2. TABLE OF CONTENTS
• eLearning terms
• Learning paradigms
• New learning models
3. eLearning Terms
• Alternative credit
• Content Management
system
• Curated content
• Disruptive Innovation
• eLearning 3.0
• ePortfolio
• Focus styles
• Learning Management
system
• Lecture Capture
• Mashup
• Splash page
• Student Information
system
• Universal Design
• WBT (web based training)
4. Alternative Credit
Coursework obtained through more non-traditional
means such as low costs or no cost online courses.
For examples as part of ACE’s Alternative Credit
Project, 40 colleges and institutions reviewed lower
division/general education requirements from low
cost or no cost online courses to determine what
credits they would accept. The goal of the project is
to increase access and the attainment of degrees.
URL source for definition: http://www.acenet.edu/news-room/Pages/Alternative-
Credit-Project.aspx and http://www.acenet.edu/news-room/Pages/Alternative-Credit-
Project.aspx
tags: distance learning; administration; accessibility
5. Content Management System (CMS)
A software tool designed to provide content to
others. Began as a file management system, but
the software has now expanded to focus mainly
on managing content shared online.
Examples: WordPress, Blogger, Weebly, Wix, Joomla.
URL source for definition: http://techterms.com/definition/cms
tags: technology; learning tool
6. Curated content
Is a collection of digital content around one
subject matter. The collection can include a wide
variety of forms such as blogs, social media
feeds, videos, online news postings, etc.
Examples of technology for specific for curated collections:
Pinterest, Blendspace, Digg, ePortfolio sites, Learnist
URL source for definition: http://www.econtentmag.com/Articles/Resources/Defining-
EContent/What-is-Content-Curation-79167.htm
tags: technology; learning tool
7. Disruptive Innovation
Process through which a new product or service
changes the current market through simple
innovations that eventually take over the market
disrupting established entities. The term was
first used by Clayton Christensen in the late 90’s.
URL source for definition: http://www.christenseninstitute.org/key-
concepts/disruptive-innovation-2/
tags: distance learning; history; future change
8. eLearning 3.0
Term used to refer to future innovation expected
to impact and change the nature of learning.
URL source for definition: http://www.slideshare.net/amiddlet50/e-learning-30 and
http://www.learning30.co/learning-3-0/
tags: distance learning terminology; future innovation
9. ePortfolio
ePortfolios are an electronic archive of work,
experiences, and other artifacts over time and
have a broad range of uses breadth of uses and
purposes. For instance in addition to a catalog of
competencies, an ePortfolios might also be used
as a learning tool to assist students in
connecting their learning throughout their
degree program.
URL source for definition: http://academic.regis.edu/LAAP/eportfolio/basics_what.htm
tags: learning tool; instructional design
10. Focus styles
A set of indicators on websites to, typically
visually indicate, where a keyboard stroke can
be inputted.
URL source for definition: https://medium.com/salesforce-ux/7-things-every-designer-
needs-to-know-about-accessibility-64f105f0881b
tags: technology; accessibility
11. Learning Management System (LMS)
Are software platforms designed to support
learning experiences through content sharing,
learning assessment, classroom engagement and
collaboration and more. LMSs also provide
educators data analytics to track learning. Some
LMS platforms are proprietary in nature while
others are open source.
Examples: Blackboard, Canvas, Sakai, Moodle.
URL source for definition: https://www.mindflash.com/lms and
http://www.blackboard.com/platforms/learn/products/blackboard-learn/teaching-
and-learning.aspx
tags: technology; learning tool; infrastructure
12. Lecture capture
A digital recording of a course lecture (i.e. the
subject matter content of a course). More
recently lecture capture is being used in distance
learning, blended courses, and flipped
classrooms.
