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EX (Employee experience)
Employee experience (EX) refers to employee's feelings about their journey at an organization, from the hiring experience, to onboarding, to development and career opportunities, and more.
According to the Association for Educational Communications and Technology, educational technology is the study and ethical application of theory, research, and best practices to advance knowledge as well as mediate and improve learning and performance through the strategic design, management and implementation of learning and instructional processes and resources.
Commonly used in design fields, such as UX and service design, an empathy map is a collaboratively created visualization of experiential data from customers or end users, designed to help gain insight into the way they interact with and feel about a product, service, or situation.
Employee engagement refers to the relationship between and organization and its employees. Specifically, it's how much energy and motivation employees put toward reaching organizational goals.
Explicit learning is an intentional learning process, where the learner is consciously aware of what they are learning and can summarize it after the learning experience.
Facilitation is the act of engaging learners during a learning experience, which often includes moderating discussions, introducing activities, answering questions, and guiding learners.
Flipped classroom is a model that reverses the traditional educational model where students are lectured to during class time and practice problem solving at home. In the flipped classroom model, students receive the lesson material at home and then work on problem-solving and practice during class time.
Formal learning is any learning experience that is intentional and guided, typically taking place either in a classroom or online designated meeting place or platform.
A formative assessment is a planned, structured assessment of student's learning during a learning experience, often used to check for understanding and progress toward learning goals so that the instructor can alter the learning experience as needed to make sure the goal is reached.
The Four Stages of Competence is a learning model that explains the psychological states that take a learner from incompetence to competence, which include unconscious incompetence, conscious incompetence, conscious competence, and unconscious competence.
A freelancer is someone who is considered self-employed but performs work for organizations on a short-term or per-task basis, not committing themselves to any one employer long term.
A graphical user interface (GUI) allows users to interact with electronic devices through visual indicators or graphical icons, as opposed to text-based interactions.
Gagne created a nine-step process for people to use when designing learning experiences with the goal of maximum engagement and retention. The steps are gain attention, inform learners of objectives, stimulate recall of prior learning, present stimulus, provide learner guidance, elicit performance, provide feedback, assess performance, and enhance retention and transfer.
Gamification is applying game principles to the design of a non-game experience, which may included adding game mechanics, such as scoring, leaderboards, and badging, to a program, product, or service in order to encourage participation.
Gap analysis is the process of looking at a business's current state and its future state and analyzing where there are issues or areas of opportunity that need to be addressed to reach goals, looking at areas such as operations, resources, finances, and roles.
Generational Theory posits that each "generation" of people born within a 20-25 year time period shares similar characteristics, or a persona, based on shared historical events.
Human-centered design (HCD) is an approach where designers make the perspective and emotions of the end user their primary focus when designing systems.
A human resource information system (HRIS) is software that manages employee information and any information HR uses for business processes and operations, such as hiring and benefit information.
Human factors refers to employee characteristics and behaviors that influence how they act in their organization, affecting the overall health and safety at the organization.
Hybrid working is a flexible working environment in which employees spend part of their time in the physical workplace and part of their time working from a remote location.
Intellectual property refers is any intellectual creation, such as literary works, artistic works, inventions, designs, symbols, and images. IP can be protected by patents, trademark, copyright, or other laws.
In the ADDIE framework, implementation refers to the plan to release and communicate learning experiences with the intended learners. In technology projects, it refers to the execution of the plan to launch the technology.
An individual development plan is a plan created by an employee and their manager that outlines professional goals for the employee for a specific time period. The goals align with the organizational goals and are assessed after the time period.
Inquiry-based learning is an educational approach that starts when questions, problems, or scenarios are posed, and learners have to research and explore ideas to answer the questions.
Instructional design is the process of analyzing learning and performance gaps and creating, deploying, and measuring instructional and non-instructional learning opportunities to close gaps and encourage learning and performance improvement.
Instructional systems design was the original term for instructional design because of the systems approach taken to design and develop learning experiences. The term has been shortened to instructional design in most areas, but instructional systems design is still used in some industries, including in government and military.
According to the Association for Educational Communications and Technology, instructional technology is the theory and practice of design, development, utilization, management, and evaluation of processes and resources for learning.
Intrinsic motivation refers to when someone's reasoning for doing something is tied to inherent satisfaction that is not tangible, such as enjoyment or a sense of meaning and purpose.
Job architecture refers to the organizational structure of job roles and their hierarchy within the organization, as well as the requirements and competencies of those roles.
Kirkpatrick's Learning Evaluation Model includes four levels of training evaluation: reaction (measuring how learners felt about the experience), learning (measuring what was learned), behavior (measuring how people apply their learning), and results (measuring the learning against organizational outcomes).
A learning management system (LMS) is a software that allows for creating, implementing, maintaining, tracking, and reporting on data from learning experiences.
A learning record store (LRS) is defined by the xAPI specification as "a server (i.e. system capable of receiving and processing web requests) that is responsible for receiving, storing, and providing access to Learning Records."
Learning experience design is another, more modern term for instructional design that aims to take the focus away from "instruction" and place it on the learner and their experience.
A learning experience platform is another, more modern term for a learning management system that aims to take the focus away from asset management and place it on the learner's experience in the software.
Originally from the manufacturing industry and then adopted by software development and learning and development, lean refers to the set of processes and principles that aims to maximize efficiency and reduce waste.
A learner journey looks at how the learner moves through a learning experience, including the time before they begin the experience to the activities that occur after the experience to apply and reinforce learning.
In a learning and performance ecosystem, employees are connected to the resources they need to learn, improve performance, and develop their skills to grow in their roles.
Learning culture refers to how employees, teams, and organizations use learning and growth opportunities to help employees feel they belong in and have a future at their organization.
Learning design is another, more modern term for instructional design that aims to take the focus away from "instruction" and place it on the learner as an active participant.
The learning environment refers not only to the physical location where one learns but also to the delivery method, educational approach, and cultural context where learning takes place.
A learning pathway is a set of modules, lessons, courses, activities, resources, or experiences that help a learner move through information on a particular topic.
One of the most popular and well-known learning myths that is still taught in graduate education today, the learning styles theory states that people learn in one of three main ways: auditory (through listening), visual (through seeing images and graphic representations), through reading/writing, and kinesthetic (through manipulating objects or doing something "hands-on").
Created by a mother/daughter duo based on the work of Carl Jung, the Myers-Briggs Type Indicator is a personality test used to divide people into extroversion or introversion, sensing or intuition, thinking or feeling, and judgement or perception. It's validity, dichotomy, reliability, and lack of objectivity have been repeatedly called into question over the years.
Market share is the percentage of the total revenue or sales in a market that a company's business makes up. For example, if there are 50,000 units sold per year in a given industry, a company whose sales were 5,000 of those units would have a 10 percent share in that market.
Mayer's Multimedia Principles are 12 principles to follow when designing multimedia assets that aim to increase retention and reduce cognitive load of learners.
Mentoring is a reciprocal relationship between a more experienced person and lesser experienced person, where the more experienced person provides advice to the lesser experienced person for the purposes of achieving career goals and growth.
David Merrill spent time researching which principles were most common in instructional design theory and came up with what he deemed the first five principles of instruction where learning is promoted: 1. when learners are engaged in solving real-world problems, 2. when existing knowledge is activated as a foundation for new knowledge, 3. when new knowledge is demonstrated to the learner, 4. when new knowledge is applied by the learner, and 5. when new knowledge is integrated into the learner’s world.
A simulated digital environment that uses augmented reality (AR), virtual reality (VR), and social media mechanics to create a space for people to communicate and interact like they would in the real world.