E-Learning Glossary

A Glossary of E-Learning Terms

A

Activity stream: Communication format used to share activities and actions taken in social web applications and services in a very transparent manner. Typically, this ends up being a listing of activities performed by an individual on a single website. Activities are generally text, but they can also include links to webpages, documents, pictures, audio, or video. Your Facebook News Feed is an example of an activity stream.

Adaptive: Adaptive training programs adapt themselves to the skill level or preferences of the learner.

ADDIE model: Classic model of an instructional system design process that includes the steps Analysis, Design, Development, Implementation, and Evaluation from which the acronym is taken.

ADL (Advanced Distributed Learning): Initiative by the U.S. Department of Defense to achieve interoperability across computer and Internet-based learning courseware through the development of a common technical framework, which contains content in the form of reusable learning objects.

Analytics: The discovery and communication of meaningful patterns in data.

Andragogy: The opposite of pedagogy. A European term introduced into the English vocabulary by Malcom Knowles, it is the art and science of helping adults learn.

Animation: The rapid sequential presentation of slightly differing graphics to create the illusion of motion. Animation can have greater purpose in illustrating a process than a static visual, but it requires more information to be processed by the computer and thus higher bandwidth. Compare to audio, video, text, and graphic.

App: An application that performs a specific function on your computer or handheld device.

Artificial Intelligence: The range of technologies that allow computer systems to perform complex functions mirroring the workings of the human mind. Gathering and structuring knowledge, problem solving, and processing a natural language are activities possible by an artificially intelligent system.

Assessment : Evaluating a learner’s actual skill or knowledge level based on the expected skill or knowledge for a person in the same job, position, or assignment.

assessment item

A questionnaire or measurable activity used to determine if the learner has mastered a learning objective.

 

asynchronous learning

A self-paced learning event. Learners are online at different times and cannot communicate without time delay. Examples: courses taken via Internet, CD-ROM, Web presentation, or videotaped classes.

 

authoring tool

Software application used to produce interactive learning materials that bring together all components of a course, such as text presentation, graphics, tracking, and links.

 

Augmented reality (AR): An artificial environment created through the combination of real-world and computer-generated data.

Avatar: In online environments, a virtual digital image representing a person. In e-learning avatars usually represent the learners. The term comes from a Sanskrit word meaning an incarnation in human form.

B

Backchannel: A method for conducting a real-time, online conversation in conjunction with a live presentation. Popular at both public speaking events and in the classroom, the ‘backchannel’ allows people to communicate and share information about a presentation or a lecture while the event is occurring. Common tools used for backchannel communications are Twitter, SMS, and instant messaging programs. Blogs have also been used to curate backchannel content.

 

BBS (bulletin board system): An online community run on a host computer that users can dial or log into in order to post messages on public discussion boards, send and receive email, chat with other users, and upload and download files. BBSs are text-based and often related to the specific hobbies or interests of their creators.

 

Beaming: Using wireless communication to exchange data between two devices; see entries for infrared transmission and Bluetooth.

 

Big Data: IT-related term to define a collection of data sets so large and complex that it becomes difficult to process using on-hand database management tools. Challenges include capture, curation, storage, search, sharing, analysis, and visualization.

Blended learning: Learning events that combine aspects of online and face-to-face instruction.

Blog (weblog): An extension of the personal website consisting of regular journal-like entries posted on a webpage for public viewing. Blogs usually contain links to other websites along with the thoughts, comments, and personality of the blog’s creator.

Blog storm: A blog storm occurs when bloggers in the blogosphere write thousands of posts about a subject which then forces the story into the mainstream media.

Blogroll: List of recommended blogs.

Bookmarking: Is saving the address of a website or item of content, either in your brower, or on a social bookmarking site like del.icio.us.

broadcast
Transferring learning content to many learners simultaneously, as in a satellite broadcast or an IP multicast. In an IP multicast, numerous learners can participate in a learning event that is broadcast over the network using the Internet Protocol from a single source.

C

Case study: A scenario used to illustrate the application of a learning concept. May be either factual or hypothetical.

CBL (computer-based learning): See CBT.

CBT (computer-based training): An umbrella term for the use of computers in both instruction and management of the teaching and learning process. CAI (computer-assisted instruction) and CMI (computer-managed instruction) are included under the heading of CBT. Some people use the terms CBT and CAI interchangeably.

CD-ROM (compact disc read-only memory or compact disc read-only media): A computer storage medium similar to the audio CD that can hold more than 600 megabytes of read-only digital information.

