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E-learning dictionary

When you are new to the e-learning world, you hear a lot of new terms. An explanation of basic e-learning terms and other common e-learning terms, such as adaptive learning and Authoring tools.

Adaptive learning: the computerized adaptation of the lesson material according to the answers given by the student.

Augmented reality (AR): A live image of reality, to which elements are added. This can be done through the screen of a phone, for example (think Pokémon GO), or through glasses, which can project elements onto the real image, such as the Google Glass.

Asynchronous learning: You learn at an undefined time. There may be interaction with other students or with teachers, but you are not tied to a defined time.

Authoring tool: Software program that allows you to create e-learning modules.

Blended learning: A mix of learning interventions, combining online learning formats with classroom meetings.

Computer-based training (CBT): A course or training where the multimedia course material is provided via a computer. The course is offline and usually does not provide links to resources outside the course. Content: Literally "content." Broad umbrella term for all learning and other content resources within an organization. E-learning: The collective term for learning solutions using the capabilities of information and communication technology (ICT), especially Internet technology.

Game-based learning: Learning through a game that integrates learning. Gamification: Use of game elements, such as badges and point systems in a learning activity that is essentially not a game. The game elements are designed to motivate the learner to meet the learning objectives.

Learning Management System or Learning Management System (LMS): An umbrella system for organizing learners, groups, training and results. Often the term Electronic Learning Environment (ELE) is also used. The original difference lies in the facilitation of logistical processes around a course by an LMS (supply and payment) and the facilitation of logistical processes within a course by an ELE. However, the terms are widely used interchangeably. Many LMSs additionally have the functionality as LCMSs.

Learning Content Management System (LCMS): A platform in which e-learning modules can be developed by experts/developers. Microlearning: Learning through short learning activities of a few minutes. In many cases, micro-learning activities are offered repeatedly to stimulate learning. For example, through an app that displays a short quiz every day.

Mobile Learning: Learning takes place through wireless devices such as tablets and cell phones. Learning becomes even more independent because you can do it anywhere.

Multimedia: The integration of different information types such as text, video image, sound and pictures. Onboarding: Teaching a new employee the necessary knowledge, skills and desired behavior within an organization. Performance support: Employees have information available to them when they need it in order to perform work correctly. Access to the information is "just in time," or exactly when the information is needed.

SAAS: Software as a service. Software is offered as an online service. This means that the customer does not have to purchase the software, but, for example, a contract per month based on the amount of users. The software is maintained and managed by the provider. Self assessment: The process by which the participant can determine their personal knowledge and/or skill level, often in relation to a particular competency profile. Within some learning management systems, participants are then automatically advised to take a course or learning object, the moment there is a gap between current competencies and the competencies needed.

Spaced learning: A learning method in which a small learning objective is offered over three times, at 10-minute intervals during which learners do something, preferably a physical activity. Synchronous learning: You learn at the same time with other trainees, who are not necessarily in the same location.

Virtual classroom: Loosely translated, this means a virtual classroom. In other words, providing a lesson over the Internet. It is a form of synchronous e-learning because the trainer(s)/teacher(s) and the students are online at the same time, each behind his/her own PC. Thus, the virtual classroom can consist of participants scattered around the world participating in the course. A virtual classroom can be one-way or interactive, where the participants can, for example, speak or discuss in a chat box.

Virtual Reality (VR): In VR, or mock reality, computer technology is used to create an experience that the user can experience through, for example, special glasses with a screen. The user can look around in the environment, often interacting with parts of the environment. In some cases, the user can even move through the environment. To make the experience more realistic, image and sound are often used.

Web Based Training (WBT): A course or training in which the multimedia course material is provided via the Internet, usually on a computer. Webinar: A presentation or meeting attended by participants over the Internet. A webinar can be one-way or interactive, allowing participants to speak or discuss in a chat box, for example. A webinar can have more purposes than just learning, such as meeting. 70:20:10: Concept of Charles Jennings, defining the learning effect of certain stages of learning. 10% is learned through formal learning in an education, training or course, 20% is learned from others, e.g. coaching and feedback, and 70% is learned through experience, e.g. working.

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