Technology examples: Doceri, Jing, Panopto suite
URL source for definition: http://campustechnology.com/Articles/2013/11/20/6-
Innovative-Uses-of-Lecture-Capture.aspx?Page=1 and
https://net.educause.edu/ir/library/pdf/ELI7044.pdf
tags: technology, learning tool; instructional design
13. Mashup
This term has multiple meanings. The word
originated in reference to mixing two or more song
styles together but has expanded to include mixed
videos and web applications. The definition
referring to web applications involves an application
that includes more than one service such as
incorporating Google Maps with a Twitter feed.
URL source for definition: http://techterms.com/definition/mashup
tags: technology; learning tool; instructional design
14. Splash page
Refers to the first page of a web site. Splash
pages typically incorporate graphics, sounds and
interactive material to draw in the viewer into
the rest of the site. Also referred to as a splash
screen.
URL source for definition: http://www.webopedia.com/TERM/S/splash_page.html
tags: technology; ePortfolio design
15. Student Information System (SIS)
An electronic system used to track student and
personal information, academic records and
manage processes related to registration, and
the financial and enrollment management
aspects of the institution.
Examples: Ellucian Banner, PeopleSoft (Oracle)
URL source for definition: https://www.case.edu/its/sis/
tags: technology; infrastructure
16. Universal Design
A framework to design flexible learning
environments to meet the varied needs to
learners.
URL source for definition:
http://www.udlcenter.org/aboutudl/udlguidelines/downloads
tags: distance learning; instructional design
17. WBT (web-based training)
Acronym stands for web-based training. Refers
to any "instructional event" that is available
online.
URL source for definition:
http://www.bpcc.edu/educationaltechnology/glossary.html#s
tags: acronym; distance learning
19. Pedagogy
a learning paradigm rooted in essentialism,
where students learn one set of knowledge and
skills before being allowed to move onto
another, and instructivism, where the teacher is
the expert transferring knowledge to the
student who is fully dependent on the teacher
for how they learn.
URL source for definition:
https://usergeneratededucation.wordpress.com/2013/05/13/education-3-0-and-the-
pedagogy-andragogy-heutagogy-of-mobile-learning/
tags: learning paradigm
20. Androgogy
a constructivism learning paradigm focused on
learners engaging in active, relevant,
experiential learning with the teacher being a
facilitator of the learners’ self-directed
educational environment.
URL source for definition:
https://usergeneratededucation.wordpress.com/2013/05/13/education-3-0-and-the-
pedagogy-andragogy-heutagogy-of-mobile-learning/
tags: learning paradigm
21. Heutagogy
A learning paradigm focused on a greater level of learner
self-direction, the development of the learner’s
“learning” skill set, and the interdependent nature of
learning. The teacher here is focused not on giving
content by directing and supporting the learner in
developing their own capacity to learn. The learner is
increasing their confidence and own motivation to learn
through learning material based on a path they create for
themselves.
URL source for definition:
https://usergeneratededucation.wordpress.com/2013/05/13/education-3-0-and-the-
pedagogy-andragogy-heutagogy-of-mobile-learning/
tags: learning paradigm
22. NEW LEARNING MODELS
• Game based learning
• Gamification
• Adaptive learning
• Big data
• Competency based
learning
• Prior learning
assessment
• MOOCs
• OER
• Virtual badges
• Content curation
• Student Generated
content
• Connectivism
• Hybrid learning
• Flipped Classroom
• DIYU
23. Game Based Learning
provides an environment for students to interact
with the material, make mistakes, and practice
application skills in a virtual environment based
on specific learning outcomes
URL source for definition: http://edtechreview.in/dictionary/298-what-is-game-based-
learning
tags: new learning model
24. Gamification
is the use of applying gaming methods (i.e.
elements found within games) within non-
gaming contexts, specifically the classroom.
URL source for definition: http://www.informationweek.com/7-examples-put-
gamification-to-work/d/d-id/1104211
tags: new learning model
25. Adaptive learning
involves the use of technology and data, to
personalize the learning experience, provide
students with engaging ways to experience the
material, and creative alternative pathways
through their curriculum.
