It’s easy to get lost in the language of the eLearning world, if you don’t hablas tech. Use this Jargon Buster to ensure you know your xAPI from your SCORM and master these EdTech terms and acronyms.
- Acronyms – what does that stand for? (Great if you are a quiz lover!)
- Terms – you have heard the word/s but what does that actually mean?
1. Acronyms
RED | Rapid e-learning Development |
NGDLE | Next-Generation Digital Learning Environment |
LMS | Learning Management System |
MOOC | Massive Open Online Course |
VLE | Virtual Learning Environment |
SCORM | Sharable Content Object Reference Model |
UX | User Experience |
mLMS | Mobile (friendly) LMS (Learning Management System) |
CMS | Content Management System (providing the tools and apps necessary to create, edit and publish web-based text and other multi-media options) |
API | Application Programming Interface |
xAPI | Experience API (makes it possible to collect data about the wide range of experiences a person has (online and offline). An e-learning software specification that allows learning content and learning systems to speak to each other in a manner that records and tracks all types of learning experiences. Also known as Tin Can API |
Tin Can API | Otherwise known as xAPI (see above) |
Vlab | Virtual Labs |
VR | Virtual Reality |
ILT | Information and Learning Technology |
Instructor Led Training | |
TOTF | Top of The Funnel (buyer journey) |
MOTF | Middle of The Funnel (buyer journey) |
LTI | Learning Tool Interoperability – LTI-compliant tools be can be plugged into learning management systems directly – not just course authoring tools but pretty much any educational application (i.e. eBooks, grading tools, etc.) – allowing the application to track user actions to the LMS directly |
CC | Common Cartridge. Content packages similar to SCORM-compliant packages but may include features common to LMS products such as supplemental files and discussion forums |
DRM | Digital Rights Management |
SERP | Search Engine Result Page |
LRS | Learning Record Store, where xAPI statements are recorded, tracking customer actions |
ESN | Enterprise Social Network |
3DHT | 3D Hologram Technology. A hologram (pronounced HOL-o-gram ) is a three-dimensional image, created with photographic projection. The term is taken from the Greek words holos (whole) and gramma (message). Unlike 3-D or virtual reality on a two-dimensional computer display, a hologram is a truly three-dimensional and free-standing image that does not simulate spatial depth or require a special viewing device |
ID | Instructional Design |
2. Terms
Reinventful learning | Learning that incorporates new content and tech capabilities that benefits the user experience and practical takeouts of e-learning |
e-learning | Learning supported by digital, electronic tools and media |
Disruptive learning | Disruptive learning is the incorporation of online learning into the educational system. |
Microlearning | Microlearning is a way of learning in short, very specific bursts through a variety of devices; it is about small quantities of information that leave a lasting impression. |
Mobile Learning | Online learning that uses mobile devices and wireless transmission |
Responsive Learning | Digital technology that modifies the presentation of material in response to learner performance using real-time xAPI interfaces |
Adaptive learning | Digital technology that modifies the presentation of material in response to learner performance through a series of predifined pathways / templates |
Nanolearning | Learning in small bites with practical application of each learning point |
Blended Learning | Combination of self paced online learning and in class learning |
Flipped Classroom | Reversal of traditional teaching where students gain first exposure to new material outside of class, usually via reading or online learning, and then class time is used to do the harder work of assimilating that knowledge through strategies such as peer problem-solving, discussion or debates. |
Edutainment | The act of learning through a medium that both educates and entertains |
Vlog | Video blog |
Heutagogy | Self-determined learning, where an instructor, teacher, or other influencer is not necessarily involved, unless the individual chooses to involve one at some point. |
e-learning localization | Process of adapting online training products or content to a specific locale or market e.g. language, graphics, colour palette etc. |
Learning Ecosystem | Every way the learner is learning is linked i.e LMS, apps, ILT, sms etc |
BOYD | Bring your own device to the class so interactive learning, for example, to learn excel, coding etc |
BOYL | Bring your own laptop to the class so interactive learning, for example, to learn excel, coding etc |
Responsive Design | Responsive is fluid and adapts to the size of the screen no matter what the target device. Responsive uses CSS media queries to change styles based on the target device such as display type, width, height etc., and only one of these is necessary for the site to adapt to different screens. |
Adaptive Design | Adaptive design uses static layouts based on breakpoints which don’t respond once they’re initially loaded. Adaptive works to detect the screen size and load the appropriate layout for it |
Experiential Learning Theory Model | The process where knowledge is gained through the transformation of experience. Such as branching scenario based content. |
Generation X | Born between 1965 and 1980 |
Generation Y | Born between the 1980s to the early 2000s (also known as Millennials) |
Millennials | Born between the 1980s to the early 2000s (also known as Gen Y) |
Crowdsourced | Where a community provides content, answers, investment money |
Collaborative Learning | Groups of students working together to solve a problem, complete a task, or create a product |
Untethered | Learner or employer learning from different locations and devices |
Now we’ve banished bamboozlement, feel free to talk tech with the best of them!
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Andrie Steliou
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