E-learning

The A to Z of e-Learning

In recent years, e-learning (electronic learning) has turned into a booming industry, advancing in technology that delivers training and learning through digital resources. There’s a ton of jargon floating around and it can get quite technical, but don’t worry! We’ve got you covered.

The A to Z of e-Learning

In recent years, e-learning (electronic learning) has turned into a booming industry, advancing in technology that delivers training and learning through digital resources. 

There’s a ton of jargon floating around and it can get quite technical, but don’t worry! We’ve got you covered.

E-Learning Glossary

  1. EdTech: Short for educational technology. 
  2. Microlearning: Dividing large chunks of educational content into smaller, bite-sized bits. 
  3. Adaptive learning: This style of e-learning uses algorithms that adjust the learning experience based on the learner’s performance and progress. This way, each learner’s unique needs can be addressed through their personalised learning experience.
  4. SME: A Subject Matter Expert is a person with extensive knowledge about a subject who is often responsible for coming up with course content on their field of expertise.
  5. LMS: A Learning Management System is a portal for the hosting, delivery, reporting and administration of e-learning materials - just like the Digemy platform.
  6. Authoring tool: This is a type of software you’d use to create the course content that you’d host on your LMS. The Digemy platform has a built-in authoring tool, so we give you your content creation tools and learning management system in one place!
  7. Blended learning: This style of learning blends online and offline training delivery. For example, learners might have to watch a video online and do a short quiz to understand the basics of selling tickets to a trade show, but they may also need to practice selling the tickets in an in-person role play session with their manager.
  8. Gamification: This refers to applying elements and principles of game design to learning, such as unlocking levels, badges, leaderboards, etc. In other words, making non-game activities more game-like creates a more fun and interactive learning experience.
  9. Cloud-based learning: Cloud-based learning refers to the storage of educational content in an internet-based repository (“The Cloud”) so that content is available anywhere, on any device with internet access. 
  10. SCORM: This stands for Shareable Content Object Reference Model - a set of technical standards used for web-based EdTech. It was developed as a way for content to link and communicate with an LMS. However, it only communicates with systems that are compatible with SCORM, which makes platform migrations and simple edits more difficult.
  11. Synchronous Learning: This is when learners participate in learning at the same time (like a live online webinar). 
  12. Asynchronous Learning: This is when learners are given access to course materials and can complete assignments in their own time.
  13. xAPI: This is a software specification that tracks learning experiences and allows data to be collected and analysed. The data then shows the activities the learners engage with, how much time they spend on them and their performance on assessments.
  14. MOOC: A Massive Open Online Course is open to anyone with access to the internet. These courses are often free and offer courses from top universities and experts.
  15. Learning material: Depending on the needs of a company, e-learning can consist of:


Infographic: E-learning could consist of: Quizzes, Podcasts, Training Videos, Interactive Videos, E-books, Games, Gifs, Motion Graphics and Plain Text
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