Welcome to the Technology enhanced learning (TEL) glossary. The glossary provides definitions and descriptions of terms used in designing and facilitating education in a digital environment. Also included are words associated with the use of digital technologies to enhance learning.
TEL Glossary is intended as an expanding resource. We welcome your suggestions for adding more terms into the glossary.
Please contact the NES TEL team through the Digital Learning Helpdesk, under guides and templates and submit your contributions for consideration.
Accessibility
In the context of the learning environment, ensuring everyone can access, use and benefit from learning resources
Accrediting body
Organisation that sets and maintains professional or educational standards (e.g SQA)
Active learning
Learner centred approach. Any activity that encourages the learner to take part in the learning process, such as:
Group discussions, experiments, practical tasks, problem-solving, quizzes etc. This is opposed to passive experiences where information is passed from lecturer to learner with minimal or no learner participation.
ADDIE
Design framework that informs a 5 stage, linear process for the design of digital learning resources. Analysis, design, development, implementation and evaluation.
Adult learning theory
The study of how adults learn. Based on the theory that adults learn differently from children
Analytics
The patterns and other meaningful information gathered from the study of data
Animation or animated videos
Animated videos use computer generated characters and environments.
Andragogy
A theory and practice of adult education
Assessment and feedback principles
Summary of educational values relating to the facilitation of assessment and feedback. Act as a guide for the design of learning and teaching assessment.
Assessment methods
The way an educational programme measures learner progress and learning outcome achievement. Methods include formative (informal) and summative (formal) assessment.
Asynchronous learning or asynchronous delivery mode
Learning accessed at a time suited to the learner. Delivery is not live. Examples include videos, webinar recordings, podcasts, e-learning modules.
Authentic practice
Learning activity that replicates a real life task
Autonomous learner
An individual who directs their own learning and can work independently. Learner leads decision-making and identifying their learning needs.
Behaviourism
Behaviourism looks at learning that is achieved when expected behaviours are observed. This may include being asked to list information or demonstrate tasks. If you perform the task in the desired way, you will be rewarded for example, with a passing grade. If you do not perform in the correct way, there will be consequences, such as failing the course.
Blended learning
Blended learning is a combination of delivery methods such as asynchronous and synchronous. It can also mix in-person and online. A typical format may be the combination of live (synchronous) sessions, digital learning resources (asynchronous) and independent study.
Blog
Derives from the word weblog. A blog is a web page or site with chronological and regular posts on specific topics, updates or experiences
Bloom's Taxonomy
A classification system used to define and distinguish different levels of thinking skills. Provides action words for the creation of learning outcomes.
BOOST feedback model
Feedback structure used to encourage constructive and continuous feedback. BOOST stands for balanced, objective, observed, specific and timely.
Brainstorming
Group discussion that generates ideas or solutions
Brand and corporate identity
Set of rules outlining acceptable use of the NES logo along with suitable fonts, colours and images. All materials produced by NES must adhere to the brand standards for continuity of design and to ensure accessibility standards are met.
Clinical assessment
On site, practical assessments of healthcare performance. Linked to competency-based frameworks and professional standards.
Cognition
The mental action or process of receiving knowledge and understanding through thought, experience, and the senses.
The process of thinking.
Cognitive load
The amount of information working memory can hold at any one time
Cognitive load theory
Cognitive load theory explains how information processing (learning) is impacted by learning resource design.
Cognitivism
A learning theory that focuses on how information is received, organised, stored and retrieved by the mind. It looks beyond observable behaviour, viewing learning as internal mental processes
Community of practice
A group of people who share an interest or have a common goal. Communities share knowledge and learn from each other
Connectivism
Learning theory which considers how we learn in a digital age. Digital learning creates new ways of sharing that influence how we learn.
Constructivism
A learning theory based on the idea that people actively construct or make their own knowledge, and that reality is determined by your experiences as a learner. Learners use their previous knowledge as a foundation and build on it with new things they learn
Content creator
Person who develops the learning content in a resource. For example, someone who makes a video or creates a guidance document.
Continuous improvement
The ongoing process of improving a learning resource. For example, using data from evaluation to inform improvements to an eLearning module.
Copyright
Copyright is a legal, intellectual property right. In the UK, it is automatically applied when someone creates a piece of work such as a textbook, artwork, or music. It provides the creator with legal rights and protection should someone attempt to exploit their product. Copyright infringement is when protected work has been used without the creator’s permission. Copyright does not cover ideas; only the products expressing the ideas.
CPD
Continual professional development. Learning undertaken to maintain knowledge and skills relating to a professional role. This is an ongoing process.
