Articles under category: Terms.
A storyboard is a document that lays out an elearning video or lesson, so that various stakeholders in the lesson development can see it, examine it, edit it, and implement it.
In correspondence education, students receive lessons, instructions, activities, exercises, and quizzes from a teacher or learning institution as modules through the postal system or other means of delivering documents. Students send the expected learning output to their remote instructor, such as essays or answered quizzes, through the same means of delivery.
A virtual classroom is an online environment that allows teachers to facilitate teaching and learning, and students to interact with the teacher and with one another.
EPUB is an ebook format that allows reader to flip the pages sideways, like a real book, and change the page size and reposition the content based on the size of the viewing screen.
Distance education is an educational process in which the learning process and the teaching process happen in two different locations. A medium of communication, such as the postal system or the internet, must connect the two processes to make distance education work.
The LMS server latency is the amount of time it takes to transmit data between the elearning module and the LMS server. The longer is the LMS server latency, the more lag the learners encounter as they learn through the elearning module.
Scaffolding is a teaching method that helps learners to work on certain exercises that they otherwise cannot complete without it. Scaffolding is meant to be remove eventually as the learner gains mastery of the lesson. In elearning, some of the common scaffolding techniques are hints, tips, and clues that are accessible through hint buttons, characters, and other user interface elements.
A flipped classroom is a pedagogical approach or an instructional model, in which the absorption of information happens during the learner’s homework time, while the exercises moves to the classroom time so you can guide your learners if needed.
Gamification of elearning is the inclusion of game elements to an elearning lesson, course, or program. The aim is to motivate learners to go through the learning process.
Active learning refers to several learning or teaching techniques that require conscious and deliberate actions from learners. Often contrasted with passive learning techniques such as lectures and video lessons, the techniques are in fact, along a spectrum between passive and active.