Glossary of some technical terms used

Asynchronous (study mode). Mode of study in which learners choose the times in which to devote himself, independently, to a specific study material.

Blended. This is the word used to define particular courses consisting of both eLearning parts (i.e., SCORM™ learning object) and classroom parts (classroom sessions).

Browser. Program that allows navigation on the Internet. Some of the most popular browsers: Internet Explorer, Chrome, Safari, Edge, etc.

Chat. A form of network communication that allows you to communicate in real time with one or more users through the computer: using a special software, you can write a message and it is immediately displayed on the screens of the other participants.

CourStore™. This is the virtual DynDevice LMS eLearning course shop where DynDevice users can publish their courses and sell them to other DynDevice customers.

E-Learner. Term used to define the user of training services in an e-learning environment.

E-Learning. Didactic methodology that offers the possibility to deliver training contents electronically (e-learning) through Internet or Intranet networks. For the user it represents a flexible learning solution, as it is highly customizable and easily accessible. The term e-learning covers a wide range of applications and training processes, such as computer based learning, Web-based learning and virtual classrooms. In fact, developing an e-learning system means developing an integrated training environment using network technologies to design, deploy, choose, manage and expand learning resources.

The most used ways to achieve such integration are:

  • asynchronous self-learning through the use of pre-packaged content available on the delivery platform;
  • synchronous learning through the use of videoconferencing and virtual classrooms;
  • collaborative learning through the activities of the virtual learning community.

Distance Learning (FAD). Teaching methodology that allows the user to engage in training activities from their workplace or home. Learner and teacher are in different physical spaces and the training activity also takes place in different temporal spaces.

Forum. Virtual environment in which users can discuss topics of common interest, exchange ideas, express opinions, and have a feedback from other users.

GUI. Acronym for Graphics User Interface, it is an application that represents in graphic form (with windows, icons, scroll bars, menus and pointer) the functions of a certain operating system.

HR. Stands for Human Resources and it is used in the language of management and business economics to refer to the personnel who work in an entity - whether public or private - and in particular the employees with their training human capital or workforce.

Company Intranet. A communication system accessible only to the company personnel that allows them to collaborate, manage activities and simplify organisational processes.

LCMS. Acronym of Learning Content Management System, it indicates a software platform that allows to manage, in an integrated and efficient way, the two variables of a training process: people and contents. LCMS are systems capable of creating, publishing and managing training content, combining the administrative and management dimensions of a traditional LMS (curriculum planning, enrolment, registration and authorization processes, user activity tracking) with the components of authoring and custom content reassembly of a CMS.

Learning by doing. Didactic model based on learning through direct experience that allows to assimilate and learn information more easily and in a more lasting way. This active and interactive learning system is based on the involvement of the subject both on the physical and psychological level, limiting to a minimum the moments of passive reception of the contents.

Learning object (LO). It is the smallest entity that makes up the content of a course that makes sense from the training point of view. The aggregation of more L.O. leads to the creation of didactic units that compose the modules that compose the courses. 

LMS. Acronym for Learning Management System, it indicates the system that allows to deliver and manage online and blended (mixed) training courses, as well as to manage activities such as the preparation of courses and curricula, the creation of catalogues and calendars of teaching, student enrollment, monitoring of the study, measurement and evaluation of results, certification.

Microlearning. Training methodology aimed at distributing the training content in short and rapidly usable sequences.

Mobile learning. Method of distribution of any training content (entire courses, "information pills", etc.) through mobile devices such as tablets, smartphones, etc..

Online Tutor. A learning support figure who assists learners in using online courses. It can be content tutor, when as an expert in the subject it answers the questions of the learners, or method tutor, when its function is limited to facilitating the learning processes and supporting the motivation of the learners.

SaaS. Acronym for Software as a Service (SaaS), it is a distribution model of an application software where a software manufacturer develops, operates and manages a web application made available to customers via the Internet upon payment of a subscription fee.

SCORM™. Acronym of Shareable Content Object Reference Model, it is technically a "virtual model" (reference model), i.e. a collection of technical specifications that allows, primarily, the exchange of digital content independently from the platform. The purpose of the model is to ensure the reusability, durability and interoperability of content, through the optimization of access and management. The architecture of the SCORM model is composed of four essential elements: 1) Learning Object; 2) Learning Management System (LMS); 3) Course Structure Format (CSF - interchange file able to translate the same course into different LMS); 4) Runtime (System that starts the course, satisfying the requests of the end user).

Synchronous (study activity). Training mode that takes place in real time, i.e. it allows all actors (students, teacher and tutor) to interact at the same time, even if they are spatially distant. Examples of synchronous mode can be virtual classes and video-audio conferences. This mode has the advantage of allowing good interaction between the various participants and thus also developing a process of socialization and interrelation.

Skills. By definition, skills are "abilities". A skill is an ability to do something well.

Usability. According to the ISO 9241 standard, usability is the extent to which a product can be used by users to achieve specific objectives with effectiveness, efficiency and satisfaction in a certain context of use. For example, a usable website is a site that meets the end-user's information needs, garanting for ease of access and navigability and allowing for an adequate level of understanding of the content.

Usage data. Data related to the use of a web course by users, for example date and duration of the study session, percentage of use of modules and lessons, test scores. This data can be used to make statistics on the population of course users.

Videoconference (web conference). Communication tool that allows two-way interaction, both audio and video, between people located in different locations who connect through web technologies.

Virtual classroom. It commonly identifies participants in a course who interact in a network in synchronous mode (in real time). The virtual classroom aims at obtaining remotely the advantages of in-presence training.

WebEX™. Software developed by Cisco to create online meetings and video conferences. Official website: https://www.webex.co.it/.

Webinar. Term born from the fusion of the English terms web and seminar, it identifies educational or informative sessions whose participation in remote form is possible through internet. It can be used to conduct meetings, training courses or presentations.

xAPI (Experience API). xAPI is an eLearning software standard that allows learning systems to "communicate" in order to track training progress, considaring and recording all types of training experiences (online and offline). Thus, it makes it possible to store learner data (classroom activities, use of performance support tools, participation in online communities, mentoring, performance evaluation and actual company results) and share it between different eLearning platforms to get a complete picture of learners’ training and influence on performance.