Critical thinking
Critical thinking is when the information we are given is not accepted at face value. Instead, a critical thinker will apply logic and reasoning to question and challenge their own and other's knowledge. Critical thinkers will seek evidence to inform their thinking and are open to changing their views when they are presented with new evidence.
Data
Information. Facts or pieces of information.
Delivery mode
How a learning resource will be delivered to learners, e.g. asynchronously (accessed in their own time), synchronously (In real time / live) or blended (a combination of asynchronous and synchronous)
Design model
A method, process or framework that provides a structure when designing digital learning (e.g ADDIE, Agile approach etc)
Developer
Creates and builds resources. Roles include:
Digital accessibility
Ensuring the design of digital resources can be accessed by as many people as possible.
Digital learning preference
The learner's favoured digital resource or method for learning. e.g:
Digital learning resource
Any learning material created and facilitated electronically
Direct instruction
Instructional approach. Learners are given full explanation of concepts and procedures. Direct instruction should be supported with evidence informed learning strategies for the achievement of learning outcomes.
Discussion forum
A forum, or message board, is an online discussion site where people can hold conversations in the form of posted messages
Educational barriers
Any factor that prevents learners from accessing and engaging with learning content. (e.g Learners living with low vision who can't see a video)
Educator
A professional who plans and directs learning
A teacher
eLearning module
An interactive, multimedia digital learning resource hosted online. Learners can access these modules in their own time (asynchronous)
Evaluation
Process of assessing the effectiveness of learning resources. Works best as a continuous process to ensure regular improvement
Evidence based
Widely accepted information based on scientific, objective evidence. Evidence-based approaches incorporate the most credible research, the expertise of practitioners, and end-user preferences.
Evidence informed
The use of scientific evidence to make informed decisions. Acknowledges what works in one context, may not extend to similar contexts. Recognises complexities and variations of learning environments.
Experiential learning theory
Psychological learning theory, which states learning is achieved through our experiences. Our experiences are shaped by cognition, environment and emotions.
External stakeholders
Individuals, groups and organisations who have a common interest in your business
Facilitation
Facilitation is a broad term used to describe the process of moderating, leading, and supporting learning. For example, a facilitator may:
These are not exhaustive examples
Facilitator
A person who supports and guides learners within the learning environment
Formative assessment
Refers to a wide variety of methods used to measure learners comprehension, learning needs and progress during a lesson, unit or course. Informal assessment
Forum
A forum, or message board, is an online discussion site where people can hold conversations in the form of posted messages
Glossary
A list explaining the meaning of words or terms.
Graphics
Pertaining to imagery
Humanism
A theory that states learning is viewed as a personal act to fulfil one's potential.
Hybrid learning
In-person and online learners attend the same live (synchronous) event.
Hyperlink
An icon, graphic or text that connects a person to another file or webpage
Ice breaker
An activity designed to welcome and engage learners.
Impairment
Condition affecting a person’s body structure or function, or mental function; Examples of impairments include loss of a limb, loss of vision or memory loss.
Implementation
The process of putting a plan into action. In Get Set to Deliver, this refers to preparing learning resources to go live with learners
Inclusive education
A teaching model which places fair and equal value on the rights of all learners. Learners have the right to access and experience quality education, free from discrimination.
Independent practice
Following instruction from an educator, the learner performs a task on their own. This allows them to demonstrate their learning. The educator role in independent practice is facilitator only.
Infographic
Graphic, visual representations of information, data, or knowledge intended to present information quickly and clearly.
Instructional design
The practice of designing, developing and delivering learning using a consistent and specific structure
Instructional video
Instructional videos are used to demonstrate practical skills
Interactive document
A document that allows you to incorporate media such as visual weblinks, videos, audio, GIFs, files, and other documents. Microsoft Sway can create an interactive document.
Interactive tools
Online tools used to increase learner activity, progress, collaboration and engagement. Examples are polls, breakout rooms and whiteboards
Interactive video
Interactive video allows users to interact with the screen. This could be to answer questions, choose an option or click on links.
Interleaving
Learning strategy. The practice of one topic overlaps another. Often carried out using various types of exercises.
Job aids
Simple, clear instructions on how to carry out a procedure at work.
Labs
A learning approach where learners gain first-hand experience by observing and manipulating materials (practice). Effective means for authentic problem-solving.
Learner-centred approach
The learner is the focus of the learning environment and takes ownership of their learning. The educator is not the dominant voice.
Learner-centred education
Method of teaching that shifts the focus of instruction from teacher to the student.
