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ADDIE (Model of Instructional Design) | ADDIE is an acronym for Analysis, Design, Development, Implementation and Evaluation. The ADDIE model is a framework used by eLearning professionals to create course content. ADDIE offers a traditional, yet still widely used, approach to instructional design. It involves five steps: Analysis: Identify learner characteristics, learning goals, delivery options, timeline and pedagogical basis. Design: Outline the projectÕs design strategy, create storyboards, design the learning experience, develop a prototype and apply visual design. Development: Compile content assets, integrate technology, troubleshoot problems, and review / revise the content. Implementation: Establish a process for training the instructors and learners to ensure all necessary technology is functional. Evaluation: Perform a formative and summative evaluation. |
Asynchronous Learning | An approach to education in which learners receive and work on the same material at different locations and times. This learning environment enables learners to study at their own pace and on their own schedule. |
Authoring Tool | Software used to develop and package multimedia eLearning content for online delivery to end learners. Authoring tools can be used by those without technical skills to produce modules with text, video, images, audio and animation. Articulate & Adobe Captivate are examples of authoring tools. These are often paired with Learning Management Systems. |
Assessment | Process to systematically evaluate a learner's progress in a course. It could be either in terms of skill or knowledge level. These are normally graded. |
Audio conferencing | Involves a voice-only connection with people from different locations connecting with each other. When done over the internet, it involves the Voice Over Internet Protocol (VOIP) |
Badges | Badges refer to a method of packaging information about achievements and fulfilled goals which is embedded it into a portable image file; acting as a digital badge. |
Bitesized Learning | Focussed training delivery on a single, very specific outcome. For example, how to upload a video to Youtube. |
Blended Learning | A combination of traditional, face-to-face learning methods with technology based online learning methods. Could be live too. It is a wonderful way to improve learner's experience. It saves costs and is convenient for the learners when it is asynchronous. It cannot be denied that face-to-face training still has its place for practical skills development. |
Blog | Short form of web log, a very popular way of expression these days. Allows an individual or a group to share articles often with personal insights. |
Certification | Confirms that a learner has successfully completed a training programme. Some times, courses are offered for free but there is a fee for certification. |
Content Management System | A web-based system that supports the creation, deployment and management of digital content. These days, Learning Management Systems also come with a CMS. |
Cognitive Load | The strain that working memory experiences when information is being processed. Effective instructional design aims at reducing cognitive load on learners. |
Content Library | A repository where all e-learning assets such as documents, images,audio, video, animation and other packages are all stored. |
Course | Course is a unit of teaching that typically lasts one academic term, is led by one or more instructors (teachers or professors), and has a fixed roster of students. A course is usually an individual subject.A course is normally divided into 4-5 Modules. E |
Course Builder | A component of the LMS that allows for organising all the learning material into a proper structure. |
Course Catalog | A collection of courses available to learners at any time. Is searchable and properly categorised, discipline-wise. Learners select the course they wish to learn. |
Course Objectives | A course objective specifies a behavior, skill, or action that a student can demonstrate if they have achieved mastery of the objective. Course objectives form the foundation of the class. Everything in the course should work together to ensure students master the course objectives. |
Collaborative Learning | A common task undertaken by multiple learners. They stand to benefit from others' skills, resources, experiences and evaluation. |
Collaborative Tools | Tools that allow geographically dispersed groups and individuals to work in real-time on learning assignments. For example: Web conferencing, online discussion forums, and instant messaging. Google Drive is another example. |
Digital Learning Objects | A reusable multi-media resource to deliver a single learning outcome. For example, a video that teaches you how to bind a book. Documents, images, audio, quizzes etc are other DLOs. |
Directed Learning | An instructor-led learning initiative where there is a pre-determined syllabus. |
Distance Learning | Learning that often takes places without face-to-face contact without an instructor. DL provide the learners flexibility to learn on their own time and at their own pace. Some distance education programmes also have a contact session. |
eLearning | Delivery of learning and training through digital resources, often through the internet. Materials can also be delivered through storage devices. Delivering training through internet makes it easy for users to learn from anywhere, anytime. |
Facilitator | The online course instructor/s that aid in learning online. Is student-centred. |
Face-to-face learning (F2F) | F2F refers to an environment in which teacher and learner are physically present and are able to converse with little need for digital intervention. Most universities deliver education through F2F mode making the presence of students in a classroom a requirement. Also requires huge physical resources and often limits effective delivery to a small scale. |
Feedback | A very important component of elearning. Involves active involvement of both faculty and student. Faculty provides feedback to ensure that the learner obtains the necessary skillsets before moving onto learn other things. |
Flipped Learning | Commonly called Flipped Classroom, switches the lecture away from F2F for the learners to learn at their own pace. F2F sessions are normally focussed on discussion, interaction, clearing doubts etc |
Formative evaluation | An assessment of a learning programÕs value that occurs while the program activities are in development or during early implementation. It can be performed during any stage in the ADDIE process to determine how to best revise and improve the learning program. In contrast to summative evaluation, formative evaluation focuses on the process. |
Gamification | A set of learning content and activities that engage and motivate learners. Not necessarily, but could involve a game. For example: Using Angry Birds to explain velocity, energy etc. Often takes the form of points, badges to motivate learners. |
Graphical User Interface (GUI) | Interface that is built around graphical icons and visual indicators such as windows, tabs, tiles etc that make it easy to locate and makes learning interesting. |
Hybrid Learning | Concept similar to blended learning (which focuses on a blend of online and offline content), hybrid learning focuses on curating the right mix of all possible learning content regardless of whether it's online or offline. |
