Chapter 8 Flashcards
(34 cards)
is the use of technology to enhance and extend employees’ abilities to work together regardless of their geographic proximity.
digital collaboration
trainers, experts, and learners interact with each other live and in real time. Example includes video chat.
synchronous communication
refers to non real time interactions. There is a time delay. Example includes email.
asynchronous communication
refer to instruction and delivery of training by computer through the internet.
computer based training
refers to the number of bytes and bits of information that can travel between computers per second.
bandwidth
refers to additional software that needs to be loaded on the computer to listen to sound / watch video, or perform other functions.
plug-in
refers to an iterative process where initial design ideas are proposed and provided in rough form in an online working prototype that is reviewed and refined by design team members.
rapid prototyping
refers to directly translating an instructor led, face to face training program in an online format.
repurposing
refers to giving trainees the option to learn actively through self pacing, exercises, exploring links to other material, and conversations with other trainees and experts.
learner control
refers to the learner’s involvement with the training material and assessing their progress toward learning.
self regulation
are links that allow a trainee to access other sites that include printed materials, as well as communications links to experts, trainers, and other learners.
hyperlinks
are online technology used to create interactive communications allowing the creation and exchange of user generated content.
social media
refers to a webpage where an author posts entries and readers often can comment.
blog
refers to a website that allows many users to create, edit, and update content and share knowledge.
wiki
refers to software tools that enable communications in short bursts of texts like Twitter.
microblog
refers to audio or video that can be accessed and shared with others.
shared media
combines online learning, face to face, and other methods for distributing learning content and instruction.
blended learning
refers to a computer depiction of a person that is used a imaginary people in simulations.
avatar
is a computer based technology that provides trainees with a three dimensional learning experience.
virtual reality
the perception of actually being in a particular environment
presence
refer to computer based, simulated 3D representations of the real world where learning programs or experiences can be hosted.
virtual worlds
refers to training delivered using a mobile device.
mobile learning
audio or video program content distributed in episodes using software such as RSS
podcasts
refer to applications designed for smart phones.
apps