Learner guide
Informative handbook to provide new learners with information on learning content, access, contacts, expectations and policy.
Learner needs
The needs of a learner represent a gap between what a learner wants to get out of the learning experiences and their current state of knowledge and skills
Learner profile
Learner profiles are a visual representation of a group of learners. The information to create a profile is from gathered information that is analysed to learn more about your target audience. This will help you address your own assumptions about their needs and maintain a learner-centred focus.
Learning activity
Activity that supports learners to practice using learning material.
Activities may include:
Learning aids
Resources that support main learning resources. These can be used to provide alternative formats, reinforce key points and aid in study. Examples are documents, infographics and podcasts.
Learning community
Group of people with shared learning goals who collaborate and connect with one another
Learning content
Topics, themes, beliefs, behaviours, concepts and facts. Often grouped into subject matters to be learned. These form the basis of teaching and learning.
Learning environment
Any space where learning takes place.
Learning experience
Any type of experience designed to support learning. Acknowledges learners will perceive the learning differently from each other depending on their involvement, previous learning and values.
Learning experience designer
The architect of the design process. This role includes:
Learning gap
The difference between the learner’s current skill set and the desired skill set.
Learning management system
A digital platform used for the administration, documentation, tracking, reporting, and delivery of educational resources e.g. Turas Learn and Moodle
Learning need
What a learner needs to close the gap between their current knowledge and skill and the level they wish to achieve.
Learning outcomes
Measurable statements of what learners should be able to do as a result of the learning
Learning platform
A digital space to host learning content. For example, Teams, Turas Learn, Moodle
Learning resources
Any material that contribute to a learning process
Learning strategies
Evidence-informed techniques to optimise learning achievement
Learning support
Additional support to assist students who may have difficulties achieving their learning goals. The need for additional support may include:
Learning theory
Learning theories are intended to help us understand how people process and retain knowledge. Examples include behavioural, cognitive, constructivist, humanist, social and experiential
Long-term memory
Process in the brain. A vast, complex landscape for storing existing knowledge.
Macro
Large in scale
Media
A means of communication. For example, video, podcast, Sway documents
Mind map
A diagram the user creates to visually organise information. These often form hierarchies and relationships among the information. They are helpful for simplifying complex information.
Model of inclusive education
Used to identify the interconnecting structures that affect a learner's participation in learning.
Module
A specific unit of learning. Often part of a fuller programme of learning resources.
Multimedia
A combination of different communication methods such as text, audio, images, animation or video arranged into a single interactive resource. e.g. E-learning modules.
Multimedia principles
A set of evidence-based instructions for the effective design of digital learning resources. Research has shown the principles support the creation of resources that respond to how learners learn. The types of resources include presentations, videos, e-Learning modules, and interactive documents.
Naming convention
Agreed general rules for naming learning resources in a specific way
NES
NHS Education for Scotland
Nudge video
Nudge videos are calls to action or challenges to change behaviour. These are good for promotion.
Passive learning
Information is passed from teacher to learner. Learner has minimal participation in the process.
Portable document format. PDFs use a standard format that can be viewed on any platform. Information will remain in the same format the creator intended.
Peer learning
Learning environment where learners share ideas and learn from each other.
Peer review
The process of reviewing or evaluating the work of others with similar competencies to yours. For example, learners within the same programme reviewing each other's work and providing feedback.
Pilot testing
In the context of learning, pilot testing is performed by a group of end-users (your learners)to ensure the learning resources you create meet the learner's needs. Best practice is to observe testers using the resource. The testers will feed back on their experience. This will allow you to correct any errors prior to publication.
Plagiarism
Plagiarism is when a person does not acknowledge they have used someone else’s ideas or work to create their own.
Podcast
Digital audio or video files of spoken word or audio episodes focussed on a particular topic or theme. Podcast hosting websites and apps such as Spotify, Soundcloud, Google and Apple offer flexibility to listen online or download the content to your own digital device so you can listen wherever and whenever you like.
Portfolio
A collection of learner's work that showcases evidence of their learning achievement (effort, progress, knowledge, skills and competencies)
Portfolio building
Gathering evidence to demonstrate competency
Pre-learning questionnaire
Questionnaire distributed to learners prior to learning to establish their learning needs.
Professional regulator
An organisation that operates in line with legislation to regulate a profession. Functions include:
Examples of professional regulators: General Dental Council, General Medical Council, The Nursing and Midwifery Council, General Pharmaceutical Council etc.
Programme planner
A framework to support learning designers to plan an overview of a full programme of learning.
Programme prospectus
A description of a programme of learning. Often given to potential learners to promote the learning and offer more information.
