar-sounding terminology and countless acronyms, we've compiled an e-learning dictionary. Here you will find the jargon used by e-learning solution builders and users, trainers and trainees.

Numbers

#

70:20:10 LEARNING

Michael Lombardo and Robert Eichinger's learning model suggesting that optimal learning consists of 70% of experiments and on-the-job training, 20% through peers' feedback or social learning, and 10% from formal coursework and training.


Letter A

A

ACCESSIBILITY 

A feature of technology that assists people with sensory, intellectual, or technological difficulties. For example, online learning allows people with motor impairments to study remotely, screen readers help visually impaired people, and subtitles keep video content inclusive for people with hearing issues. W3C provides guidelines on web content accessibility.

ACTIVE LEARNING

A method of learning in which students not just passively listen to the lectures but discover knowledge themselves via discussions, practical tasks, group exercises, reflection, etc. This approach helps learners retain knowledge and enhance their higher-order thinking capabilities.

ADAPTIVE LEARNING

A method of learning in which computer algorithms analyze the learner's needs and progress and build personalized training courses.

ADDIE

An acronym for "Analysis, Design, Development, Implementation & Evaluation." It is a framework for instructional designers and training developers that describes the stages of building training tools.

ADVANCED DISTRIBUTED LEARNING INITIATIVE (ADL)

The US Department of Defense program that creates and implements technology interoperability specifications for distributed learning. In 2001, they launched SCORM.

AICC STANDARD

The first e-learning content standard developed by the Aviation Industry CBT Committee (AICC) in 1993 for computer-based aviation training. It streamlined content formats and frameworks used in LMSs and was adopted outside the aviation industry.

API 

Stands for Application Programming Interface. API enables different computer programs to communicate with each other. Via API, developers can interact with data within a third-party system without entering it, e.g., update user lists.

APPLICATION/APP 

A software program that runs on a computer. The term "app" is mainly used for programs designed for mobile phones.

ARCS 

An acronym for Attention, Relevance, Confidence, and Satisfaction; a model of instructional design developed by John Keller states that these four components ensure the continuity of the learner's motivation during the training.

ARTIFICIAL INTELLIGENCE 

According to the Oxford English Dictionary, AI is "the theory and development of computer systems able to perform tasks that normally require human intelligence." A true universal AI should be able to substitute human intelligence fully.

Though it doesn't exist yet, AI sub-fields (computer vision, speech recognition, natural language processing, etc.) are great for tasks with narrow objectives, e.g., analyzing user activity to personalize their course or generating video subtitles.

ASSESSMENT SOFTWARE

Software for evaluation of learner skill or knowledge level. It is also referred to as remote proctoring – technologies used for remote student examination.

ASYNCHRONOUS LEARNING

The type of e-learning that allows learners to take a course individually, at their own pace, also known as self-paced learning. Usually, it is self-directed, with no instructor or classmates involved.

AUGMENTED REALITY

An overlay of digital information on top of the user's environment in real-time via special goggles or camera footage.

AUTHENTIC LEARNING

A learning approach based on connecting learning materials and tasks to real-world issues, problems, and applications.

AUTHORING TOOL

A software package for e-learning content and training program creation, e.g., Adobe Captivate, Articulate Storyline, Elucidat, Trivantis Lectora, and iSpring Pro.


Letter B

B

BESPOKE COURSE 

Or a custom course, is an e-learning course specifically designed or tailor-made for the client. Customization involves branding, client objectives and practices, learner characteristics, etc.

BITE-SIZED LEARNING

A learning method that focuses on achieving a single narrowed-down learning objective.

BLENDED LEARNING

A learning method that combines online and offline in-person training whereby digital learning materials support face-to-face instruction and vice versa; or a blending of live and self-paced training.

BRANCHING SCENARIOS

A learning technique used in gamification and interactive learning where users choose from multiple solutions to given scenarios, and their choices affect learning paths.


Letter C

C

CDN

Content Delivery Network, a group of geographically distributed servers and their data centers. With CDN, users receive content from servers nearby which optimizes and speeds up content delivery.

