"

Glossary

Glossary of Key Terms

A

Action Mapping – A performance-focused instructional design approach (Cathy Moore) that begins with desired job behaviors and maps learning activities directly to real-world actions rather than content coverage.

ADDIE Model – A systematic instructional design framework consisting of five phases: Analysis, Design, Development, Implementation, and Evaluation.

Adult Learning Theory (Andragogy) – A theory developed by Malcolm Knowles emphasizing that adult learners are self-directed, goal-oriented, relevancy-driven, and bring prior experience to the learning process.

Advanced Organizer – Introductory material presented before instruction to help learners structure and connect new information to prior knowledge.

AI (Artificial Intelligence) – Computer systems capable of performing tasks that typically require human intelligence, such as personalization, data analysis, and automation in eLearning.

Alt Text (Alternative Text) – Descriptive text added to images to ensure accessibility for learners using screen readers.

Asana – A project management tool used to organize tasks, set deadlines, and track progress in collaborative projects.

B

Behaviorism – A psychological theory emphasizing observable behavior as the focus of learning, shaped by reinforcement and punishment.

Blended Learning – An instructional approach that combines face-to-face instruction with online or digital learning experiences.

Bloom’s Revised Taxonomy – A hierarchy of cognitive learning objectives: Remember, Understand, Apply, Analyze, Evaluate, and Create.

Branching Scenario – An interactive learning method where learners make decisions that lead to different outcomes, mimicking real-world consequences.

C

Captivate (Adobe Captivate) – A desktop-based eLearning authoring tool for creating interactive courses and software simulations.

Clark and Mayer Principles – Evidence-based multimedia learning principles developed by Ruth Clark and Richard Mayer to guide effective eLearning design.

Cognitive Load Theory – The idea that learners have a limited working memory capacity, which must be managed through effective instructional design.

Cognitivism – A learning theory focused on internal mental processes such as memory, thinking, and problem-solving.

Coherence Principle – A multimedia principle advising the removal of extraneous material that may distract learners.

Constructivism – A learning theory asserting that learners actively construct knowledge through experience, reflection, and problem-solving.

Contiguity Principle – A multimedia principle emphasizing the alignment of related text and visuals close together in time and space.

Creative Commons – A licensing framework that allows creators to share their work with varying levels of permission for reuse.

D

Design Thinking – A human-centered problem-solving approach emphasizing empathy, ideation, and iterative prototyping.

DISC Assessment – A behavioral assessment tool categorizing individuals into Dominance, Influence, Steadiness, and Conscientiousness.

Diversity and Inclusion – The practice of representing and supporting diverse perspectives, abilities, and backgrounds in learning design.

Dual Coding Theory – A cognitive theory proposing that learning is enhanced when information is presented using both verbal and visual channels.

E

eLearning Developer – A professional who builds interactive, multimedia-rich online courses using authoring tools and learning technologies.

Embodiment Principle – A multimedia learning principle stating that learners engage more deeply when on-screen characters or instructors display natural human gestures, expressions, and movement.

Ethical Design – The practice of creating learning experiences responsibly, respecting privacy, equity, and representation.

Experiential Learning (Kolb’s Model) – A cyclical learning theory emphasizing experience, reflection, conceptualization, and experimentation.

F

FERPA (Family Educational Rights and Privacy Act) – A U.S. law protecting the privacy of student education records.

Feedback – Information provided to learners about their performance to guide improvement and reinforce learning.

G

Gagné’s Nine Events of Instruction – A framework outlining nine instructional steps to facilitate effective learning.

Gamification – The use of game elements such as points, badges, and rewards to increase learner motivation and engagement.

GDPR (General Data Protection Regulation) – A European Union law governing data privacy and protection.

Generative Learning Strategies – Active techniques such as summarizing, mapping, drawing, and teaching that enhance learning.

H

Human-Centered Design – A design philosophy prioritizing learner needs, emotions, and experiences.

I

Information Processing Theory – A cognitive theory comparing the mind to a computer, focusing on encoding, storage, and retrieval.

Instructional Designer – A professional who designs and structures learning experiences using educational theory and technology.

Interactive eLearning – A form of eLearning that requires active learner participation through simulations, scenarios, quizzes, or decision-making.

Interactivity – The degree to which learners can participate and make decisions within digital learning experiences.

L

Learner Control Principle – A multimedia learning principle emphasizing learner autonomy over pacing, sequencing, and navigation.

Learner Engagement – The level of attention, curiosity, and motivation learners exhibit during learning.

Learning Management System (LMS) – A platform used to deliver, track, and manage online learning courses.

Learning Objectives – Clear, measurable statements defining what learners will know or be able to do.

Learning Theories – Research-based explanations of how people acquire, process, and retain knowledge.

Lectora – A desktop and cloud-based authoring tool for creating responsive eLearning content.

M

Mapping (Concept Mapping) – A visual representation of relationships between ideas.

Microlearning – A learning approach delivering content in short, focused, bite-sized segments.

Modality Principle – A multimedia principle suggesting learning improves when visuals are paired with audio narration.

Multimedia Principle – The idea that learners learn better from words and pictures combined.

P

Passive eLearning – A one-way instructional approach delivering content with minimal learner interaction.

Performance Gap – The difference between current and desired performance that instruction aims to address.

Personalization Principle – The use of conversational tone and learner-centered language to increase engagement.

Pretraining Principle – Providing key concepts or terminology before instruction to improve comprehension.

Project Management – The process of planning and managing resources to complete learning projects.

Prototype – An early model of an eLearning course used to gather feedback.

R

Redundancy Principle – Advises against presenting identical information through both audio and text simultaneously.

Rise 360 – A cloud-based authoring tool by Articulate for creating responsive eLearning content.

S

SAM (Successive Approximation Model) – An agile instructional design model emphasizing rapid prototyping and iteration.

Scenario-Based Learning (SBL) – A learning approach that immerses learners in realistic situations to apply knowledge.

Schema – A mental framework that helps learners organize and interpret information.

SCORM (Sharable Content Object Reference Model) – A set of technical standards ensuring eLearning content compatibility with LMS platforms.

Segmenting Principle – Recommends breaking complex information into smaller, manageable segments.

Signaling Principle – Suggests highlighting essential information to guide learner attention.

Smartsheet – A project management platform combining spreadsheets with collaborative tools.

Social Learning Theory – The theory that people learn through observing others and modeling behavior.

Social Presence – The degree to which learners feel socially connected in an online learning environment.

Storyboard – A visual and textual plan outlining the sequence, visuals, audio, and interactions of an eLearning course.

Subject Matter Expert (SME) – An individual with in-depth expertise in a specific content area.

Synchronous eLearning – Online learning that occurs in real time with live interaction.

T

Transfer of Learning – The ability to apply knowledge or skills learned in one context to new situations.

Trello – A visual project management tool using boards, lists, and cards.

U

Universal Design for Learning (UDL) – A framework for designing inclusive learning environments with multiple means of engagement, representation, and expression.

User Experience (UX) – The overall experience a learner has while interacting with an eLearning course.

V

Virtual Assistant (AI-Based) – An AI-driven tool that supports learners with guidance or feedback.

Visual Design – The use of layout, color, typography, and imagery to enhance comprehension.

Voice Principle – A multimedia learning principle stating that learners learn better from a natural human voice than a machine-generated one.

License

Icon for the Creative Commons Attribution-ShareAlike 4.0 International License

A Journey Through eLearning Design Copyright © 2025 by Dr. Tasha Bennett is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License, except where otherwise noted.