Chapter 7 - Technology-Based Training Methods Flashcards

1
Q

Adaptive Guidance

A
An instructional 
strategy to assist 
trainees in making 
effective learning 
decisions
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2
Q

Adaptive Learning

A
Training programs 
that tailor and adjust 
training content and 
material to the specific 
needs of trainees
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3
Q

Asynchronous training

A

Training that is pre-recorded and available
to employees at any
time and from any
location

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4
Q

Augmented reality

A
Computer-generated 
virtual imagery 
(e.g., graphics, text, 
and other visual 
elements) information 
is overlaid onto a real-world environment in 
real time
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5
Q

Blog

A

A website that contains
commentary and
information on a
subject

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6
Q

Communities of practice

A
Groups of employees 
who share similar 
concerns and problems 
and meet regularly to 
share their experiences 
and knowledge, learn 
from each other, 
and identify new 
approaches for working 
and solving problems
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7
Q

Computer-based simulation games

A
Instruction delivered 
via personal computer 
that immerses trainees 
in a decision-making 
exercise in an artificial 
environment in order to learn the consequences 
of their decisions
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8
Q

Computer-based training

A
Training that is 
delivered via the 
computer for the 
purpose of teaching 
job-relevant knowledge and skills
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9
Q

Customization

A

Tailoring instructional
elements to meet
trainee preferences
and needs

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10
Q

E-Learning

A

The use of computer
network technology
such as the intranet
or Internet to deliver information or instruction to individuals

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11
Q

Electronic performance support system (EPSS)

A

A computer-based
system that provides
information, advice,
and learning experiences to improve performance

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12
Q

Gamification

A
The use of game 
mechanics and 
elements from video 
games to engage and 
motivate employees in the workplace
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13
Q

Generative learning

A
A self-initiated and 
learner-controlled 
form of collaborative 
learning in which 
individuals in a social 
network share ideas 
and information, and 
in the process solve 
problems and create 
new knowledge
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14
Q

Human interaction

A
The extent to which 
trainees are able 
to interact with the 
instructor and one 
another during a 
training program
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15
Q

Instructor-led training (ILT)

A

Training methods that

involve an instructor or facilitator who leads, facilitates, or trains online

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16
Q

Knowledge sharing

A
Providing task 
information and 
know-how to help and 
collaborate with others 
to solve problems, 
develop new ideas, or 
implement policies or 
procedures
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17
Q

Learning control

A
The degree to which 
the trainee has 
control over various 
instructional features 
during a lesson or 
training program, 
such as the content, 
sequence, and/or the 
pace of training
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18
Q

Learning-controlled practice difficulty

A
The extent to which 
trainees have control 
over the level of 
difficulty of practice 
opportunities during a 
training program
19
Q

Learning management systems (LMS)

A
Software that is used 
for the administration, 
delivery, and 
management of an 
organization’s training 
and development 
programs
20
Q

Massive open online courses (MOOCs)

A
Online courses with 
open enrolments that 
make it possible to 
have an unlimited 
number of students 
from all over the world
21
Q

Microlearning

A
Microlearning
Small amounts of 
bite-sized chunks of 
focused information 
to meet a specific
22
Q

Mobile learning (m-learning)

A
The use of mobile or 
portable technologies 
across locations for 
obtaining information 
and training
23
Q

Multimedia training

A
Computer-based 
training programs that 
include text, graphics, 
animation, audio, and 
video
24
Q

Online and distance education

A
The use of computer 
technology and the 
Internet to deliver 
educational content 
and courses
25
Personalization
``` Structuring the program so that trainees feel that they are engaged in a conversation with the program ```
26
Podcast
``` A short audio or video recording that can be downloaded and played on a mobile device such as an iPod or smartphone ```
27
Self-directed learning (SDL)
``` A process in which individuals or groups take the initiative and responsibility for learning and manage their own learning experiences ```
28
Self-pacing
Trainees can work on training tasks as quickly or as slowly as they want
29
Social media
The use of technology for sharing and exchanging information
30
Small private online courses (SPOCs)
``` Online courses that focus on specific topics and are offered to smaller targeted audiences ```
31
Synchronous training
Training that is live and requires trainees to be at their computer at a specific time
32
Synthetic learning environments (SLEs)
Technology-based training media that augment, replace, create, and/or manage a learner’s experience with the world
33
Technology-based training
Training that involves the use of technology to deliver training
34
Traditional training
Training that does not involve using technology to deliver training
35
Video conferencing
Linking an expert or trainer to employees via two-way television and satellite technology
36
Virtual classroom
``` A Web-based platform to deliver live, instructor-led training to geographically dispersed learners ```
37
Virtual reality
``` The use of computers to create an artificial 3-D experience that simulates and recreates an actual environment ```
38
Virtual worlds
``` Elaborate simulations that involve interactions among and between multiple trainees and objects ```
39
Web 2.0
``` Internet tools that enable the communication and sharing of information and knowledge ```
40
Web 3.0
``` A fundamental shift in how people interact with the Web that consists of the semantic Web, the mobile Web, and the immersive Internet ```
41
Web conferencing
A live meeting or conference that takes place on the Internet
42
Webcast
A live or recorded video or audio broadcast over the Internet
43
Webinar
A seminar that takes | place live over the Web
44
Wiki
``` A webpage or collection of webpages in which users share, contribute, and modify information on a topic ```