CEU

Continual Education Unit, a measurement used in continuing education programs. Usually, completing a certain number of units allows individuals to maintain their professional licenses.

CHIEF LEARNING OFFICER (CLO)

An executive-level employee who defines and leads the company's learning and development strategy in line with the organization's goals and objectives.

CLASSROOM-BASED TRAINING

Face-to-face training with an instructor in a classroom setting.

CLOUD LMS

A web-based LMS that stores its learning content, tracking and reporting data in the cloud.

CMI-5 

Stands for Computer Managed Instruction 5. It is a modified xAPI, a joint project of ADL and AICC, an e-learning standard that allows xAPI to capture SCORM-like data, essentially providing all capabilities of both SCORM and xAPI.

COGNITIVE LOAD

A term John Sweller suggested that implies the brain's limited "bandwidth." When a learner is required to process too much information, e.g., trying to read something and listen to audio simultaneously, cognitive overload strains working memory and hinders the learner's performance.

COLLABORATIVE LEARNING

Learning by undertaking a common task in a group.

COMPLIANCE TRAINING

Training on law or industry regulations, health and data safety, and incident prevention. These training initiatives are usually mandated by legislation, regulation, or policy, with regular training completion required to achieve and maintain compliance.

COMPUTER-BASED TRAINING (CBT)

An old name for what is now known as e-learning, a course accessed via a computer. 

CONTENT LIBRARY

A content repository or a storage site for different SCORM and xAPI (Tin Can) media files for course creation.

CONTENT MANAGEMENT SYSTEM (CMS)

A platform used to create, edit, store, and manage digital content, usually for publishing.

CONTINUING PROFESSIONAL DEVELOPMENT (CPD)

Or Continuing Professional Education (CPE), is a combination of lifelong learning approaches and techniques aimed at keeping professionals up-to-date with developments in their field after tertiary or postgraduate training.

CORPORATE TRAINING

Organized training of the company's employees on necessary job skills and knowledge.

COURSE BUILDER

LMS functionality used to upload and create courses.

COURSEWARE

Software or other materials designed for e-learning purposes.

CUSTOMER RELATIONSHIP MANAGEMENT (CRM)

A system that manages the company's current and future customers' profiles and the history of relationships and interactions with them.

CUSTOMER TRAINING

A form of customer support through training customers and partners on how to use an organization's product or service.


Letter D

D

DATA PROTECTION

Information security practices that ensure the safety of the organization's systems and users' data.

Besides industry security standards such as ISO/IEC, there is also an array of government regulations mandatory for compliance (GDPR, the ePrivacy Regulation (ePR), CPRA, etc.) containing provisions and requirements for the processing of personal data.

DIFFERENTIATED LEARNING

Learning altered to meet individual needs through content, process, product, or learning environment.

DIGITAL LEARNING OBJECT

A reusable multimedia learning resource.

DIRECTED LEARNING

A model of teaching where the teacher decides the objectives, learning content, and activities to be undertaken by the student in a controlled environment and adherent to a predetermined agenda or syllabus.

DISTANCE LEARNING

A form of asynchronous learning when students and instructors are in different locations.

DRUPAL

A free and open-source modular content management software that can be tailored and customized to simple websites or complex web applications, e.g., an LMS.


Letter E

E

E-LEARNING

Also referred to as digital learning, online learning, web-based training (WBT), or computer-based training (CBT), is any education or training accessed through electronic devices such as computers, tablets, and mobile phones.

E-LEARNING STANDARDS

Principles and technical specifications aimed to ensure LMS and learning content interoperability. The industry has adopted several standards: SCORM, multi-SCORM, Tin Can/xAPI and LRS, IMS Common Cartridge, and Cmi5.

ELECTRONIC PERFORMANCE SUPPORT SYSTEM (EPSS)

A software for improving employees' user experience that provides just-in-time self-help content (advice, walkthroughs, knowledge bases, smart popups, and assistance) to enable maximum job performance with minimal intervention from others.

