employee training and development ch. 8
virtual reality
a computer-based technology that provides trainees with a three-dimensional learning experience
blog
a webpage where an author posts entries and readers often can comment
wiki
a website that allows many users to create, edit, and update content and share knowledge
plug-in
additional software that needs to be loaded on the computer
electronic performance support system (EPSS)
an electronic infrastructure that captures, stores, and distributes individual and corporate knowledge assets throughout an organization to enable individuals to achieve required levels of performance in the fastest possible time and with a minimum of support from other people
rapid prototyping
an iterative process in which initial design ideas are proposed and provided in rough form in an online working prototype that is reviewed and refined by design team members and key learning stakeholders.
flipped class room
blends online and face-to-face instruction by watching lectures, completing online simulations, reading, taking quizzes to assess their knowledge and skills
blended learning
combines online learning, face-to-face instruction, and other methods for distributing learning content and instruction
repurposing
directly translating an instructor-led, face-to-face training program to an online format
serious games
games where the training content is turned into a game but has business objectives
learner control
giving trainees the option to learn through self-pacing exercises, exploring links to other material and conversations with trainees and experts
computer-based training, online learning, e-learning, and web-based training
instruction and delivery of training by computer through the Internet or the web
human capital management
integrates training with all aspects of the human resource function to determine how training dollars are spent and how training expenses translate into business dollars for the company
webcasting or web conferencing
involves instruction that is provided online through live broadcasts
MOOC
learning that is designed to enroll a large number of learners (Massive), it is free and accessible to anyone with an Internet connection (Open), it takes place online using videos of lectures(Online), interactive coursework including discussion groups, and wikis, and it has specific start and completion dates, quizzes and assessment, and exams (Courses)
hyperlinks
links that allow a trainee to access other websites that include printed materials, as well as communication links to experts, trainers, and other learners
asynchronous communication
non-real-time interactions, persons are not online and cannot communicate with each other without a time delay. includes emails, self-paced courses, and discussion groups
social media
online and mobile technology used to create interactive communciations allowing the creation and exchange of user-generated content
presence
perceptions of actually being in a particular environment
apps
refer to applications designed specifically for smartphones and tablet computers. primarily for supplement training
learning management system (LMS)
refers to a technology platform that can be used to automate the administration, development, and delivery of all of a company's training programs
shared media
refers to audio to video such as YouTube that can be accessed and shared with others
avatar
refers to computer depictions of humans that are used as imaginary coaches, coworkers, customers, and instructors
expert systems
refers to technology that organizes and applies the knowledge of human experts to specific problems
interactive distance learning (IDL)
refers to the latest generation of distance learning, which uses satellite technology to broadcast programs to different locations and allows trainees to respond to questions posed during the training program using a keypad
self-regulation
refers to the learner's involvement with the training material and assessing their progress toward learning
Web 2.0
social networking, blogs, wikis, microblogs
microblog or microsharing
software tools such as Twitter that enable communications in short bursts of text, links, and multimedia either through stand-alone applications or through online communities or social networks
teleconferencing
synchronous exchange of audio, video, and/or text between two or more individuals or groups at two or more locations
virtual worlds
the computer-based, simulated online three-dimensional representation of the real world where learning programs can be hosted
bandwidth
the number of bytes and bits that can travel between computers per second
digital collaboration
the use of technology to enhance and extend employees' abilities to work together regardless of geographic proximity
synchronous communication
trainers, experts, and learners interact with each other live and in real time, the same way they would with face-to-face communication
mobile learning
training delivered using a mobile device such as a smartphone, netbook, notebook computer, or iPad
adaptive training
training that customizes or adapts the content presented to the trainee based on their learning style, ability, personality, or performance
distance learning
used by geographically dispersed companies to provide information about new products, policies, or procedures, as well as deliver skills training and expert lectures to field locations
virtual classroom
using a computer and the internet to distribute instructor-led training to geograhpically dispersed employees