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INSTRUCTIONAL DESIGN#1
The process of creating educational experiences that make learning more effective and engaging.
LEARNING MANAGEMENT SYSTEM (LMS)#2
A software application for administering, documenting, tracking, and delivering e-learning courses.
MULTIMEDIA#3
The use of various content forms such as text, audio, images, animations, and video to enhance learning.
GAMIFICATION#4
Incorporating game elements into non-game contexts to motivate and engage learners.
E-LEARNING#5
Learning conducted via electronic media, typically on the Internet.
BLOOM'S TAXONOMY#6
A framework for categorizing educational goals into cognitive levels of complexity.
STORYBOARD#7
A visual representation of a module's structure, detailing the flow of content and interactions.
LEARNER PERSONA#8
A fictional character representing a segment of your target audience, used to tailor learning experiences.
QUIZ#9
An assessment tool used to measure learners' understanding and retention of course material.
PROTOTYPE#10
An early sample or model of a product used to test concepts or processes.
USER ROLES#11
Designations within an LMS that determine access and permissions for different users.
FEEDBACK MECHANISM#12
Processes for gathering input from learners to improve course design and delivery.
EVALUATION CRITERIA#13
Standards used to assess the effectiveness and quality of an e-learning module.
PILOT TESTING#14
Trial runs of a course or module to gather data and feedback before full implementation.
ENGAGEMENT#15
The degree of attention, curiosity, and interest that learners show in the learning process.
CONTENT TYPE#16
Different formats of educational material, such as videos, articles, and interactive elements.
ASSESSMENT#17
The process of evaluating learner performance against defined criteria.
LEARNING OBJECTIVES#18
Specific goals that outline what learners should achieve by the end of a module.
INTERACTIVE ELEMENTS#19
Features that allow learners to actively participate in their learning experience.
EVALUATION REPORT#20
A document summarizing the findings from an assessment of an e-learning module.
DATA ANALYSIS#21
The process of inspecting, cleaning, and modeling data to discover useful information.
CONTENT CURATION#22
The process of gathering, organizing, and presenting digital content relevant to a particular topic.
LEARNING PATH#23
A structured sequence of learning activities designed to achieve specific educational outcomes.
TECHNICAL SKILLS#24
The abilities required to effectively use software and technology in e-learning development.
REAL-WORLD APPLICATION#25
The practical use of skills and knowledge in actual educational settings.