EdTech Terms and Acronyms You Need to Know

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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