eLearning Glossary
Discover key terms and concepts in the field of learning and development with EdgePoint Learning's comprehensive glossary, designed to enhance your understanding of eLearning and training strategies.
Discover key terms and concepts in the field of learning and development with EdgePoint Learning's comprehensive glossary, designed to enhance your understanding of eLearning and training strategies.
508 and WCAG compliance ensure that eLearning content is accessible to all users, including those with disabilities, by adhering to specific accessibility standards.
Adaptive learning uses artificial intelligence to scale training material, adjusting depth or complexity up or down based on the skill and knowledge level of the learner. It can also include training adapted for people with disabilities, or information presented in a variety of learning styles.
ADDIE is a framework used in instructional design that includes five phases: Analysis, Design, Development, Implementation, and Evaluation.
Agile is a project management methodology that emphasizes flexibility, collaboration, and continuous improvement through iterative development cycles.
Associated Press (AP) writing style is widely used in journalism and media, emphasizing clarity, brevity, and consistency.
APA (American Psychological Association) writing style is commonly used in the social sciences, known for its emphasis on citing sources and presenting research in a standardized format.
Asynchronous learning is self-paced training that can be accessed anytime, anywhere, without an instructor or facilitator. Delivery methods include traditional eLearning courses, videos, websites, knowledgebases, and discussion forums. Asynchronous learning frees learners to coordinate their training to fit their schedules and process information at their own speed. It is ideal for topics that don’t require immediate feedback or in-depth discussion and can be used to provide opportunities for learners to apply knowledge and practice new skills.
An Authoring Tool is software that enables the creation of eLearning content, allowing instructional designers to build courses without needing extensive programming knowledge.
Blended Learning combines traditional classroom instruction with online learning to provide a flexible and comprehensive learning experience.
Branching in eLearning refers to scenarios where learners make decisions that affect the direction and outcome of the course, creating personalized learning paths.
A Case Study refers to a documented example that showcases how a specific customer or organization successfully implemented an eLearning solution to meet their educational or training needs.
Computer-Based Training (CBT) and Web-Based Training (WBT) are self-paced learning methods where learners interact with content via computer or web browsers.
Chicago/Turabian is a writing style commonly used in history and social sciences, known for its use of footnotes and bibliographies.
A Content Management System (CMS) manages digital content, while a Learning Content Management System (LCMS) is specifically designed to create and manage eLearning content.
In eLearning, co-development is training created in collaboration between a customer and an eLearning development team. Sometimes a customer knows exactly what they want created and is ready to roll up their sleeves and pitch in on the work. Or they have a team that can create projects in-house but are overburdened and don’t have the time or resources to devote to a project. Co-development allows those customers to complete their projects with the help of professional, experienced eLearning experts.
Cognitive Load refers to the amount of mental effort required to process information, which is a critical consideration in instructional design to avoid overwhelming learners.
Content Curation in eLearning involves selecting, organizing, and presenting relevant information from multiple sources to facilitate learning.
While most people are familiar with the term “cross-training” for fitness, in the learning world cross-training means identifying major tasks and skills necessary to work in a specific area of your organization, and then training each employee so they can step in as needed. Cross-training aims to build the skills of everyone in the company, giving them a solid understanding of what it takes to work in different parts of the business. It empowers your employees to provide support from within, rather than outsourcing or overloading one group of employees during hectic times.
Custom eLearning is training that is tailor-made for a specific company, client, business unit, or school. Sometimes what a customer is looking for just doesn’t exist, and an off-the-shelf solution isn’t going to fit their specific training needs. In these instances, custom development is ideal. By creating new training that covers the precise information necessary, you can ensure learners gain the knowledge they need, and don’t waste time sitting through information that doesn’t pertain to them. Custom eLearning can also increase knowledge retention by using scenarios and examples specific to the learners and the situations they encounter in real life.
Diversity, Equity, and Inclusion (DEI) initiatives aim to create equitable learning environments that support diverse learners' needs.
Digital Performance Support provides on-demand resources and guidance to help employees perform tasks efficiently, often integrated within eLearning platforms.
A Drag-N-Drop interaction allows learners to move objects on the screen to complete tasks, making the learning experience more interactive.
Edutainment combines education and entertainment, using engaging media and content to enhance the learning experience.
eLearning is any educational or informative content that is delivered electronically. Over the years, this has evolved from educational radio broadcasts to instructional videos, lessons on tape, computer-based training on disk, and finally online training.
An Employee Development Plan is a personalized roadmap for professional growth, identifying skills to be developed through training and eLearning.
Geofencing is the use of GPS or RFID technology to create virtual boundaries, enabling location-based content delivery for eLearning.
A Graphic Designer is responsible for creating visual content and design elements to enhance eLearning materials and make them visually engaging.
