Precision Marketing Group

E-Learning Jargon Buster

Posted by Sue Roochove on 23-Sep-2015 16:05:50

 

As more tech-savvy individuals seek online courses for educational purposes increases, so does the demand for e-leanring portals.

During recent years, e-learning hs become one of the biggest training and development platforms for contemporary workplaces. Not only is it convenient and cost effective, but it's also exceptionally flexible for all. But like many specialist sectors, the jargon can be confusing. 

Beat the jargon with our complete breakdown of some commonly used terms related to e-learning.
Beat The Jargon
Application Service Provider (ASP) – The ASP model or hosted service involves you renting a software application (LMS) and hardware, rather than installing and managing it on your internal IT systems. It is accessed via the Internet.

Asynchronous learning – Learning activity that does not require you to be in a specific place at a specific time such as self-paced courses. Asynchronous collaboration involves person-to-person interaction with a time delay using tools such as e-mail and threaded discussion boards.

Blended learning This combines the traditional conventions of classroom learning with the modern benefits of online learning. 

BYOD This is an acronym for ‘Bring Your Own Device’. It refers to employees and learners utilising their own technology during the e-learning experience. 

Chunking content A popular technique used by e-learning designers. Large portions of content or modules are condensed into smaller, more concise chunks. 

Collaborative learning The process of learning simultaneously with others. It involves the use of digital tools such as e-mail, group chats, virtual classrooms, multi-participant assignments and threaded discussions. 

Digital storytelling Using animation, photos, audio and video e-learning, designers use storytelling as an alternative way to engage and inspire learners. 

Digital Surrounds (DS) – DS adds e-learning components such as online courses, e-mail access to tutors, virtual classrooms, and online assessments to surround and extend an instructor-led event or programme.

Gamification The use of game thinking and mechanics to add an engaging element of play into the e-learning experience. 

Learning Management System (LMS) – This is a piece of software that holds all the e-learning courses. It allows your staff to find and complete the modules, and allows you to track the results and completion rates for staff and courses.

M-learning Mobile learning, where learners engage with modules on a mobile device. 

Massive Open Online Course (MOOC) An educational resource that offers unlimited online learner participation. 

Responsive e-learning – This means that any device, whatever the screen size or input method, can be used to complete a learning course. Using a specialised authoring tool a course can be built which adapts its layout to fit whichever screen size your staff feel most comfortable using. 

Sharable Content Object Reference Model (SCORM) – This is a set of standards for e-learning software. If your module is SCORM-compliant it will allow any conformant software to interact with it.

Just like any modern web browser can display this web page, any conforming LMS can track the results from a SCORM-compliant module.

Synchronous learning – An interactive and collaborative learning event that requires all participants to be present at the same time similar to a classroom-based session.
In an e-learning environment, this is through real-time chat and virtual classroom sessions.

Tin Can API, Experience API, xAPIAn Application Programming Interface (API) that allows different pieces of software to talk to one another. It’s becoming more common to see e-learning modules and LMSs that use this, as it offers more ways of tracking learners’ progress and helps them to interact with the course and other learners more effectively.


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Topics: E-learning, Online Training