RapL

Learning Glossary

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

A

Adaptive Learning

An approach to education in which the content and pace of instruction are modified in real-time based on a student's performance and progress.

AI-assisted Learning

The use of artificial intelligence algorithms to personalize and optimize the learning experience.

Artificial Intelligence

The use of algorithms and machine learning to simulate human intelligence and automate tasks in enterprise learning.

Affective

Learning domain that involves receiving, responding, valuing and organizing morals and attitude.

Asynchronous Learning

An online learning method where students and instructors do not need to be online at the same time and can access course materials at their own pace.

B

Bloom’s Taxonomy

• Remember • Understand • Apply • Analyze • Evaluate • Create

C

Cognitivism

One of the three components of the learning domain that includes all elements such as thinking, memory, problem solving, analytics, etc powered by an individual's mind.

Constructivism

The learner tries to make sense based on experience, behavior and environment. It should be contextualized and give learners the opportunity to demonstrate their knowledge.

Competency Framework

A set of knowledge, skills, and behaviors required for successful performance in a particular job or role.

Continuous Learning

The ongoing process of acquiring new knowledge and skills, through a variety of formal and informal learning opportunities, to adapt to changes in the workplace and advance in one's career.

Competencies

Attributes that are measurable and observable in nature and can effectively predict an individual's performance in a particular job / role.

Contextual Inquiry

Following your learners in their environment, to better understand the context that could help them learn better. Additionally, shadowing them in the job provides you with good scenarios for training content later.

Competency-based Learning

An approach to education that focuses on mastering specific skills and knowledge rather than completing a set amount of time in training.

D

Declarative Memory

Declarative memory is mostly the stuff you know, and can explicitly state, like facts, principles, or ideas.

Didactics

A composite set of activities and processes used to impart skills for doing a specific job.

Design thinking

Design thinking is a problem-solving methodology that focuses heavily on involving the users of a solution in its design.

Dreyfus Model of Skill Acquisition

A framework that explains the process of gaining skills through formal training and hands-on experience, commonly used in education and operations research.

E

E-Learning

Learning enabled via electronic mediums such as computer, smartphone, laptop.

Experiential Learning

A learning approach that emphasizes learning through direct experience, reflection, and action, often in a simulated or real-world environment.

Existential intelligence

Existential intelligence is the ability to reflect on and contemplate the meaning and purpose of life. It is relevant for organizations as it helps individuals understand their own values and goals, leading to more fulfilling and productive careers. A deeper sense of purpose can also drive engagement and creativity in the workplace. By fostering an environment that supports existential intelligence, organizations can foster a more motivated and purpose-driven workforce.

F

Formal Learning

A well defined and structured course delivered via trained individuals in a systematic and highly intentional way.

Flipped Classroom

A teaching approach where students learn the material outside of class through online lectures or readings, and then use class time for hands-on activities and discussions.

Face to Face Learning

Face-to-face learning is an instructional method where course content and learning material are taught in person to a group of students. This is where the teacher and the student meet in a set place for a set time, similar to what happens in school.

Feedback Loop

A systematic process of gathering feedback and incorporating it into decision-making to improve performance, often involving a continuous cycle of planning, implementing, evaluating, and refining strategies.

G

Gamification

The use of game design elements and mechanics to make learning more engaging and interactive.

Gagne's Nine Events of Instruction

A framework for designing effective instruction that includes nine steps or events, such as gaining attention, providing feedback, and enhancing retention.

Groupware

Computer software designed to facilitate collaboration and communication among members of a group, typically used in corporate training and development programs.

Gardner’s Multiple Intelligences

A theory proposed by psychologist Howard Gardner in 1983. It suggests that traditional concepts of intelligence, such as IQ, fail to fully capture the wide range of human cognitive abilities. According to Gardner, there are at least 8 distinct types of intelligences including linguistic, musical, logical-mathematical, spatial, bodily-kinesthetic, interpersonal, intrapersonal and naturalistic. Each person has a unique combination of these intelligences, and they can be developed and strengthened through experience and education.

Gilbert Behavior Engineering Model

The Gilbert Behavior Engineering Model, created by Thomas Gilbert, classifies performance problems into one of six categories: information, resources, incentives, knowledge, capacity and motivation.

H

Habituation

Habituation means getting used to a sensory stimulus, to the point where we no longer notice or respond to it.

Human Capital Management (HCM)

The process of managing and developing an organization's workforce, including hiring, training, and talent management.

Human Resources Development

The process of developing and training employees to enhance their skills, knowledge, and abilities in order to improve organizational performance.

Humanism

An approach that emphasizes and gives importance to the human realm.

Hands-on Learning

A type of learning that involves actively engaging with the subject matter through practical, experiential activities. Hands-on learning is often used in enterprise training to develop practical skills and to help learners apply theoretical knowledge in real-world contexts.

I

Interpersonal intelligence

Interpersonal intelligence is the ability to understand and interact effectively with others. It involves effective verbal and nonverbal communication. It requires the ability to note sensitivity to the moods and temperaments of others, and the ability to entertain multiple perspectives.

