dictionary
Adaptive Learning: A method where technology adjusts the learning experience and content in real time based on the learnerβs 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.
