Curious to find out the latest acronym, buzzword, or terminology in the learning industry? Spanning technical and technological, HR and L&D, learning, and professional learning bodies, here’s our essential L&D A to Z
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X |
A
- ATS – Applicant Tracking System. A software application that enables the electronic handling of recruitment processes eg Ciphr iRecruit
- API – Application Programming Interface. An API ‘key’ enables developers to link two separate systems (such as Digits LMS and a central HR system) to enable them to transmit data and perform automated processes
- Asynchronous learning – self-paced participation in and completion of online learning tasks
B
- Blended learning – also called hybrid learning. Combines instructor-led training (whether in-person or virtual) with learner-led training
C
- Capterra – a free online marketplace vendor serving as an intermediary between buyers and technology vendors within the software industry
- Cloud-based – software and systems hosted in the cloud (virtually), ie off-site. Digits LMS is a cloud-based LMS
- CIPD – Chartered Institute of Personnel and Development — is an association for HR and L&D professionals
- Ciphr Group – our sister company – is a specialist, UK-based provider of SaaS HR, payroll, recruitment and learning software
D
- Digital learning content – includes various content formats (video, audio, workbooks etc) which can be grouped together into themes or topics, and delivered digitally using a learning management platform
E
- eLearning Industry – a leading publishing platform that delivers industry-specific content to eLearning professionals
- eLearning – electronic learning, also known as online learning, is training that is delivered virtually, most often through video and audio
- Extended enterprise LMS – a solution to help businesses train multiple audiences through a single platform, such as offering relevant training to customers and partners, as well as employees using one platform with multiple levels of access and varied objectives
F
- Fosway Group – an independent vendor analyst firm that evaluates HR, talent and learning solutions
G
- Gartner – a technological research and consulting firm that shares insights and findings through private consulting as well as executive programs and conferences
- Gamified learning – applying game-design elements and principles within a non-gaming context. Gamification can also include activities and processes to solve problems using the characteristics of game elements, including points, achievements, badges, progress bars and level completion
H
- HRIS – a Human Resource Information System is software that stores and manages employee data. An organisation’s HRIS is often integrated with its LMS
- HCM system – a Human Capital Management system is software that stores and manages employee data, and also includes talent management functionality such as learning and development and succession planning capabilities
I
- Integration – using an API to connect two separate systems, allowing the bi-directional flow of data. HR software, for example, is often integrated with LMS software, payroll software, etc
- ILT – instructor-led training is a style of training where the instructor delivers the lesson (as opposed to learner-led training, where the learner essentially self-studies), either in-person or virtually
- Implementation – installing and configuring software or systems for the end user
J
- Just-in-time learning – training that is readily available to, and relevant for, a very specific topic, as and when it is needed
K
- Knowledge base – a repository of various resources which can be accessed by users to discover new information on themes or topics of interest
L
- L&D – Learning and development
- LXP – a learning/learner experience platform is user-centric learning software that prioritises the interface through design and layout
- LMS – a learning management system is learning software that guides users through learning journeys with a focus on measurable upskilling and compliance training. An LMS often places more functional emphasis on recording individuals’ learning-related data than an LXP does, giving organisations more data to use in their decision-making
- Learning activities – single entities of learning defined by ‘type’, which includes eLearning, video, audio, on-the-job training etc
- Learning journeys – larger programmes of learning undertaken over a longer period of time, such as a career pathway. They can contain a combination of both ‘activities’ and ‘plans’. In addition, one ‘journey’ can link to another ‘journey’ to provide a branching progression or optional directions for a learner to pursue
- Learning plans – a way of grouping ‘activities’ in a simple structure, curriculum, or list. This could be by subject or learning progression, or as part of a blended learning approach using different types of activities to embed a learning subject
- Learning style – an individual’s preferred way to learn based on the way they consume and interpret the content
M
- Microlearning – the breaking down and grouping together of pieces of learning content into bite-size chunks to make it easier to understand, consume and retain
- mLearning – mobile learning allows learners to access their learning content on demand using a mobile device such as a smartphone, tablet or similar
N
- Nine-box grid – an individual assessment tool that evaluates an employee’s current and potential level of contribution to an organisation. It forms part of the talent management and succession planning module. Although based on a similar model, it’s not to be mistaken with Fosway’s 9-Grid™, which features Digits LMS as a ’Potential Challenger’ for Learning Systems
O
- On-the-job (OTJ) learning – training that is undertaken in tandem with day-to-day responsibilities
- Open-source – relating to learning management software and systems, open-source describes the freely editable and accessible nature of the source code on which the platform is built
- On-premise – the opposite of cloud-based, on-premise learning management systems are hosted on on-site servers. Most organisations now typically opt for a cloud-based system for ease of management and installation
- Off-the-shelf – relates to pre-made, ready to use digital learning content which is available from a ‘content library’
P
- Personalised learning – a tailored learning activity, plan, or journey that meets the learning preferences and needs of individual learners
- Peer-to-peer – relating to social learning, peer-to-peer exchange is an informal learning method where internal experts share knowledge and skills with other employees
Q
- Quizzes – a gamified way of testing knowledge retention and recall within the learning management system
R
- Resources – relates to assets that contain a specific set of information relating to a topic or theme
S
- SSO – single sign-on. This allows access control of multiple related, yet independent, software systems. A user logs in with a single ID and password to gain access to any of several related systems
- SCORM – the acronym for ‘Shareable Content Object Reference Model’ – a collection of standards for the format of learning content which allows the content to be displayed within a platform
- Skills gap analysis – a way to identify skills and knowledge gaps using competency frameworks
- Social learning – when employees are able to observe and imitate the behaviour of others, drawing from each other’s experience, knowledge and skills
T
- TNA – an acronym for Training Needs Analysis — an assessment to help identify the training requirements in an organisation, in order to improve the job performance of employees
U
- User groups – a virtual room where users can asynchronously discuss a central topic, thought, idea or theme and draw insights and knowledge from the network
V
- Virtual learning – training delivered digitally, electronically, or online through a variety of content types, including video and audio
- Virtual learning journey – see ‘learning journey’ — a virtual learning journey is completed electronically using a learning management platform
- VR – virtual reality is a simulated ‘reality’ where users are immersed in a virtual environment using a headset or other VR device
W
- WCAG – Web Content Accessibility Guidelines, which form part of a series of best practice standards that ensures content is easily accessible to users of varying needs
X
- xAPI – the successor to SCORM, this is an API (Application Programming Interface) that standardises the way content is displayed across platforms