Interactive Learning

Learning experiences that require active participation from learners, such as through games, simulations, or group activities.

J

Just in time learning

An approach to learning that provides information exactly when and how the learner needs it.

K

Kinesthetic learning

A sensory extension of "on the job" learning. A kinesthetic learning experience means an application of multiple senses to practice learning a skill. For example, a child learns to ride a bike.

Knowle's Adult Learning Theory

A set of principles that describe how adults learn. It is based on the idea that adults have unique characteristics, motivations, and learning needs. Some of the key principles include the importance of relevance to learners' lives and work, active participation and problem-solving, and recognition of learners' prior knowledge and experience.

Kolb's Learning Styles Inventory

A framework and assessment tool developed by David A. Kolb in 1984 to identify an individual's preferred learning style. The model is based on four learning styles: concrete experience, reflective observation, abstract conceptualization, and active experimentation. The inventory assesses an individual's preferences across each of these styles to inform educational and training interventions.

L

Learning Experience

Learning experiences are like journeys. The journey starts where the learner is now, and ends when the learner is successful (however that is defined). A key mantra to a successful learning journey is that the end of the journey isn’t just knowing more, it’s doing more.

Learning styles

A notion that groups of individuals have different learning styles. There are many schools of thought around learning styles, some of the more prominent ones being Gardner’s Multiple Intelligences, VAK or VARK, and Kolb’s Learning Styles Inventory.

Logical intelligence

Mental ability of an individual to think logically by analyzing and arriving at a conclusion for the problem. It allows the individual to establish relationships with complex objects.

Learner Motivation

A learner's enthusiasm to learn a new skill or sharpen an existing skill. You can't control a learner's motivation, but there are ways to help support motivation in a learning design.

LMS (Learning Management System)

A software application for the administration, documentation, tracking, reporting, and delivery of educational courses, training programs, or learning and development programs.

Learning Engagement

It is the degree of attention, curiosity, interest, optimism, and passion that learners show when they are learning or being taught.

M

Microlearning

A training concept that can be applied in various stages in the professional development of employees. Micro-learning means teaching a small group of peers for a relatively short period of 5 to 15 minutes, and then giving and taking feedback on the performances.

Musical intelligence

Musical intelligence is a type of multiple intelligence that involves an ability to understand, create, and appreciate music. People with strong musical intelligence have a natural affinity for rhythm, melody, and harmony. Musical intelligence is an important factor in business as it can help improve creativity, communication, and team collaboration. It can also enhance problem-solving and decision-making skills, as well as contribute to a positive and productive work environment.

MOOCs (Massive Open Online Courses)

Online courses that are open to anyone, anywhere and at any time.

N

Needs assessment

A process for determining the needs, or "gaps," between a current and desired outcome.

O

Observational learning

A learning technique that attempts to draw insights through association and observation.

Outcomes-based Training

A training approach that focuses on achieving specific learning outcomes or competencies, rather than just completing a set of training activities.

P

Performance Analysis

Performance analysis (PA) is partnering with clients and customers to help them define and achieve their goals. PA involves reaching out for several perspectives on a problem or opportunity; determining any and all drivers toward or barriers to successful performance; and proposing a solution system based on what is learned, not on what is typically done.

Pscychomotor

A component of the learning domain that links between physical activities, motor skills and mental processing.

Piaget's theory of cognitive development

A comprehensive theory about the development of human intelligence across various stages of their life, starting from birth. Sensorimotor (birth to 2 years) Preoperational (2 to 7 years) Concrete Operational (7 to 11 years) Formal operational (11 years through adulthood).

R

Roleplay

Learning vehicles in which representative actors enact a business scenario, and the solutions are offered as an act. They fit best in work scenarios where frequent human interactions happen, e.g., customer service training at a 24/7 convenience store.

S

Situational leadership

A leadership style in which the leader adjusts and adapts based on the environment that best suits the situation. Some common traits are direction, flexibility, encouraging participation, delegating responsibilities, regular coaching of team members and being honest.

Spatial intelligence

Spatial intelligence is deftness to understand, interpret and absorb the fine details of a visual space. It's the acute awareness of how could a space change if various forces were applied to it.

System of records

A data management terminology used for information storage and retrieval. It often is the backbone for specific business processes.

SCORM (Sharable Content Object Reference Model):

A set of technical standards for e-learning software products to ensure compatibility and interoperability.

Skill

The mental and physical ability of individuals to carry out a specific task to deliver results.

Synchronous Learning

An online learning method where students and instructors engage in real-time communication, such as through video conferencing.

Spaced repetition technique

Spaced repetition is a learning technique that involves breaking down information into small intervals, with increasing time between each repetition to help improve memory retention.

Social Engagement

Social engagement, in terms of learning, refers to the degree to which learners interact and collaborate with others through projects and discussions.

Social Learning

A training approach that emphasizes the importance of social interaction and collaboration in the learning process, often using social media and other online platforms.

V

Virtual Training

A method of delivering training and education through digital means, such as online courses or webinars.