dictionary

Adaptive Learning: A method where technology adjusts the learning experience and content in real time based on the learner’s performance and needs.

Assessment: Methods or tools used to evaluate, measure, and document learners' knowledge, skills, attitudes, or progress.

AR (Augmented Reality): Technology that overlays digital elements onto the real-world environment, enhancing learning by allowing interaction with both simultaneously, useful for enriching course content with images, sounds, and interactive 3D models.

Blended Learning: A learning approach combining online digital instruction with traditional face-to-face methods.

Cognitive Load: The amount of mental effort used in working memory during learning.

Competency-Based Learning: Learners progress by demonstrating mastery of specific skills or competencies, not time spent.

Content Chunking: Breaking down information into small, manageable units to aid learning and retention.

Desktop Publishing (DTP): The process of using specialized software and hardware to create, design, and format both printed and digital documents and materials, often used to produce engaging educational content.

E-learning: Delivery of educational content and instruction via digital platforms, usually the internet.

Engagement: The degree of attention and motivation learners show when participating in learning activities.

Feedback Loop: A cycle where learners receive performance information, use it to improve, and get further feedback.

Formative Assessment: Ongoing informal evaluations during learning to monitor progress and provide feedback.

Gamification: Applying game elements and design in non-game contexts to increase motivation.

Interactive Elements: Features in learning content requiring active learner participation, like quizzes or simulations.

Instructional Design: Systematic process of designing, developing, and delivering instructional materials effectively.

Learning Analytics: Collection and analysis of data about learners to improve learning outcomes.

Learning Management System (LMS): Software for delivering, tracking, and managing educational content and activities.

Learning Outcomes: Statements of what learners are expected to know or do after learning.

Learning Path: A sequenced roadmap of courses guiding learners through a subject or skill.

Learning Experience Design (LXD): Human-centered design of learning experiences integrating design and learning sciences.

Localization: The process of adapting digital learning content to meet the linguistic, cultural, and contextual needs of a specific target audience, ensuring content is relevant, accessible, and engaging beyond simple translation.

Mobile Learning (mLearning): Education delivered via mobile devices, enabling anytime-anywhere access.

Multimedia Content: Learning materials combining text, images, audio, video, and animations.

Needs Analysis: Identifying learning gaps to determine appropriate training solutions.

Quality Assurance (QA): The systematic process of ensuring that learning materials and educational processes meet defined quality standards and are effective, reliable, and consistent.

Simulation: Imitation of real-world processes or systems for learning or practice.

Summative Assessment: Final evaluations at the end of instruction measuring learner achievement.

Synchronous Learning: Learning activities where participants interact in real-time, like live online classes.

Asynchronous Learning: Instruction accessible at any time, allowing learners to learn at their own pace.

User Experience (UX): Overall experience and satisfaction a learner has with educational products or systems. 

VR (Virtual Reality): Fully immersive digital environments that replace the real world, allowing learners to practice skills or explore virtual scenarios safely and repeatedly.

Voice Over: Narration or spoken commentary added to e-learning content to guide learners, explain concepts, or enhance engagement.