EMPLOYEE TRAINING

Onboarding, skill, compliance, and product training activities provided to employees within the organization.

EXPERIENCE APPLICATION PROGRAMMING INTERFACE (xAPI)

An e-learning specification that collects data about users' online and offline activities in a consistent format readable for almost any e-learning system, thus enabling them to communicate.

EXTENDED ENTERPRISE

A concept that organizations operate in a self-organized network of firms and relationships to get a product or service to market. Extended enterprise e-learning involves creating training content for this network: the suppliers, distributors, retailers, and partners. Customer training can be considered a part of the extended enterprise.


Letter F

F

FACE-TO-FACE TRAINING (F2F)

A traditional in-person training where a student and a teacher are physically present and communicate directly.

FLASH

A multimedia software platform by Adobe used to create and deliver animated and interactive web content and web applications. Three popular eLearning formats rely on Flash technology: SCORM, xAPI (Tin Can), and video. The software has been deprecated since the end of 2020.

FLIPPED CLASSROOM

Or "flipped learning," a type of blended learning where students are introduced to content at home and work through it during classes. That way, class time is freed for higher-order thinking activities.


Letter G

G

GAMES-BASED LEARNING

A practice of integrating games into training content.

GAMIFICATION

Integrating game theory and mechanics, such as challenges, points, trophies, and leaderboards, into a non-game learning process. 

GxP TRAINING

Education and development programs on compliance with Good Practice regulations within the pharmaceutical, healthcare, and food production industries. GxP outlines quality standards and procedures to ensure product safety, efficacy, and integrity. Delivering GxP training on e-learning platforms with interactive modules, assessments, and certification management enhances regulatory compliance, operational efficiency, and the overall quality and safety of products.


Letter H

H

HTML5

Version 5 of HyperText Markup Language that utilizes semantic tags to describe eLearning content and enables video and audio content to render directly in a browser. 

HTML5 PACKAGE (H5P)

An open-source content collaboration framework based on Javascript for creating and sharing interactive HTML5 content.

HUMAN RESOURCE INFORMATION SYSTEM (HRIS)

Software for a centralized repository of employee master data for HR management needs. HRIS and LMS can be integrated to facilitate user creation, maintenance, and learner record storage.

HYBRID LEARNING

A type of blended learning where synchronous lessons are taught simultaneously in-person and online (some students attend class in-person, while others join virtually from home.)


I

I

IDENTITY PROVIDER (IdP)

In a Single Sign On environment, IdP is the authentication service that holds the directory of users' credentials.

IMMERSIVE LEARNING

A training method using roleplay or VR simulations to train employees in a safe, interactive learning environment that replicates real-life scenarios or teaches particular skills or techniques.

INFORMAL LEARNING

Learning that happens outside of a structured instructional environment, usually through the natural absorption of knowledge from one's surroundings.

INSTRUCTIONAL DESIGN

Creating learning content and training courses based on cognitive psychology and instructional theory. Instructional designers usually use authoring tools for course development.

INSTRUCTOR-LED TRAINING (ILT)

Training delivered by an instructor, online or offline.

INTERACTIVE CONTENT

Content that the learners can actively engage with, e.g., selecting options, completing quizzes, etc. 

INTERACTIVE LEARNING

A learning approach that relies on purposeful student engagement in the learning process, often through technology.

INTEROPERABILITY

The ability of software or hardware components to work together. E-learning standards like SCORM, xAPI (Tin Can), and AICC ensure the interoperability of online learning content and technologies.


Letter J

J

JUST-IN-TIME LEARNING (JITL)

An approach where appropriate learning is delivered to learners right when they need to use it.


Letter K

K

KIRKPATRICK MODEL

The most popular model for evaluation of training methods' effectiveness, developed by Donald Kirkpatrick in the 1950s. It rates them against four levels of criteria: the student's feedback on training, acquired knowledge, behavioral changes, and results measured against the company's KPIs.

