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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.