Language of Learning aka LearnSlang

Our Language of Learning

Like any other industry, the Learning, Development, and Education Industry has it’s own jargon, lingo, and acronyms.

Here is a list of some of the terms we use that in our day-to-day that might leave someone outside of the industry scratching their heads.  

Let us know if you hear any LearnSlang we should add.

21st Century Learning

A term used to describe learning practices that emphasize critical thinking, collaboration, communication, creativity, and digital literacy.

Active Learning

Active learning is a teaching method that emphasizes engagement and participation by learners in the learning process.

Adaptive Learning

Adaptive learning is a technique that uses technology to personalize instruction for students based on their individual needs and abilities.

Andragogy

The method and practice of teaching adult learners; adult education.

Artificial Intelligence (AI)

Artificial intelligence refers to the use of computer algorithms to simulate human intelligence and decision-making, often used in educational applications to provide personalized learning experiences or support administrative functions.

Assessment

Assessment refers to the process of evaluating student learning, often through tests, quizzes, or assignments.

Asynchronous Learning

Asynchronous learning is a type of learning where students and teachers engage with course materials and each other at different times, often through discussion boards, email, or other online platforms.

Audiovisual Learning

Audiovisual learning is a teaching method that uses multimedia tools, such as videos, animations, or podcasts, to enhance learning.

Augmented Reality (AR)

Augmented reality is an overlay of digital information onto the real world, often using a smartphone or other device.

Authentic Learning

Authentic learning is a teaching method that emphasizes real-world, practical learning experiences that are relevant to students’ lives and future careers.

Backchannel

A backchannel is a secondary communication channel, often using social media or messaging platforms, used during lectures or presentations to enhance engagement and interaction.

Blogging

Blogging refers to the practice of writing and publishing regular online posts, often used in education to enhance reflection and collaboration.

Badges

Digital badges are visual representations of achievements or skills earned by learners, often used in gamified learning environments.

Blended Learning

Blended learning is an educational model that combines traditional classroom instruction with online learning, often using technology to facilitate the online component.

Bring Your Own Device (BYOD)

A policy that allows students or employees to use their personal devices, such as laptops or tablets, in the classroom or workplace.

Certification

A comprehensive curriculum and exam covering the concepts and best practices associated with all the products and services in a EHS service line.

Chatbots

Chatbots are computer programs designed to simulate conversation with human users, often used in education to provide personalized support or assistance.

Cloud Computing

Cloud computing is the use of remote servers to store, manage, and process data, often accessed through the internet.

Cloud Storage

Cloud storage is the practice of storing data on remote servers accessed through the internet.

Cognitive Load Theory

Cognitive load theory is a learning theory that explores the ways in which cognitive resources are used during learning and suggests strategies to optimize learning by reducing cognitive load.

Collaborative Learning

Collaborative learning is a teaching method that emphasizes group work and cooperation to achieve learning goals.

Collaborative Software

Collaborative software is a type of software designed to facilitate communication and collaboration among users, often used in education to support group work and projects.

Competency-Based Learning

A learning approach that focuses on mastery of skills and knowledge rather than time spent in class or seat time.

Composition

An arrangement of visual elements.

Content Management System (CMS)

A software platform used to create, manage, and publish digital content, such as websites, blogs, or online courses.

Courseware

Courseware refers to digital instructional materials, such as online courses or learning management systems.

Custom solutions

By working directly with department managers, EHS Learning is able to customize learning solutions tailored to the specific needs of our departments.

Data Privacy

Data privacy refers to the protection of personal and sensitive data from unauthorized access or use, often a concern in educational technology that collects and uses student data.

Digital Assessment

Digital assessment refers to the use of technology to administer and score assessments, often including features such as online testing or automated grading.

Digital Content

Digital content refers to any type of content that is created or delivered in digital format, often used in educational technology to deliver course materials and resources.

 Digital Citizenship

Digital citizenship refers to the responsible use of technology, including online behavior, ethics, and safety.

Digital Divide

The digital divide refers to the gap between those who have access to technology and those who do not, often based on socioeconomic status or geographic location.

Digital Learning

Digital learning refers to any type of learning that is facilitated by technology, including online courses, apps, and games.

Distance Learning

Distance learning is a method of delivering education remotely, often using online platforms or video conferencing.

Educational Data Mining

The process of analyzing large datasets to identify patterns and relationships in educational data, often used to improve teaching and learning.

Educational Technology (EdTech)

Educational technology refers to the use of technology to enhance teaching and learning.

E-Learning

E-learning refers to any type of learning that is delivered electronically, often using online courses or learning management systems.  EHS Learning’s self-paced e-Learning courses allow learners to study at their own pace through engaging, interactive multimedia training.

Flipped Classroom

A flipped classroom is an instructional model where students learn content at home through online resources and then come to class to apply the content through activities, discussions, and group work.

Formative Assessment

Formative assessment is a type of assessment used during the learning process to monitor student progress and provide feedback to improve learning.

Game-Based Learning

Game-based learning is the use of games to support teaching and learning objectives.

Gamification

Gamification is the use of game elements, such as competition, rewards, and challenges, in a non-game context such as education to motivate and engage learners.

Global Learning

Global learning is an approach that emphasizes understanding and appreciation of different cultures and perspectives.

Google Classroom

Google Classroom is a free web-based platform developed by Google for schools to manage and deliver online courses.

Graphic design

The term “graphic design” refers to artistic and professional skills that focus on visual communication and the presentation of ideas, often using computer software programs. A graphic designer may use typography, artwork and page layout techniques to produce the final result.

Help files

On-line help provides application users with all the conceptual, procedural and reference information needed to use an application. It is accessible from the application.

Instructional Design

Instructional design is the process of creating and delivering effective learning experiences, often using a systematic and evidence-based approach.

