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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.