Project manager
Co-ordinate the overall design process. Roles include:
Psychological learning theory
Learning theories are intended to help us understand how people process and retain knowledge. Examples include behavioural, cognitive, constructivist, humanist, social and experiential
Reflective practice
Any activity where a learner can think about their learning or performance and critically analyse their competency.
Resource rollout planner
An Excel workbook that provides a structure to prepare learning resources for rollout to learners
Retrieval practice
Learning strategy. Learners recall information by testing self or with others.
Rollout
Official launch or publication of a resource
SAM
Successive Approximation Model. A design framework that informs a flexible process for the design of digital learning resources.
Scenario-based problem-solving
Learners are presented with an authentic scenario and are asked to solve the problem. They are required to utilise critical and analytical skills to work through the problem (identify problem, brainstorm and critically analyse potential solutions, implement solutions)
Screencast
Also called a screen recording. A video recording of a computer screen. Often used to provide instructions of how to complete an online task.
Self assessment tool
A test, method or activity learners can use to assess their own skill set, progress or achievement.
Session and resource planner
More traditionally called a lesson planner. A framework for mapping the content details of single modules of learning.
Simulated practice
A representation of a real environment where learners can safely demonstrate performance.
Simulation
A representation of a real environment where learners can safely demonstrate performance.
Slide deck
Individual slides, frames or screens that are grouped together to support a presentation. The name derives from the similarity to a deck of cards.
Social learning
Learning with and by observing others
Social learning theory
Learning theory that states we learn by observing and imitating others.
Software
A generic term used to refer to applications and programs that run on a device. A set of instructions, data or programs used to operate computers and execute specific tasks. (Hardware, which describes the physical aspects of a computer)
Spaced practice
Learning strategy. Practice is broken up into short sessions over a period of time. Also known as distributed practice.
Stakeholders
Individuals, groups and organisations who have a common interest in your business
Storyboard
A planning tool used to map the content of your videos, animations and e-learning modules. Acts as a script
Subject-matter expert (SME)
Has specialist knowledge and skills relating to the content of the resource. They may not have an educational background. Roles include:
Summative assessment
Evaluates the learner's knowledge and skill at the end of a module of learning by comparing it against a standard or benchmark. Graded formal assessment.
Sway
A Microsoft resource for creating live, interactive reports and presentations.
Syllabus
The specification of a learning course. Sets out content and expectations.
Synchronous
Learning in real time with other learners. A live session.
Teacher-centred approach
Class activity is centred on the educator. Lectures are teacher-centred.
Teaching model
Methods of teaching. Provide instruction and planning to help teachers direct learning environments.
Technology enhanced learning (TEL)
The use of any technology that improves the learning experience.
TEL design programme
TEL design is a suite of five modules aimed at those who design and develop digital learning. The modules will support the creation of digital learning resources using evidence-informed approaches.
TEL facilitation programme
TEL Facilitation is a suite of five modules aimed at those who design and facilitate synchronous (live) and blended learning. The modules will provide you with an evidence-informed approach for the design and delivery of these learning environments.
Tester
Role in the design process of digital learning resources. Roles include:
Three stage release process
A method used to prepare learning resources for rollout. Its purpose is to facilitate multiple opportunities for testing, feedback, and improvement before you roll out resources to learners.
Transformative learning theory
Learning theory. Learning that changes the way we view the world. Achieved when we critically reflect and challenge our own assumptions and beliefs.
Turas
Turas is the primary environment for hosting NES’ asynchronous resources.
Turas Learn
A NES course booking system and e-learning hosting website. Learning management system.
Turas style guide
NES web based guide which covers everything from accessibility to user experience (UX) design and will support consistency across all digital applications. It was developed in-house using evidence, expertise and industry best practice.
Tutor
A person who instructs another in a branch of learning
Universal design for learning (UDL)
A set of principles. Supports educators in the creation of flexible learning resources for as many people as possible. Links to Inclusive education and digital accessibility aims.
Web content accessibility guidelines (WCAG)
Internationally recognised set of recommendations for improving web accessibility.
Wiki
A wiki is a webpage or series of web pages that can be easily edited in real time. Wikipedia is the most famous example.
Worked examples
Observing someone else carry out a task before the learner attempts it themselves. Step-by-step demonstrations are a type of worked example. Breaking the demonstrated task into key steps is important, especially when it is new or complex information. Research suggests worked examples are more effective than a written or verbal instruction. When a task is complex or new to the learner, worked examples reduce cognitive load.
Working memory
Process in the brain. A limited, temporary hold for receiving and processing new information