employee training and development ch. 8

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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


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