Immersive Learning | Places individuals in a virtual interactive learning environment, so as to replicate possible scenarios or/and to teach particular skills or techniques. For example: A virtual driving class. Simulations, Roleplay, virtual learning environments and virtual reality (VR) can be considered immersive. |
Informal Learning | Learning that occurs outside of structured, planned learning initiatives. This learning often occurs naturally as an individual spends time in the appropriate environment. For example: Observing and making notes on a Gram Panchayat meeting can help learners know the structure, functioning, pros and cons of the institution. |
Instructional Designer | Someone who creates learning content based on instructional learning theory and design principals. |
Learning Objectives | Brief statement of what students can expect to learn from a course. Normally in bullet points. |
Learning Outcomes | Statements that specify what students will know, be able to do or be able to demonstrate when they have completed or participated in a Course or Program. SLO's specify an action by the student that must be observable, measurable and able to be demonstrated. |
Learning Management System (LMS) | Stands for Learning Management System. An LMS is software that manages the administration of training. Typically includes functionality for course catalogues, launching courses, registering students, tracking student progress and assessments. |
Learning Path | Learning paths are used to build structured learning programs that guide learners through a series of courses. They allow admins to control the timeframe in which courses are made available to learners and the order in which theyÕre completed. |
Learning Record Store | A system that works with application programming interface (API) to collect, store and retrieve statements that track learning experiences. Data stored by an LRS can be presented in a way thatÕs accessible and easy to interpret. |
Machine Learning | The ability of computer programs to gather information and utilize it to make decisions without being explicitly programmed to do so. Product or content recommendations in services such as search engines or social media are examples of machine learning. |
Mobile Learning | Often known as mLearning--takes place on a handheld device such as a mobile phone or a tablet. Often used for access, anytime, anywhere. |
Microlearning | A way of teaching and delivering content in small, very specific bursts. Multiple options are provided, often to achieve a single learning objective. For example: How to upload a video to Youtube could be provided by way of a step-by-step document or a video.Learner chooses which approach to learn from. Often used interchangeably with Bitesized learning. |
Module | A course is normally divided into about 4-5 modules. It has a set of learning outcomes and has a clearly identifiable set of compentencies that a student is expected to acquire. Modules are further divided into units. |
MOOC | Acronym for Massive Open Online Course. It is a model for online course delivery that is free to the public and has no limits on attendance. To make them financially sustainable, MOOCs are often offered free of cost. However, there's a fee to be paid for a certificate. |
Open Source Software | Software for which the source code is publicly available for use and development free of charge. Moodle is an example of open source software thatÕs used widely in specific kinds of eLearning environments, like universities. For example: Wordpress is a software whose source code is available for use and development free of charge. |
Online Assessment | Evaluation of specific skills conducted via the web. Online assessments are also known as e-assessments and may consist of quizzes, questionnaires, assignments or surveys. Sometimes, active participation in other activities such as forums etc are also counted towards online assessment. |
Outcomes | Knowledge or skills learners are expected to gain from engaging with course content. While objectives describe what an instructor intends learners to learn, outcomes record what learners actually learned. Uses verbs. These should be measurable. For example: The student should be able to operate a still camera. |
Pedagogy | The methodology and practice of teaching. Pedagogy considers theories of learning and student needs and applies them to teaching strategies. It informs teachersÕ actions, judgments, decisions and interactions with students. |
Practice Item | A question or learning activity that serves as an informal validation or a question that precedes a test, designed to ensure that the learner has understood the concepts clearly. |
Prerequisite | Basic requirement in a process that must be fulfilled before moving onto the next step. Could be an entire course or set of courses. Could also be a set of modules. |
Role Play | Usually refers to exercises which involve a couple of people who complete interactive tasks, facilitated by a computer program. As the names suggest, this normally involves the people involved being invited to perform roles, with Customer and Assistant being a typical example. Or a psychologist and patient, etc. |
Screen Reader | Software that lets visually challenged users access computer screens and web pages. Screen readers read out the text, or text equivalent, on computer screens and web pages. Example: JAWS |
Self Directed Learning | An individual recognizes their own learning needs, develops personal goals, identifies appropriate resources and evaluates their learning outcomes. This learning is performed independently without the guidance of an instructor. |
Self Paced Learning | Learner is able to consume educational content at a rate which suits them, as facilitated by instructional design that allows the learner to control the rate of content delivery. |
Simulation | A learning environment that allows the learner to role-play in a scenario. Simulations enable the learner to practice skills in a risk-free environment. For example: A nursing assessment that enables students to think and act like a nurse before getting into a real life situation. |
Single Sign On (SSO) | An authentication service that allows users to sign into multiple platforms using a single set of credentials. |
Skill gap analysis | A simple skill gap analysis consists of a list of skills required along with a rating of the learnerÕs level for each skill. Ratings below a predetermined level identify a skill gap. |
Social Learning | Learner taking training/educational courses in a collaborative forum in which ideas can be discussed and concepts freely explored contributes to much higher engagement and retention than more traditional teacher/learner environments. |
Soft skills | Business skills such as communication and presentation, professional development, project and time management, team building and personal development. |
Subject Matter Expert | A person with a high degree of authority and expertise in a certain field. |
Synchronous Learning | A course structure that demands that all learners be online simultaneously, regardless of geographical location. Provides forreal-time interaction between instructors and learners. Asynchronous allows learners to learn at their own pace. Of late, the preferred mode of delivery is a combination of asynchronous and a bit of synchronous. This accounts for issues such as accessiblity to a large extent. |
Virtual Lab | Computer-based activity where students interact with an experimental apparatus or other activity via a computer interface. For example: Creating a virtual private network on a device screen. |
Webinar | An online workshop where an individual or multiple experts host a session that is then streamed online. |