
Welcome to the Technology enhanced learning (TEL) glossary. The glossary provides definitions and descriptions of terms related to the design and development of digital learning. We also included terms associated with the wider use of technology in health and social care.
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Accessibility
As many learners as possible can access, use, and benefit from the learning resources and environments you create.
Accrediting body
Organisation that sets and maintains professional or educational standards. For example, SQA.
Active breaks
Quick and informal learner activities used as checkpoints for engagement and understanding.
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.
Active listening
A communication skill where the listener seeks to understand the meaning and intent behind a person's words and where applicable, act on them.
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
The 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.
Assessment rubric
A framework for setting out assessment expectations by listing criteria and levels of performance quality.
Asynchronous Learning
Accessed at a time suited to the learner. Delivery is not live. Examples include videos, webinar recordings, podcasts, e-learning modules.
Augmented reality
An enhanced image or environment as viewed on a screen or other display, produced by overlaying computer-generated images, sounds, or other data on a real-world environment.
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.
Brainstorm
A creative exercise for generating ideas and solving problems. Usually performed by groups in a spontaneous, informal discussion. All ideas are noted without judgement.
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.
Breakout room
Additional learning spaces for arranging learners into smaller groups away from the main learning room.
Chunking strategies
Breaking learning down into manageable sections to support learners manage cognitive load.
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.
Cognitive overload
Imposing more information onto a learner's working memory than it can handle. This means the working memory becomes overwhelmed and will have difficulty processing any information.
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 educators
Private Microsoft channel within the NES TEL Knowledge sharing network. A community for educators to explore using technology for learning.
Community of inquiry framework
A theoretical framework which represents a process of creating a deep and meaningful learning experience through the development of social, cognitive and teaching presence in learning environments.
Community of practice
A group of people who share an interest or have a common goal. Communities share knowledge and learn from each other.
Continuous improvement
The ongoing process of improving a learning resource. For example, using data from evaluation to inform improvements to an eLearning module.
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.
Crib sheet
A document or list of instructions to help someone remember something.
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. For example, ADDIE, SAM, Agile approach.
Developer
Creates and builds resources. Roles include:
Digital accessibility
As many learners as possible can perceive, understand, navigate, and interact with the technology you use to deliver learning.
Digital learning
Learning delivered and supported by technology.
Digital learning preference
The learner's favoured digital resource or method for learning. For example:
Digital learning resource
Any learning material created and facilitated electronically. Any learning material designed, created and hosted using technology. Examples include, slide decks, interactive documents, video, eLearning modules, discussion forums, podcasts, infographics, apps, and blogs.
Direct instruction (di)
Teaching strategy developed by Barak Rosenshine. It offers a 6-step approach and an accompanying set of principles to support educators delivering explicit instruction. In comparison to DI, this method is less prescriptive in terms of scripting the educator's approach.
Directed assessment
Assessment of learning set and graded by an educator or educational organisation.
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. For example, learners living with low vision who cannot 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.
Exit ticket whiteboard
A method of informal evaluation. Learners are given access to a whiteboard containing questions for them to answer at the end a lesson. Questions typically prompt them to think about what they have learned, what they found difficult, how they feel about the learning, and if they have feedback about the facilitation of the experience.
Experiential learning
Learning achieved through real world experiences.
Experiential learning theory
Psychological learning theory, which states learning is achieved through our experiences. Our experiences are shaped by cognition, environment and emotions.
Explicit instruction
Teaching in a direct and structured way. Learners are given full and clear instruction.
External stakeholder
Individuals, groups and organisations who have a common interest in your business
Facilitation
A broad term used to describe the process of moderating, supporting or leading learning. For example, a facilitator may:
These are not exhaustive examples.
Facilitator
A person who supports and guides learners within the learning environment
Flipped classroom
New material is studied asynchronously prior to attending a synchronous group session. The synchronous session is then used to explore and practice the learning material. This is an example of a blended 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
Forms (Microsoft)
Web-based app for creating online surveys, quizzes and polls.
Forum
A forum, or message board, is an online discussion site where people can hold conversations in the form of posted messages.
Gaming
Strategic attempt to enhance learning activities by creating similar experiences to those experienced when playing games to motivate and engage user.
Glossary
A list explaining the meaning of words or terms.
Guided practice
An instructional method. A step process for practising new learning tasks. The educator is a significant presence until the learner becomes competent at the task. For example:
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.
Immersive experience
The perception of being physically present in a digital environment.
Impairment
Impairment is a medical term that has been widely adopted. It is a value-laden term and may not be appreciated or acceptable to individuals with conditions.
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.
Improvement needs
Opportunity for the improvement of a system, process or resource.
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.
Inclusive learning
An environment all learners have equal access and opportunities to learn.
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.
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.
Indirect instruction
Learner-lead instructional strategy. Facilitators provide the tools for learners to guide their own learning and engage with independent practice. An example is problem-based learning.
Infographic
Graphic, visual representations of information, data, or knowledge intended to present information quickly and clearly.
In-person learning
Learning environment where participants attend face to face in a physical space. Not online.
Instructional design
The practice of designing, developing and delivering learning using a consistent and specific structure.
Instructional strategies
The techniques a facilitator will use to support learning in synchronous and blended learning environments.
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.
Interpersonal skills
Methods of effectively communicating, connecting and interacting with other people. People skills.
Interleaving
A learning strategy. The learner overlaps the practice of one topic with others
Job aids
Simple, clear instructions on how to carry out a procedure at work.