KNOWLEDGE BASE

A software repository used to store knowledge assets, a self-serve online library of information about a product, service, department, or topic.

KNOWLEDGE CONSTRUCTION

A part of active learning, where learning happens by building on a person's prior knowledge and experience.


Letter L

L

LEARNER ANALYTICS

Collection, analysis, and reporting of learning data on users to gain insight into their behaviors, competencies, and experiences, help identify skills gaps, and adjust the learning environment accordingly.

LEARNING AND DEVELOPMENT (L&D)

A subset of Human Resources (HR) that aims to improve individuals' and teams' skills, knowledge, and performance by facilitating a self-improvement culture and developing personalized learning trajectories for employees.

LEARNING CONTENT MANAGEMENT SYSTEM (LCMS)

Software for learning content creators used to create, manage, host, and track digital learning content. As many LCMSs can also deliver content to students, this term is often used interchangeably with "learning management system."

LEARNING DATA

Data produced about an individual or group of learners during the completion of an online learning course. SCORM, xAPI, and other standards, among other things, regulate the format of this data, so it is readable across different platforms.

LEARNING EXPERIENCE PLATFORM (LXP)

Or a Learning Engagement Platform (LEP), is an add-on to an LMS that creates personalized learning experiences by aggregating internal digital learning assets, 3rd party content, and user-generated resources and leveraging them with the support of AI. LXP operates as a "Learning on Demand" platform, with accessible search functionalities and content recommendations based on user preferences and behavior.

LEARNING MANAGEMENT SYSTEM (LMS)

A software for the centralized administration, documentation, tracking, reporting, automation, and delivery of educational and training courses.

LEARNING PATH

A structured learning program that guides learners through a series of courses. Through learning paths, admins control the timeframe and the order of the completion of the courses.

LEARNING PLATFORM

An umbrella term for technologies people use to build and deploy e-learning – authoring software, LMS, etc.

LEARNING PORTAL

A hub or access point with digital learning content and resources stored centrally, where users access e-learning materials. Each learning portal can be individually branded and customized to ensure it meets the specific needs of the learners who access it.

LEARNING RECORD STORE (LRS)

A database used in conjunction with xAPI to collect, store and retrieve data on users' learning experiences for reporting and interpretation. 

LEARNING TOOLS INTEROPERABILITY (LTI)

A standard of cross-system operability created by the IMS Global Learning Consortium. It exists to standardize the connection of learning systems, such as the LMS, with external tools, enabling enhanced accessibility of learning content across many institutions.

LETSI

The International Federation for Learning, Education, and Training Systems Interoperability, a non-profit federation facilitating the adoption of open software standards in learning systems.

LIVE VIRTUAL CLASSROOM

Online learning where teachers and students can present course materials, engage and interact with other virtual class members, and work in groups together. The key distinction of a virtual classroom is that it takes place in a live, synchronous setting.


M to Z letter

M

M

MACHINE LEARNING

A sub-field of AI dedicated to computer systems that are not coded to do a task but learn to perform it by finding patterns in a learning data set. The most well-known example is object recognition, a.k.a. computer vision. You feed an algorithm a thousand cat photos, it finds patterns in shapes and colors, and then it can hopefully differentiate a cat from a four-legged table on brand new pictures. In e-learning, ML algorithms are used to recommend or even compile personalized courses based on previous user activity, for example.

MANIFEST FILE 

The SCORM package file describing the course's structure and contents, a sort of instruction to the LMS on how to read and present the course. The SCORM package is a .zip folder that contains all the course content. The manifest file (imsmanifest.xml) must be in the root of the zipped package; otherwise, you won't be able to import the course into your LMS correctly.

MASSIVE OPEN ONLINE COURSE (MOOC)

An open online course aimed at unlimited participation.

MASTERY SCORE

A score a learner must achieve to pass a SCORM module (when such a score is required.)

MICROLEARNING

The delivery of training content in short bursts. Unlike bite-sized learning, which is more about narrowing learning objectives, microlearning is all about the mode of delivery (which makes it ideal for delivering bite-sized learning modules, just-in-time, and mobile learning).