Certification: 1) The awarding of a credential acknowledging that an individual has demonstrated proof of a minimum level of knowledge or competence, as defined by a professional standards organization. Professional certification can be used as a screening tool and verification of an individual’s skills and knowledge. 2) Program that evaluates products or tools according to predetermined criteria.

Chat: Real-time text-based communication in a virtual environment. Chat can be used in e-learning for student questions, instructor feedback, or even group discussion.

Chat room: A virtual meeting space on the Internet, an intranet, or other network, used for real-time text discussions. Unlike one-to-oneInstant Messenger applications, chat rooms enable conversations among multiple people at once.

 

Cloud computing: Capability to access data from anywhere rather than being tied to a particular machine. Also called “the cloud.”

Cluster: Groupings of content with similar tags.

CMI (computer-managed instruction): The use of computer technology to oversee the learning process, including testing and record keeping.

 

CMS (content management system): A centralized software application or set of applications that facilitates and streamlines the process of designing, testing, approving, and posting e-learning content, usually on webpages.

Coaching: A process in which a more experienced person, the coach, provides a worker or workers with constructive advice and feedback with the goal of improving performance. (See also mentoring, which focuses on career development and advancement).

Community of Practice: See online community.

Connectivism: A theory of learning based on the premise that knowledge exists in the world rather than in the head of an individual. It uses a network with nodes and connections as a central metaphor for learning.

 

Content: Information captured digitally and imparted to learners. Formats for e-learning content include text, audio, video, animation, simulation, and more.

 

Convergence: A result of the digital era in which various types of digital information, such as text, audio, and video, and their delivery mechanisms–television, telecommunications, and consumer electronics–are combined together in new integrated forms. WebTV is an example of convergence between televisions and computer technology

Corporate university: A learning organization with a governance system that aligns all learning with the corporate or agency mission, strategy, and goals. The governance system typically includes a governing board consisting of the CEO and other senior executives and a chief learning officer (CLO) who has overall responsibility for managing the organization’s investment in learning. CEOs of best-practice learning organizations leverage their corporate university to achieve performance goals, drive cultural transformation, reform and integrate training departments, and establish and sustain competitive advantage through learning.

Courseware: Any type of instructional or educational course delivered via a software program or over the Internet.

Coursecasting: A form of transmission that enables students and the general public to download and listen to audio and video recordings of class lectures to their computers, iPods, and other MP3 players.

class
Scheduled learning event that can take place at a centralized location or in a virtual environment.

cognitive level

A designation that identifies the knowledge and skills (mental or physical) a learner must display to prove mastery of a given reusable information object (RIO).

computer-based training (CBT)

Any instructional event that can be accessed via a standalone computer.

content item

Information stored in a database and used to communicate skills or knowledge. It can be in any media format, including text, graphics, animation, video, audio, and HTML plug-in. It is combined with practice items and assessment items to create a RIO.

content on demand (CoD)

Immediate availability via the network of an offering packaged in a media format such as audio on demand (AOD) and video on demand (VOD).

course
Activities and information, combined in electronic or print format, designed to help learners develop proficiency in a skill or gain knowledge about a given topic.

Creative Commons: Is a not-for-profit organization and licensing system that offers creators the ability to fine-tune their copyright, spelling out the ways in which others may use their works

Crowdsourcing: Outsourcing tasks to a distributed group of people.

curriculum
A predefined series of learning events designed to meet a specific goal, such as certifying in a particular area or achieving required job skills and knowledge.

Customer-focused e-learning: Technology-based learning programs offered by a company and targeted at their current and prospective customers. The intent is to increase brand loyalty among existing customers and attract new business.

 

Customization: Tailoring a consumer product, electronic or written medium to a user based on personal details or characteristics they provide. More recently, it has especially been applied in the context of the World Wide Web. See Personalization.

 

Cyberspace: The nebulous “place” where humans interact over computer networks; term coined by William Gibson in Neuromancer.

D

delivery
Any method of providing education. Methods include instructor-led training, Web-based distance learning, online laboratories, CD-ROMs, interactive TV, videos, and books.

distance learning

Situation in which the instructor and students are separated by time, location, or both. Courses are delivered to remote locations via synchronous or asynchronous means.

 

Delicious (del.icio.us): A social bookmarking site that users to quickly store, organize (by tags), and share favorite webpages.

 

Delivery: Any method of transferring content to learners, including instructor-led training, web-based training, CD-ROM, books, and more.

Desktop videoconferencing: Videoconferencing on a personal computer.

Development: 1) Learning or other types of activities that prepare a person for additional job responsibilities and/or enable him to gain knowledge or skills. 2) The creation of training materials or courses, as in content development or e-learning development.