A Graphical User Interface (GUI) allows users to interact with digital systems through graphical elements like buttons and icons, rather than text commands.
Hard skills are talents and abilities that can be quantified and measured. They’re the skills you’d list on a resume – degrees, certifications, knowledge or proficiency in software, languages, or processes. These skills are taught, usually job-specific, and form the backbone of most positions.
Instructor-Led Training (ILT) and Virtual Instructor-Led Training (VILT) are traditional classroom training methods, where an instructor teaches either in-person or online.
Industry 4.0 refers to the fourth industrial revolution, where automation and data exchange transform industries, often requiring workforce upskilling through eLearning.
Informal Learning is learning that occurs outside of structured educational programs, often through experience, conversation, or self-directed activities.
An Instructional Designer creates and organizes educational materials, focusing on the best ways to deliver training and learning experiences.
Just-In-Time (JIT) learning is a strategy that delivers knowledge exactly when the learner needs it, often used in workplace training.
Kanban is a project management method that visualizes workflow and optimizes task completion through the use of boards and cards.
A Learning Path is a structured sequence of courses and materials designed to guide learners through specific topics or skills.
A Learning Management System (LMS) is a software platform that enables organizations to deliver, track, and report on eLearning programs.
Localization refers to adapting eLearning content for different languages, cultures, and regions to ensure it is relevant and accessible for a global audience.
A learning experience platform, or LXP, is a system that helps curate and recommend educational content for learners from across multiple sources. It pulls from blogs, videos, and internal and external websites, offering suggestions based on a learner’s interests, job type, and goals. The LXP then adapts as the learner interacts with it, tailoring recommendations based on past use and preferred media formats, refining and customizing as it goes.
MLA (Modern Language Association) writing style is a format for writing and documenting research in the humanities, focusing on proper citation and formatting.
Mobile Learning (mLearning) refers to the delivery of eLearning content via mobile devices, such as smartphones or tablets, for learning on the go.
A Massive Open Online Course (MOOC) is an online course aimed at unlimited participation and open access via the web.
Off-the-shelf training consists of pre-built courses from eLearning vendors who specialize in generalized training covering broad, in-demand topics. These courses are quick to deploy and cost efficient, suitable for learners across multiple businesses and industries. However, they offer limited customization, if any at all.
Onboarding is the process of integrating new employees into an organization, typically involving training programs that cover essential knowledge and skills.
Product Education Training equips employees or customers with the knowledge needed to effectively use a product or service, often delivered through eLearning.
A Project Manager oversees the planning, execution, and completion of eLearning projects, ensuring that timelines and goals are met.
A Scenario in eLearning presents real-life situations or challenges for learners to work through, helping them apply knowledge in a practical context.
Sharable Content Object Reference Model (SCORM) is a set of technical standards for eLearning software that ensures content compatibility with LMSs.
Scrum is an Agile project management framework that focuses on iterative development, with regular check-ins and reviews to ensure progress.
A Simulation is an interactive learning tool that replicates real-world processes or situations, allowing learners to practice skills in a controlled environment.
A Subject Matter Expert (SME) is an individual with deep knowledge or expertise in a particular subject, often consulted during the course development process.
Soft skills are interpersonal skills and abilities that focus on how people interact and collaborate. They include communication, leadership, persuasion, teamwork, creativity, adaptability, and emotional intelligence. These skills are fundamental for relationship building – both within your company, and with customers.
Synchronous learning occurs with everyone meeting at a set, scheduled time. It can be live in-person or hosted online through videoconferencing. The ability to interact with an instructor, who can field questions and provide feedback in real-time is valuable, and some learners are more comfortable in this familiar setting. Synchronous learning is ideal for concepts requiring in-depth discussion, but is usually unnecessary for simple, fact-based information. The biggest challenges are scheduling the trainer and all learners and accommodating the training if held in person.
The Metaverse is a virtual, immersive space where users can interact with digital environments and others in real-time, offering new possibilities for eLearning.
A training needs analysis defines goals, examines any existing training, identifies knowledge and performance gaps, and then provides recommendations on the best ways to close those gaps and meet your training needs.
Upskilling is the process of teaching employees new skills to enhance their current role or prepare them for new opportunities within an organization.
User Experience (UX) and User Experience Design (UXD) focus on creating a positive and intuitive interaction between users and digital products.
Virtual Reality (VR) and Augmented Reality (AR) are immersive technologies used to create interactive and realistic eLearning experiences.
Waterfall is a traditional project management approach where tasks are completed in sequential phases, with each phase dependent on the previous one.
Web 2.0 refers to the second generation of the internet, characterized by user-generated content, social media, and collaboration.
Web 3.0 is the next generation of the internet, emphasizing decentralized platforms, blockchain technology, and artificial intelligence.
xAPI (Experience API), also known as Tin Can API, is a standard for tracking and recording learning experiences both online and offline.