MOBILE LEARNING (mLEARNING)

Any e-learning delivered on a mobile device (smartphone or tablet).

MODULE

A basic building block of a course. A module can contain any course material, such as a video, SCORM file, exam, or survey.

MULTI-TENANCY

A software architecture in which a single software instance serves multiple tenants. A tenant is a group of users with common access to the dedicated share of the instance. This share has its own data, configuration, user management, tenant functionality, and non-functional properties, which create a unique, tailored environment. For example, an LMS can have tailored sets of content, features, and branding for different departments, locations, and external partners.

MULTIMEDIA LEARNING

A set of instructional design principles developed by Richard E. Meyer, Roxana Moreno, and John Sweller. Their theory states that presenting the same content verbally and visually at the same time makes a student mentally cross-reference it in working memory, which improves learning. Therefore, the most optimal configuration would be narrated video content. However, adding anything on top of it (background music, written text besides animation) may cause cognitive overload.

O

O

OFF-THE-SHELF CONTENT

Pre-made content ready for immediate use and sold as is, with no personalization or modification, as opposed to bespoke content.; also referred to as "ready-to-go content."

ON-DEMAND LEARNING

The type of e-learning that provides learners with training content in real-time, at their convenience.

ON-THE-JOB TRAINING

A form of onboarding and acquiring new skills in a real or close to real, simulated working environment.

ONBOARDING

Integrating a new employee, partner, or customer into an organization, familiarizing them with the organization's products and services and transferring skills and knowledge necessary for their role.

ONLINE LEARNING

Any form of learning conducted via the Internet, also referred to as e-learning and web-based learning.

OPEN BADGES

The leading standard for packaging and embedding information about achievements into a portable image file acting as a digital badge, developed by Mozilla.

OPEN-SOURCE SOFTWARE

A software with source code publicly available for collaborative development, free use, and modification. Drupal is an example of open-source software used for content management. And Opigno is an example of a Drupal-based open-source learning management system.

P

P

PARTNER TRAINING

A part of extended enterprise training for the organization's business that includes product training, sales training, support training, or marketing guidance for franchisees, vendors, stakeholders, etc.

PEDAGOGY

The study, methodology, and practice of teaching and education. Derived from the Greek for "to lead a child," pedagogy is centered around the teacher's role and selecting the best methods to convey knowledge and skills to learners.

PERSONAL LEARNING ENVIRONMENT (PLE)

A network of the tools, communities, and services that learners select, organize, and draw connections from to direct their own learning and pursue educational goals, as opposed to the model in which students consume information through independent channels such as the library, a textbook, or an LMS.

PERSONAS

Or Learner Personas, are detailed user profiles used by Instructional Designers to understand their learners' goals, interests, educational background, and skills and design relevant courses.

PLATFORM AS A SERVICE (PaaS)

On-demand access to a ready-to-use, cloud-hosted platform for developing, running, maintaining, and managing applications.

PROBLEM-BASED LEARNING

A learner-centered teaching method that uses real-world, open-ended issues as the classroom's subject matter. As students work in small groups to develop a solution, they gain not only knowledge but also knowledge acquisition and problem-solving skills, and learn to collaborate, be proactive, and employ critical thinking.

PROPRIETARY SOFTWARE

Copyrighted software with a single provider that controls its technology. It's primarily non-free and can be bought, leased, or licensed from its publisher, vendor, or developer. Proprietary software is also called closed-source software or commercial software.

Q

Q

QUESTION POOL

A list of questions used to compile a test, exam, or survey.

R

R

RETURN ON INVESTMENT (ROI)

A ratio of the profit earned on an investment versus the cost of the investment. In learning departments, ROI can be calculated by comparing the training cost to the tangible results, e.g., employee time savings, reduced turnover, product quality improvement, etc., or by comparing its costs to the historical costs of face-to-face training.

ROLEPLAY

An active learning method; interactive exercises where learners play roles in a conversation or other interaction to explore realistic situations, gain experience, and trial different strategies in a supported environment.

