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eLearning Glossary: Definitions for the Most Commonly Used Terms

Association eLearning

Thankfully, eLearning comes in many different forms from basic PowerPoint modules to learning games and simulations and beyond, giving users many options to support their unique learning objectives. If you’d like to learn more, check out this article from eLearning Industry.

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eLearning Glossary Part 2: More Commonly Used Terms

Association eLearning

In the first phase, analysis, the problem is defined, the learning goals are established, and the learners preexisting skills are identified. The design phase deals with learning objectives, assessment instruments, exercises, content, subject matter analysis, lesson planning and media selection.

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5 eLearning Trends Leading to the End of the Learning Management System

easygenerator

The driving force of this new era of eLearning is the availability of information – as we each live, work, learn and develop in the cloud. Today learning is becoming more “pull’ and less “push”, as learners take charge of their own learning. All methods are good and they can even be combined.

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Surprising Benefits And Pitfalls Of Using Artificial Intelligence In Training Courses

Spark Your Interest

Wikipedia defines as Generative AI as “artificial intelligence capable of generating text, images, videos, or other data using generative models, often in response to prompts” and is the most readily applicable AI in training. This application of AI in training can help craft recommended learning paths.

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17 Awesome Resources on Micro Learning

Learnnovators

What are some of the interesting stories of organizations who have already explored or even implemented this approach successfully for enabling more contextualized and effective ‘learning’? What are some of the useful resources available on this subject that could benefit learning professionals? Look forward to hearing from you….

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Gamification – Its definition, psychology & working

BrainCert

This article will discuss in detail Gamification, its features, and why it is important for organizations to embrace gamification in their learning & development programs. In short, gamification is applying game-based concepts to learning programs to better meet the required learning outcomes. ​What is Gamification?

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Start and End eLearning Courses with Methods That Facilitate Learning

Integrated Learnings

Our tendency to remember especially well how sequences of information or events start and end is explained by primacy and recency effects. Primacy effect is the tendency to be more likely to remember information from the beginning of a sequence (e.g., the beginning of a course) compared to information later in the sequence.

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