Kirkpatrick model of evaluation
Four level model used to evaluate and analyse the efficacy of learning programmes.
Kolb's cycle
Four stage model which focuses on the sequence of learning through interactions with real life experiences.
Labs
A learning approach where learners gain first-hand experience by practising. Effective means for authentic problem-solving.
Learner-centred
The learner, not the educator, is the focus of the learning environment. Learners are encouraged to take ownership of their learning, and resources are designed to meet their specific needs and abilities.
Learner guide
Informative handbook to provide new learners with information on learning content, access, contacts, expectations and policy.
Learner pathway
A map of learning resources on which learners can personalise their journey by choosing the components most relevant to their goals. Example learner pathways are available in the 'Support learners to personalise their learning journey' section of the Ideas for learning Turas page
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.
Learner support
Used to identify the interconnecting structures that affect a learner's participation in learning.
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:
• Leading the analysis, planning and design of the resource.
• Mapping the learning experience from the content provided by the SME.
• Ensuring the resource is learner-centred, evidence informed and meets the needs of business and learners.
Learning gap
A learning gap is the difference between the learner’s current skill set and the desired skill set.
Learning impact
The evidence that learning has lead to organisational change.
Learning management system
A digital platform used for the administration, documentation, tracking, reporting, and delivery of educational resources. For example, Turas Learn and Moodle.
Learning or 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.
Learning outcomes
Measurable statements of what a learner should be able to do because of learning.
Learning platform
A digital space to host learning content. For example, Teams, Turas Learn, Moodle.
Learning resource
Any materials that contribute to a learning process. This is an umbrella term used to describe any single resource or full programmes of learning.
Learning strategies
Evidence-informed techniques used by facilitators and learners 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.
Lecture
Educational talk or presentation to an audience.
Long-term memory
Process of 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.
Mixed reality
A blend of the real-world environment and computer-generated content viewed on a screen or other display, in which the virtual content and the physical environment coexist and react to each other in real time.
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. For example, eLearning 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.
PDSA model
Plan, Do, Study, Act cycle for improvement. A model which supports the systematic process for the continual improvement of products, processes and services.
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.
Polls
Traditionally a means of gathering votes. Examples of online polling software are Microsoft Polls and Slido. Common interaction formats are multiple choice, quiz, word cloud, ratings, and ranking question sets.
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
Practical inquiry
A model for supporting learners to think critically. It begins with the presentation of a discussion topic, question or problem. Learners are then guided to collaborate and explore:
Practice-based learning
Learning and placement in an authentic workplace setting.
Pre-learning questionnaire
Questionnaire distributed to learners prior to learning to establish their learning needs.
Problem-based learning
A structured technique whereby small groups of learners work together to solve real life problems.
Professional portfolio
A digital space on Turas to upload, collect and share evidence of work.
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.
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-based learning
Directs individual or small groups of learners to work for an extended period to develop solutions for authentic problems or challenges.
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
Questback
A feedback platform for collecting and supporting the analysis of data.
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.
Scaffolding
Layered support for learning. Layers of support are removed as the learner becomes more competent or confident. Similar concept as guided practice.
Learning strategy. Learners recall information by testing self or with others.
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, critically analyse potential solutions and 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
Learner uses tools to assess their own learning progress.
Self-assessment tool
A test, method or activity learners can use to assess their own skill set, progress or achievement.
Self-directed learner
Those who can identify their own learning needs, set their own goals and independently prepare for and complete their own learning.
Session and resource planner
More traditionally called a lesson planner. A framework for mapping the content details of single modules of learning.
Simulation or simulated practice
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 eLearning modules. Acts as a script to inform developers.
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 online or in-person.
Talking head video
A video where someone talks directly to the camera.
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.
Teaching presence
The level of direction and instruction a facilitator or educator makes available to learners.
Technology enhanced learning (TEL)
The use of any technology that improves the learning experience.
TEL
Technology enhanced learning.
TEL Design programme
A programme of six 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
A programme of six modules aimed at those who design and facilitate synchronous (live) and blended learning. The modules will support the design and delivery of learning in these environments using evidence-informed approaches.
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.
Trauma-informed practice
Grounded in the understanding that trauma experience can impact an individual’s neurological, biological, psychological and social development. Being trauma informed means you have an awareness of how trauma can impact a person's ability to feel safe or develop trusting relationships. In learning, people learn better when they feel safe in the learning environment and with their peers. They will be more open to innovative ideas, reflective practice and trying out new things.
Turas
Turas is the primary environment for hosting NES’ asynchronous resources.
Turas Learn
A NES course booking system and eLearning 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.
User experience (UX)
How a person interacts and experiences a product in relation to ease of use and efficiency.
Process used by design teams to make products that are meaningful to users.
User experience Honeycomb
UX framework for evaluating products through seven aspects of effective user-centred design (valuable, useful, desirable, accessible, credible, findable and usable).
Web content accessibility guidelines (WCAG)
Internationally recognised set of recommendations for improving web accessibility. As a public body, NHS Scotland must comply with WCAG 2.2 to AA standard.
Whiteboard (online)
An interactive display screen that is connected to a computer and allows for viewing, input, and collaboration by multiple users:
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 example
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 of the brain. A limited, temporary hold for receiving and processing new information
Workshops
A seminar, discussion group, or the like, that promotes the exchange of ideas and the demonstration and application of techniques and skills.
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