S

S

SCAFFOLDING

A support system a trainer provides to a learner as they embark on a new concept or skill, e.g., by solving an example task or dividing a task into manageable chunks. As the learner progresses, the need for guidance is reduced, and support is slowly removed so the learner can proceed without assistance.

SCALABILITY

An ability of an LMS to handle more concurrent users, more courses, and more requests without affecting the system's performance.

SCENARIO-BASED TRAINING

An active learning method using interactive exercises where learners are put in specific scenarios and pick their own path based on their choices, also known as branching scenarios.

SCORM PACKAGE

A .zip file or a simple directory with course contents created for upload to a SCORM-compliant LMS. The typical package contains:

  • Manifest File that describes the structure and contents of the course for the LMS to read and present the course properly. 
  • Run-Time that instructs the LMS on how to launch the content and defines how it communicates back to the LMS.
  • Sequencing – a set of rules and attributes for learner navigation between course sections, like bookmarks and scoring assessments.

SELF-DIRECTED LEARNING

A learning process initiated, organized, conducted, and evaluated by the learner, without the guidance of an instructor.

SELF-PACED LEARNING

The type of e-learning where the learners take a course at their own timing and pace, also known as asynchronous learning.

SELF-REGULATION

A learner's ability to understand and manage their behavior and reactions to external events and regulate strong emotions.

SERVICE LEVEL AGREEMENT (SLA)

A contract between a service provider and a customer that defines performance standards and services to be provided. 

SHARABLE CONTENT OBJECT (SCO)

A chunk of learning content that communicates to an LMS used to create a course in the form of the SCORM package.

SHARABLE CONTENT OBJECT REFERENCE MODEL (SCORM)

E-learning development specification and standard for building transferable and reusable courses, tracking learner progress, and score assessment. SCORM defines how online learning content speaks and tracks results back to an LMS. Originally developed as the Advanced Distributed Learning (ADL) Initiative by the Office of the United States Secretary of Defense, now it's the most commonly used e-learning standard. 

SIMULATION

A simulated scenario created to prepare learners for real-world situations and practice skills in a risk-free environment; it's a digital equivalent of face-to-face roleplaying. The simulation can target a computer system, machinery, a living organism, or an activity, and its key goal is to make user interactions as realistic as possible. 

SINGLE SIGN-ON (SSO)

An authentication service that allows users to sign into multiple platforms using a single set of credentials. 

SITUATED LEARNING

A learning approach developed by Jean Lave and Etienne Wenger where a learner is "situated" in the learning experience, e.g., field trips or internships, and constructs their knowledge by connecting prior knowledge with authentic, informal, and often unintended contextual learning. 

SKILL GAP ANALYSIS

Measuring the difference between a person's current skill level and the required one.

SMALL PRIVATE ONLINE COURSES (SPOC)

A localized instance of a Massive Open Online Course used in a business-to-business context – with limited enrollment for individual learners or small teams within organizations.

SOCIAL LEARNING

Learning theory, proposed by Albert Bandura, stating that human behavior learning happens through observing and imitating others. And as we apply these mechanisms automatically and instinctively, we learn more efficiently in a group. In online learning, the term refers to technologies and strategies that incorporate interpersonal communication and socialization into distance training.

SOFTWARE AS A SERVICE (SaaS)

Ready-to-use application software distributed to end users on demand by a cloud provider over the Internet, usually on a subscription basis. SaaS doesn't require local hardware installations, maintenance, and upgrades, as it's hosted externally by the vendor that takes on the software development and maintenance.

SPACED LEARNING

A learning method based on Ebbingaus's "forgetting curve" theory stating that repetition of the material after certain intervals enhances knowledge retention.

SPECIFICATION

In e-learning, an approach to the development of content or software agreed upon between several bodies or organizations.

STANDARD

A specification recognized by a governing body like IEEE or ISO. Popular e-learning standards include SCORM, xAPI, and AICC.