URL source for definition: http://tytonpartners.com/library/accelerating-adaptive-
learning-in-higher-education/
tags: new learning model
26. Big data
big is a relative term that is defined multiple
ways but refers to the analysis of masses of new
sources of data that guide decision making
processes
URL source for definition: http://www.technologyreview.com/view/519851/the-big-
data-conundrum-how-to-define-it/
tags: new learning model
27. Competency-based learning
is removed from the time constricted, credit hour
model of education. Instead competency-based
education provides the learner the ability to earn
credit based on meeting competencies. The aspect
of time is removed giving learners the ability to
earn competencies quickly, over as long of a time
period as it takes for them to master content.
URL source for definition:http://flex.wisconsin.edu/blog/competency-based-
education-what-it-is-how-its-different-and-why-it-matters-to-you/
tags: new learning model
28. Prior Learning Assessment (PLA)
is a process where college credit can be earned
from prior knowledge gained through non-
traditional college environments such as
professional work experience, workshops, open
educational resources, or military experience.
URL source for definition: http://www.cael.org/what-we-do/prior-learning-assessment
tags: new learning model
29. MOOCs (Massive, Open Online Courses)
is a form of offering a learning experience, aka
course, online to anyone who is interested in
participating. MOOCs have no restrictions on
who can participate and are offered at no cost
to remove accessibility limitations.
URL source for definition: http://www.educause.edu/library/massive-open-online-
course-mooc
tags: new learning model
30. OER (Open Education Resources)
are educational materials available for the
purpose of teaching, learning or research, that
are available for free use without the restriction
of intellectual property rights. These materials
might be in the form of full courses or learning
materials (i.e. books, tests, quizzes, videos, etc.).
URL source for definition:http://www.hewlett.org/programs/education/open-
educational-resources
tags: new learning model
31. Virtual Badges
a virtual representation of a learned skill or
competency.
URL source for definition:. http://openbadges.org/about/
tags: new learning model
32. Content Curation
As a learning model content creation involves
the selection of content around one specific
subject matter or theme, the filtering of content
to determine meaningful, or useful, content,
and the action of collecting such content in one
location in order to be shared with others.
URL source for definition: http://www.theedublogger.com/2014/06/12
/curation/ and https://storify.com/hbailie/curation-as-a-tool-for-teaching-and-
learning-1
tags: new learning model
33. Student-generated content
(also known as User generated content (UGC),
peer production, consumer generated media, or
user created content) is created by the “non-
experts” and available online through wikis,
blogs, articles, videos, etc. where users generate
content while still referencing other sources.
URL source for definition:https://en.wikibooks.org/wiki/User-
Generated_Content_in_Education/Learning_by_Creating
tags: new learning model
34. Connectivism
is a learning theory focused on informal learning
in the technology age that is networked (aka
connected), multifaceted,, goal oriented,
personalized, and the development of learning
competencies/skills.
URL source for definition:http://www.connectivism.ca/about.html
tags: new learning model
35. Hybrid learning
references a combination of in-person learning
with online/distance learning where the two
different activities are integrated to enhance the
learning experience.
URL source for definition:http://www4.uwm.edu/ltc/hybrid/about_hybrid/index.cfm
tags: new learning model
36. Flipped Classroom
refers to the reversal of the traditional classroom
model of an in-classroom lecture with at home
practice. In a flipped classroom model the lecture
activities occur at home before the classroom
meeting which allows the in-person class time to be
spent on activities, discussions, and student-teacher
interaction focused on the application of the lecture
content.
URL source for definition: https://net.educause.edu/ir/library/pdf/eli7081.pdf
tags: new learning model
37. DIYU
is a concept based on a book by DIY U: Edupunks,
Edupreneurs and the Coming Transformation of
Higher Education by Anya Kamenetz that suggests
radical change and a redesign for higher education
including the concepts of open resources,
connected learning, personal learning in a quality,
fluid educational model.
URL source for definition: https://www.youtube.com/watch?v=i6MLLkmXee0
tags: new learning model