Learning Analytics

Learning analytics is the measurement, collection, analysis, and reporting of data about learners and their contexts, for purposes of understanding and optimizing learning and the environments in which it occurs.

Learning Center

Organized by EHS Subsidiary business lines, Learning Centers are the access point for all learning products available for that line. Using “best practice” procedures for instructional design, the centers provide a performance-based training experience that includes access to all of our self-paced training options.

Learning Events

These synchronous, expert-led Web sessions educate participant associates in using EHS products, services, and applications. Learning events afford attendees the opportunity to interact directly with EHS Learning Senior Learning Consultants while experiencing the benefits of classroom training over the Web.

Learning Experience Design

Learning experience design is the process of designing and creating effective and engaging learning experiences, often using a user-centered and iterative approach.

Learning Experience Platform (LXP)

A Learning Experience Platform (LXP) is a tool that enables end users to capture, share and consume content and knowledge from internal and external sources through means of a personalized and continuously adaptive experience.

Learning Management System (LMS)

A learning management system is a software platform used to manage and deliver educational content and track student progress.

Learning Objectives

Learning objectives are statements that describe what students should be able to do or know by the end of a lesson, unit, or course.

Learning Path

A learning path is a curated sequence of learning activities or resources designed to guide learners through a specific topic or concept.

Learning Record Store (LRS)

A learning record store is a database used to collect and store data about learners’ experiences and interactions with digital learning resources.

Learning Styles

Learning styles are different ways in which individuals prefer to learn, such as visual, auditory, or kinesthetic.

Microcredential

A microcredential is a type of credential that verifies a learner’s mastery of a specific skill or knowledge area, often delivered through online courses or other digital learning experiences.

Mobile App

A mobile app is a software application designed to run on mobile devices, such as smartphones or tablets.

Microlearning

Microlearning refers to the delivery of learning content in small, bite[1]sized chunks, often through mobile devices.

Mobile Learning

Mobile learning is the delivery of learning content through mobile devices, such as smartphones or tablets.

MOOC

A Massive Open Online Course (MOOC) is an online course aimed at unlimited participation and open access via the web.

New Hire Training

A comprehensive learning curriculum comprised of both self-paced electronic training and live, interactive support that establishes a level of organizational competency in a EHS tool or service. All team members are required to complete the applicable program(s) and demonstrate mastery via on-line assessments prior to on-boarding approval.

Online Learning

Online learning refers to any type of learning that is delivered over the internet, often using online courses or learning management systems.

Open Educational Resources (OER)

Open educational resources are freely accessible and openly licensed educational materials that can be used, shared, and adapted by anyone.

Pedagogy

The method and practice of teaching, especially as an academic subject or theoretical concept.

Personalized Learning

Personalized learning is a teaching approach that uses technology to provide customized learning experiences for each student based on their individual needs and preferences.

Personal Learning Network (PLN)

A personal learning network is a network of individuals and resources that a learner uses to support their own learning and professional development.

Podcasts/Screencasts

An audio or video file that you can download or listen to at any time. Highly portable, (“training on the go”.) Best suited to topics that are time sensitive and are subject to frequent change.

Project-Based Learning

Project-based learning is an instructional method that emphasizes learning through the completion of real-world projects, often in collaboration with others.

Remote Learning

Remote learning refers to any type of learning that takes place outside of a traditional classroom setting, often using online platforms or video conferencing.

Screencasting

Screencasting is the process of recording a video of a computer screen, often used to create instructional videos or demonstrations.

Self-Paced Learning

EHS Learning maintains a full suite of self-paced training options, available 24/7 to provide learners with access to training and information whenever they need it. Learners can select their own methods of learning: simulations, reference materials, or e-learning courses.

Simulations

Simulations allow learners to watch and/or practice how to perform key activities using EHS applications. Simulations are directly accessible and can be embedded in help files for self-service training support.

Social Learning

Social learning is a teaching method that emphasizes learning through interaction and collaboration with others.

Storyboard

Sketches or drawings arranged in sequence, out-lining scenes that will make up a film, television show or advertisement.

Student Information System (SIS)

A student information system is a software platform used to manage student records, including grades, attendance, and personal information.

Synchronous Learning

Synchronous learning is a type of learning where students and teachers engage with course materials and each other in real-time, often through video conferencing or online chat.

Typography

Font, typeface, lettering, style.

User Experience (UX)

User experience refers to the overall experience and satisfaction a user has when using a product or service, often used in educational technology to create effective and engaging learning experiences.

User Interface (UI)

User interface refers to the design and layout of a product or service that allows users to interact with it, often used in educational technology to create effective and user-friendly digital learning experiences.

Virtual Classroom

A virtual classroom is an online learning environment that simulates a traditional classroom, often using video conferencing or other interactive tools.

Virtual Learning

Virtual learning refers to any type of learning that takes place in a digital or online environment, such as virtual classrooms or online courses.

Virtual Learning Environment (VLE)

A virtual learning environment is a software platform used to manage and deliver online courses, often including features such as course content, assessments, and communication tools.

Web 2.0

Web 2.0 refers to the second generation of the World Wide Web, which emphasizes user-generated content, collaboration, and interactivity

Webinars

Webinars provide a simulated classroom environment that allows learners in multiple locations to ask the instructor questions, participate in classroom exercises, and interact with one another as they would in a live classroom.

Web Interactive Guide (WIG)

An on-line environment, accessible from learning communities or sites or an email link, that is structured based on types of users and how they need to use a system, service or tool. WIGs provide quick access to critical information, promote self-directed learning and can be more quickly updated than a traditional guide, due to their modular format.

Wiki

A wiki is a collaborative website that allows users to add, edit, and link to pages and content, often used for collaborative writing and knowledge sharing.