Glossary

All about digital learning

Asynchronous training

In asynchronous training, the exchange with other learners or with tutors takes place via communication modes that do not require simultaneous connection. These can be discussion forums or even the exchange of e-mails.

Augmented Reality

Augmented Reality (or AR) is a technology that allows the integration of 3D virtual elements within a real environment and in real time. The principle is to combine the virtual and the real and give the illusion of perfect integration to the user.

Author tool

The author tool is intended for the training production teams and is used to produce the pedagogical content.

It allows the assembly and organization of documents, texts and images on various screens.

These are informative screens that will enable teaching and evaluation of employees via various exchange interfaces (questionnaires, active areas on images or videos, audio responses, etc.).

The authoring tools often allow the integration of multimedia content from the richness of web tools.

In order to ensure the success of digital training, make sure to choose an authoring tool / LCMS and an LMS that works closely together, ideally in an integrated way.

Deep-learning

The deep-learning defines the processing by computers of large amounts of data using artificial neural networks whose structure imitates that of the human brain. Whenever new information is integrated, the existing connections between neurons can be modified and extended, allowing the system to learn things independently without human intervention, while improving the quality of its decision-making and forecasting.

Voice assistants among others (Siri, Alexa, etc.) use this method of automatic learning, which allows them to understand and respond correctly to what is asked of them.

Digital Learning Management

Refers to the set of best practices applied by the Digital Learning Manager in several areas of activity: e-learning, various communication actions, marketing, as well as knowledge and management of change management tools.

Digital Learning Manager

The Digital Learning Manager is the person designated to manage the training actions related to the digital transformation of companies (both for their business model and their internal functioning).

The Digital Learning Manager is very comfortable with digital tools and uses and has a solid pedagogical base that allows him/her to “sell” his/her training.

He works within the company at the strategic level as well as at the budgetary or pedagogical level.

 

E-learning

E-learning is a distance learning mode making educational content available to learners via the Internet or an intranet. E-learning allows learners to acquire new skills, enrich their CV or boost their professional career.

Today it is the result of the digital transformation that has affected all sectors of activity in recent years.

Employer brand

The employer brand refers to a company’s influence on the job market. It is an HR marketing strategy whose objective is to make the company attractive to employees and potential employees. This translates into marketing and communication actions that will enable the employer brand to recruit the best talent available or soon to be available on the job market, while retaining the best performing employees thanks to the valorisation of the company.

Change management : Change management refers to all operations carried out within an organization to enable it to adapt to a changing environment.

This translates into the support of an organization or reorganization project which implies taking into account the human dimension, values and corporate culture as well as resistance to change. The objective is to enable the employees concerned to understand and accept the new processes.

ERP (Enterprise Resources Planning)

The ERP, which is translated into French as “Progiciel de Gestion Intégré” (PGI), is an IT tool that enables a company to be managed using a database common to all the company’s departments.

The ERP integrates all the functions of a company such as HR management, financial management, accounting, sales, purchasing, distribution or production. It allows a standardization of the processes

Gaming

This is an Anglo-Saxon expression based on the word “game” and refers to the use of mechanics and concepts specific to the world of video games to apply them to other areas.

The goal of gamification is to make an action more playful, to encourage the commitment of the individual who participates in it and to possibly introduce a viral dimension. In the marketing context, the principle of gamification can concern advertising, community spaces, mobile applications or the use of a product.

This approach is also practiced in companies, where “serious games” (serious games) are used to train staff, raise awareness of new management techniques, stimulate sales teams, etc. The expression “gamification” is sometimes used synonymously.

HRIS (Human Resources Information System)

HRIS is a system covering all human resources processes. It enables the management of all the major functions of this activity, such as administration, training, payroll management, recruitment, talent management and employee career development.

Due to its technical characteristics and operation, an HRIS will necessarily lead to a real simplification of the tasks reserved for the HR function. HR department members will thus have more time to devote to the most complex, high value-added and profitable tasks.

Jobboard

A jobboard (or job site) is a website for posting job offers. Today, jobboards are the most widely used means of recruiting staff and looking for a job.

They simplify the job search and the entire application process. This allows candidates to easily search for the opportunities they are looking for, and recruiters to find precise profiles in the CV libraries available on jobboards.

There are generalist jobboards as well as niche (or specialized) jobboards.

LCMS (Learning Content Management System)

The LCMS is a training platform, i.e. a web software dedicated to the storage, organization and distribution of educational content. This space centralizes the repository of learning content, so that it can be easily searched, identified and reused at any time, for any training need.

The LCMS integrates training content creation tools, which are handled by the instructional design teams and not by learners who do not have access to them.

LMS (Learning Management System)

The LMS is a software application that supports and manages a learning process or an educational path. It hosts on the one hand the content elaborated according to a training strategy, and on the other hand the evaluation tools of the trainers and/or tutors who lead this training.

LXP (Learning Experience Platform)

LXP refers to open platforms that provide learners with learning content through a personalized experience. They are based on the mechanisms of adaptive learning using data from assessments, recommendations, etc. They can exist independently of LMS platforms (if they have equivalent functionalities) or as a complement to them, in order to provide a user experience that they might otherwise lack.

LXP now integrates artificial intelligence (AI) to, for example, recommend content to a learner based on his profile or his actions on the platform.

Micro-learning

Also known as “micro-learning”, micro-learning is a distance learning method consisting of short modules (from 20 seconds to 5 minutes) devoted to a specific concept and available at any time. It is called ATAWAD (anytime, anywhere, any device) training. The learner is at the heart of his training, he will get his modules when he needs them.

Mobile Learning

Mobile learning refers to any type of learning for the learner that is not at a fixed and predetermined location and that uses the advantages of mobile technologies (smartphone, computer, tablet). This allows to follow training programs anywhere and at any time (mobile learning can be practiced on and off-line).

MOOC (Massive Open Online Course)

Also called “online course open to all”, MOOC is a distance learning tool capable of accommodating a large number of participants. It is usually timed and takes place over a few weeks. The Mooc is composed of various pedagogical activities, viewing of (short) videos, practical exercises and quizzes to verify the acquisition of knowledge.

Registration on the different MOOC platforms is completely free of charge, only the delivery of certificates (optional) is subject to a fee.

SCORM (Shareable Content Object Reference Model)

In French “partage de contenu par l’utilisation d’un modèle de données défini”, SCORM defines a particular way of building LMS platforms and educational content so that they can be shared with other systems to the “SCORM standard”. This standard allows content to be “packaged” in order to share it with other systems.

SPOC (Small Private Online Course)

The SPOC refers to a private online course in a small group. The learner is no longer alone, he or she joins an active group where everyone learns from each other in a social learning dynamic, allowing for a quicker rise in competence. In addition to the videos and quizzes present in the MOOC, it offers collaborative work.

Aimed at a targeted audience, it can be for a group of employees within a company or for a group of employees within a group of companies.

Synchronous training

In a synchronous training, the exchange with other learners or with tutors takes place in real time, by chat, web-conference or videoconference.  Synchronous trainings also allow to share applications and to interact on them when the tutor gives them the hand on the shared document.

Virtual reality

Virtual reality refers to technological devices that digitally simulate an environment using a computer. It allows a person to be immersed in a digitally created artificial world, to move around in it and interact with it. It also allows the user to feel the virtual world through his different senses: sight most often but also touch, hearing, smell.

XPI

Dit ” XPInstall ” or “Cross-plateform Install” is a technology used by the Mozilla platform for the installation of additional modules (extensions, plugins, themes, etc.).