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ADDIE#1

A widely used instructional design model consisting of five phases: Analysis, Design, Development, Implementation, and Evaluation.

SAM#2

The Successive Approximation Model, an agile approach to instructional design that emphasizes iterative development and continuous feedback.

E-LEARNING#3

A method of delivering education through digital resources, often involving online courses and multimedia content.

MULTIMEDIA#4

The integration of various forms of content, such as text, audio, images, and video, to enhance the learning experience.

ASSESSMENT#5

A process used to measure learner understanding and skills, often through quizzes, tests, or projects.

ADULT LEARNING THEORY#6

Principles that focus on how adults learn differently than children, emphasizing self-directedness and practical application.

LEARNING OBJECTIVES#7

Specific, measurable statements detailing what learners should achieve by the end of a module or course.

INTERACTIVE CONTENT#8

E-learning materials that require active participation from learners, such as quizzes, simulations, or discussions.

FEEDBACK STRATEGY#9

A plan for providing constructive comments to learners on their performance, aimed at enhancing their understanding.

STORYBOARDING#10

The process of planning an e-learning course by outlining content, visuals, and interactions in a structured format.

USER EXPERIENCE (UX)#11

The overall experience a learner has while interacting with an e-learning module, focusing on usability and satisfaction.

FORMATIVE ASSESSMENT#12

Ongoing assessments used to monitor learner progress and provide feedback during the learning process.

SUMMATIVE ASSESSMENT#13

Evaluations conducted at the end of an instructional unit to measure what learners have achieved.

LEARNER PERSONAS#14

Fictional representations of target learners, used to tailor content and strategies to meet their needs.

ACCESSIBILITY#15

Designing e-learning content that is usable by all learners, including those with disabilities.

USABILITY TESTING#16

A method of evaluating how easy and user-friendly an e-learning module is by observing real users.

FLOWCHART#17

A visual representation of a process, often used to outline the steps in instructional design.

MULTIMEDIA PLAN#18

A strategy detailing the types of multimedia elements to be used in a module and their intended impact.

PORTFOLIO#19

A collection of work samples that showcase a learner's skills and accomplishments in instructional design.

AGILE DESIGN#20

An approach to instructional design that emphasizes flexibility and responsiveness to change throughout the project.

CONTENT CURATION#21

The process of gathering, organizing, and presenting relevant content from various sources for educational purposes.

LEARNER ENGAGEMENT#22

Strategies used to capture and maintain the interest and motivation of learners throughout the course.

INSTRUCTIONAL STRATEGIES#23

Methods and techniques used to facilitate learning, including direct instruction, collaborative learning, and problem-based learning.

REAL-WORLD APPLICATION#24

The practical use of learned skills and knowledge in actual work or life scenarios, enhancing relevance.

SELF-DIRECTED LEARNING#25

A learning approach where individuals take the initiative to diagnose their learning needs and seek out resources.