Microlearning Foundations
Expert-defined terms from the Professional Certificate in Microlearning Strategies course at London School of Business and Administration. Free to read, free to share, paired with a globally recognised certification pathway.
**Adaptive microlearning #
** An approach to microlearning that uses algorithms and data analysis to tailor content and learning experiences to the individual needs, goals, and preferences of each learner.
**Bite #
sized learning:** A key characteristic of microlearning, where content is broken down into small, manageable chunks that can be consumed and digested in a short amount of time.
**Blended microlearning #
** A combination of both synchronous and asynchronous microlearning experiences, designed to provide learners with a range of learning opportunities and formats to choose from.
**Challenge #
based microlearning:** A microlearning approach that encourages learners to engage in problem-solving and critical thinking activities, often through the use of real-world scenarios and case studies.
**Data #
driven microlearning:** A microlearning approach that uses data and analytics to inform and improve the design, implementation, and evaluation of microlearning experiences.
**E #
learning:** The use of electronic technology, especially the internet, to deliver training and education programs.
**Gamification #
** The application of game-design elements and principles to non-game contexts, such as microlearning, to increase engagement, motivation, and retention.
**Just #
in-time learning:** A microlearning approach that delivers content and learning experiences at the point of need, when learners are most likely to be motivated and receptive to learning.
**Learning analytics #
** The collection, analysis, and reporting of data about learners and their learning experiences, used to inform and improve the design, implementation, and evaluation of microlearning programs.
**Learning management system (LMS) #
** A software application for the administration, documentation, tracking, reporting, and delivery of educational courses, training programs, or learning and development programs.
**Learning record store (LRS) #
** A database that stores learning data, including learning analytics, for later analysis and reporting.
**Learning science #
** The scientific study of how people learn, including the design, implementation, and evaluation of learning experiences and interventions.
**Microlearning #
** A learning approach that involves delivering content and learning experiences in small, manageable chunks, often through the use of technology and digital platforms.
**Mobile learning #
** The use of mobile devices, such as smartphones and tablets, to deliver training and education programs.
**Performance support #
** The use of resources, tools, and technologies to support learners in the performance of their job tasks and responsibilities.
**Personalized microlearning #
** A microlearning approach that tailors content and learning experiences to the individual needs, goals, and preferences of each learner.
**Push notifications #
** Messages that are sent to learners through a mobile app or other digital platform, often used to deliver microlearning content and learning experiences.
**Self #
directed learning:** A learning approach that involves learners taking responsibility for their own learning, including setting learning goals, selecting learning resources, and evaluating their own progress.
**Synchronous microlearning #
** A microlearning approach that involves real-time communication and interaction between learners and instructors, often through the use of video conferencing or live chat.
**Tin Can API #
** A standard for learning technology that allows learning systems and tools to communicate with each other, including the tracking and reporting of learning data.
**Video #
based microlearning:** A microlearning approach that uses video content to deliver learning experiences, often through the use of short, focused videos that can be consumed in a short amount of time.
**xAPI #
** A standard for learning technology that allows learning systems and tools to communicate with each other, including the tracking and reporting of learning data. Also known as the Experience API or Tin Can API.
**Adaptive assessment #
** A type of assessment that adjusts the difficulty and content of questions based on the responses of the learner, used to provide a more accurate and personalized assessment of learning.
**Asynchronous microlearning #
** A microlearning approach that does not involve real-time communication and interaction between learners and instructors, often through the use of pre-recorded videos or other digital resources.
**Behaviorism #
** A learning theory that emphasizes the role of observable behaviors in learning, and the use of rewards and punishments to shape and reinforce those behaviors.
**Bloom's taxonomy #
** A framework for categorizing learning objectives, based on the cognitive level of learning, including remembering, understanding, applying, analyzing, evaluating, and creating.
**Cognitivism #
** A learning theory that emphasizes the role of mental processes, such as thinking and problem-solving, in learning.
**Constructivism #
** A learning theory that emphasizes the role of learners in constructing their own knowledge and meaning, through active engagement and interaction with the learning environment.
**Course #
** A series of learning experiences, often organized around a specific topic or set of learning objectives.
**Curriculum #
** A planned sequence of learning experiences, often organized around a specific subject area or set of learning goals.
**Data visualization #
** The use of graphical and visual representations of data to facilitate understanding and analysis.
**Experiential learning #
** A learning approach that involves learners engaging in real-world experiences, such as internships, service learning, or simulations, to facilitate learning and development.
**Formative assessment #
** A type of assessment that is used to inform and improve learning, often through the use of feedback and self-assessment.
**Gagne's Nine Events of Instruction #
** A framework for designing and delivering instruction, based on the work of Robert Gagne, including gaining attention, informing learners of objectives, stimulating recall of prior learning, presenting the content, providing learning guidance, eliciting performance, providing feedback, assessing performance, and enhancing retention and transfer.
**Instructional design #
** The process of designing and delivering instruction, including the selection of learning objectives, the design of learning activities and materials, and the evaluation of learning outcomes.
**Learning experience #
** A single instance of learning, often consisting of a combination of learning activities and materials.
**Learning objective #
** A specific, measurable goal for learning, often expressed in terms of the knowledge, skills, or attitudes that learners are expected to acquire.
**Learning style #
** A preferred way of learning, based on individual differences in how learners process and retain information.
**Mastery learning #
** A learning approach that involves learners demonstrating mastery of a specific set of learning objectives before moving on to the next level of learning.
**Metacognition #
** The ability to think about and reflect on one's own learning, including the identification of learning goals, the selection of learning strategies, and the evaluation of learning outcomes.
**Microlearning content #
** The specific content that is delivered through microlearning experiences, often in the form of short, focused videos, articles, or interactive activities.
**Microlearning platform #
** A digital platform or application that is specifically designed to deliver microlearning experiences, often through the use of videos, articles, or interactive activities.
**Microlearning strategy #
** A plan for designing, delivering, and evaluating microlearning experiences, including the selection of learning objectives, the design of learning activities and materials, and the evaluation of learning outcomes.
**Microlearning system #
** A combination of microlearning content, platform, and strategy, used to deliver microlearning experiences to learners.
**Performance goal #
** A specific, measurable goal for learning that is focused on the application of knowledge and skills in the performance of job tasks and responsibilities.
**Personal learning environment (PLE) #
** A collection of digital tools and resources that learners use to support their own learning, including social media, blogs, wikis, and other online resources.
**Scaffolding #
** The use of temporary supports and structures to help learners acquire new knowledge and skills, often through the use of prompts, cues, and feedback.
**Self #
regulated learning:** A learning approach that involves learners taking responsibility for their own learning, including the selection of learning goals, the design of learning strategies, and the evaluation of learning outcomes.
**Social learning #
** A learning approach that involves learners interacting with others, often through the use of social media, to facilitate learning and development.
**Summative assessment #
** A type of assessment that is used to evaluate learning, often through the use of tests, quizzes, or other standardized measures.
**Synchronous communication #
** Real-time communication and interaction between learners and instructors, often through the use of video conferencing or live chat.
**Task analysis #
** The process of breaking down complex tasks into smaller, manageable components, used to inform the design of learning activities and materials.
**Tin Can API #
** A standard for learning technology that allows learning systems and tools to communicate with each other, including the tracking and reporting of learning data. Also known as the Experience API or xAPI.
**Video #
based microlearning:** A microlearning approach that uses video content to deliver learning experiences, often through the use of short, focused videos that can be consumed in a short amount of time.
**Virtual reality (VR): #
**Virtual reality (VR):