Here is a list of common terms in learning and development!
Adult learning: The process of acquiring new knowledge, skills, and behaviours by adults, typically in a non-traditional education setting.
Andragogy: The study of how adults learn, including the factors that influence adult learning and the methods and strategies that are most effective for facilitating adult learning.
Assessment: The process of evaluating the knowledge, skills, abilities, or characteristics of an individual or group.
Blended learning: A teaching approach that combines online and face-to-face learning methods.
Collaborative learning: A teaching approach in which learners work together to solve problems or achieve a shared goal.
Continuing education: Education that is taken after initial formal schooling, often in the form of professional development or certification programs.
eLearning: The use of electronic technologies, such as the internet, to deliver educational content and facilitate learning.
Gamification: The use of game elements, such as points, badges, and leaderboards, to motivate and engage learners.
Knowledge management: The process of acquiring, distributing, and leveraging knowledge within an organisation.
Learning management system (LMS): A software platform used to deliver, track, and manage eLearning courses and training programs.
Learning styles: The preferred way in which an individual absorbs, processes, and retains information.
Mentorship: A relationship in which an experienced individual, typically a more senior member of an organisation, provides guidance and support to a less experienced individual, typically a junior member of the organisation.
Microlearning: Short, focused learning experiences, typically delivered in small chunks of time and designed to address specific learning objectives.
Mobile learning: The use of mobile devices, such as smartphones and tablets, to access educational content and facilitate learning.
Performance management: The process of setting goals, evaluating progress, and providing feedback to improve the performance of individuals and teams.
Personalised learning: A teaching approach that tailors learning experiences to the unique needs, interests, and abilities of each learner.
Self-directed learning: A learning approach in which the learner takes responsibility for their own learning, often with minimal guidance or support from a teacher or mentor.
Social learning: A learning approach in which learners learn from each other through interactions and discussions.
Synchronous learning: A type of online learning that takes place in real-time, with all participants participating at the same time.
Talent management: The process of identifying, developing, and retaining high-potential individuals within an organisation.
Transformative learning: A learning approach that involves a deep, structural shift in the learner's perspective, attitudes, and behaviours.
Virtual reality (VR) learning: The use of virtual reality technologies to create immersive learning experiences.
Webinar: An online seminar or workshop that is typically delivered via the web, allowing participants to join from anywhere with an internet connection.
Terms in the eLearning Industry:
Asynchronous learning: A type of eLearning that allows learners to access course materials and complete assignments on their own schedule rather than in real-time with a teacher or instructor.
Blended learning: A type of education that combines traditional face-to-face instruction with online learning.
Course management system (CMS): A software platform that helps educators create and manage online courses, including uploading course materials, organising assignments, and grading student work.
Digital literacy: The ability to use digital technologies and media effectively for learning, communication, and problem-solving.
Distance learning: Education that takes place remotely, usually online, rather than in a traditional classroom setting.
E-book: An electronic version of a traditional printed book, often in the form of a PDF or other digital file that can be read on a computer or other device.
Gamification: The use of game elements and mechanics, such as points, badges, and leaderboards, to engage and motivate learners.
Instructor-led training (ILT): A type of training that is led by a live instructor, either in a traditional classroom setting or via a virtual platform.
Learning management system (LMS): A software platform that helps educators create and deliver online courses, track student progress, and assess learning outcomes.
MOOC (massive open online course): A free online course that is open to anyone, often with a large number of participants.
Online course: A course that is delivered entirely online, without the need for in-person attendance.
Synchronous learning: A type of eLearning that occurs in real-time, with learners participating in a virtual classroom or meeting with an instructor at a set time.
Webinar: A live, online seminar or presentation that is typically delivered via a virtual platform such as Zoom or Skype.
Virtual classroom: An online platform that simulates a traditional classroom setting, allowing students and instructors to communicate and interact in real time.