STORY-BASED LEARNING

A learning approach that uses storytelling as a teaching tool. This model stems from the narrative paradigm stating that humans define, process, and organize their experiences and perceptions in the form of narratives, which makes them an effective means of communication, contextualizing abstract concepts, and scaffolding. Unlike scenario-based training that puts a learner in a constructed setting with various paths, storytelling leads the learner through a precise journey.

STORYBOARD

An outline, or a blueprint, of the learning course design describing the visuals, text, and audio elements, their sequence, interactions, and navigation.

SUBJECT MATTER EXPERT (SME)

An expert in a subject covered in a course. Subject matter experts work with instructional designers to develop accurate and engaging content. Not to be confused with "SME," as in "Small/Medium Enterprise."

SUCCESS CASE METHOD

Evaluation theory designed by Robert Brinkerhoff stating that one needs to evaluate the most and least successful cases of a new initiative to determine what factors affect the result the most and how they can be leveraged to a greater number of people.

SUCCESSIVE APPROXIMATION MODEL (SAM)

An agile framework for instructional designers and training developers. The basic SAM model consists of three steps: Preparation, Iterative Design, and Iterative Development, with iterative steps repeated and revisited to solve any pain points. 

SYNCHRONOUS LEARNING

The type of instructor-led learning where all learners take a course simultaneously, in real-time.

SYSTEM SIMULATION

A computerized model of a system for practicing working in it in a safe environment.

T

T

TALENT MANAGEMENT SYSTEM (TMS)

A software suite for talent management. It integrates the entire talent lifecycle management: recruitment, performance, L&D, compensation, and succession. In addition, TMS can be integrated with a learning management system for L&D purposes.

TIN CAN API

A former name for xAPI, an e-learning specification that collects data about users' online and offline activities in a consistent format readable for almost any e-learning system, thus enabling them to communicate.

TRAINING & DEVELOPMENT (T&D)

A subset of Human Resources (HR) that aims to provide employees with the skills and knowledge necessary to do their jobs by planning and organizing employee training and developing and evaluating the quality of corporate training programs.

TRAINING MODULE

A structured section of a course that focuses on a specific objective or topic.

V

V

VIDEO LEARNING

The delivery of learning content in video format.

VIRTUAL CLASSROOM

A type of virtual learning environment for synchronous instruction, web-based or software-based, meaning that the learner and instructor are logged into the virtual learning environment simultaneously.

VIRTUAL LEARNING ENVIRONMENT

A system of web-based platforms and special software for organizing learning resources, courses, and users that covers all aspects of the e-learning process, from peer interaction to knowledge assessment.

VIRTUAL REALITY (VR)

A computer-generated 3D environment with which the user can interact via the VR headset and gloves/joysticks. VR technologies can be used in simulations, scenario-based, and game-based learning due to their immersion effect and are becoming more prevalent in online compliance training.

W

W

WEB-BASED TRAINING (WBT)

A training delivered via a web-based application or intranet, also referred to as internet-based training, e-learning, online learning, and distance education. 

WEBINAR

A seminar or workshop conducted over the Internet in real-time.

WHITE-LABEL PRODUCT

A product or service developed and issued under license by one company and sold to another company that personalizes and rebrands it to make it appear as if they had made it. 

WORLD-WIDE WEB CONSORTIUM (W3C)

An international community that develops open standards for HTML, CSS, web accessibility, and many more, to ensure the long-term growth of the Web.

X

X

xAPI

See Tin Can API or Experience Application Programming Interface.

XML

Extensible Markup Language, a text-based format used to describe structured information: documents, data, configuration, books, transactions, etc. It is human-readable and machine-readable and allows users to define their own tags for data transfer.

Z

Z

ZONE OF PROXIMAL DEVELOPMENT (ZPD)

The difference between what a learner can do with and without the instructor's guidance. The term "proximal" relates to those skills that the student is close to mastering. Scaffolding takes place in the zone of proximal development – as the learner gains more competence, the instructor gradually cuts guidance until they can perform the task themselves. 

 

 

Published on December 13, 2022