Digital: An electrical signal that varies in discrete steps in voltage, frequency, amplitude, locations, and so forth. Digital signals can be transmitted faster and more accurately than analog signals.

Digital Divide: The gap that exists between those who can afford technology and those who cannot.

Digital Natives: A person for whom digital technologies already existed when they were born, and hence has grown up with digital technology such as computers, the Internet, mobile phone.

Distance education: Educational situation in which the instructor and students are separated by time, location, or both. Education or training courses are delivered to remote locations via synchronous or asynchronous means of instruction, including written correspondence, text, graphics, audio- and videotape, CD-ROM, online learning, audio- and videoconferencing, interactive TV, and FAX. Distance education does not preclude the use of the traditional classroom. The definition of distance education is broader than and entails the definition of e-learning.

Distance learning: The desired outcome of distance education. The two terms are often used interchangeably.

DVD (digital versatile disc): Optical disks that are the same size as CDs but are double-sided and have larger storage capacities.

DVI (digital video interactive): A format for recording digital video onto compact disk, allowing for compression and full-motion video.

E

e-book
Information and graphics that have been organized in electronic or computerized lessons or chapters and made available via computer.

Embedding: The act of adding code to a website so that a video or photo can be displayed while it’s being hosed at another site. Many users now watch embedded YouTube videos or see Flickr photos on blogs rather than on the original site.

e-learning
Education via the Internet, network, or standalone computer. Network-enabled transfer of skills and knowledge. e-learning refers to using electronic applications and processes to learn. e-learning applications and processes include Web-based learning, computer-based learning, virtual classrooms, and digital collaboration. Content is delivered via the Internet, intranet/extranet, audio or video tape, satellite TV, and CD-ROM.

electronic classroom

A classroom equipped with multimedia devices that are used to enhance learning.

 

Enterprise-wide e-learning: E-learning that’s intended for all or most employees within a company. It’s often part of a strategic change of direction with a very short timeline, but is also used to support a core process such as sales.

EPSS (electronic performance support system): 1) A computer application that’s linked directly to another application to train or guide workers through completing a task in the target application. 2) More generally, a computer or other device that gives workers information or resources to help them accomplish a task or achieve performance requirements.

Evaluation: Any systematic method for gathering information about the impact and effectiveness of a learning offering. Results of the measurements can be used to improve the offering, determine whether the learning objectives have been achieved, and assess the value of the offering to the organization.

Extensibility: The ability to expand and adapt an e-learning application or infrastructure by adding features, components, or services to a core set of capabilities.

Extranet: A local-area network (LAN) or wide-area network (WAN) using TCP/IP, HTML, SMTP, and other open Internet-based standards to transport information. An extranet is only available to people inside and certain people outside an organization, as determined by the organization.

F

4G: Fourth-generation mobile telephone technology. When implemented, it will feature high-speed mobile wireless access with a very high data transmission speed, of the same order of magnitude as a local area network connection (10 Mbits/s and up).

Facilitative tools: Electronic features used to deliver online courses. Examples include mailing lists, chat programs, streaming audio, streaming video, and webpages.

Facilitator: The online course instructor who aids learning in the online, student-centered environment.

Feed: Content served at regular intervals eg. the latest articles from a blog or social actions by your friends

Feed reader: An aggregator of content, subscribed to by the user, so that specific content or search results arrives in their “reader.”

Full-motion video: A signal that allows the transmission of the complete action taking place at the origination site.

Fully interactive video (two-way interactive video): Two sites interacting with audio and video as if they were colocated.

feedback
Interaction between the learner and the instructor or system. Feedback increases the quality of the learning experience.

G

Geotagging: Process of adding location-based metadata to media such as photos, video, or online maps.

H

 

Handheld device: Small, hand-held computing device, typically having a display screen with touch input and/or a miniature keyboard and weighing less than 2 pounds.

Hashtag: Community-driven convention for adding additional context and metadata to tweets. Users add them in-line to Twitter posts by prefixing a word with a hash symbol (or number sign).

Homepage: A document that has an address (URL) on the World Wide Web, is maintained by a person or an organization, and contains pointers to other pieces of information.

Hotspot: A small personal device that creates a small area of Wi-Fi coverage allowing nearby Wi-Fi devices to connect to the Internet. In other words, the device serves as a link between nearby Wi-Fi devices and a cellular data network.

HTML5: The latest iteration of that markup language, and includes new features, improvements to existing features, and scripting-based APIs. It is designed to work on just about every platform and has been adopted by most mobile phone browsers.

Hypertext: A system for retrieving information from servers on the Internet using World Wide Web client software. Hypertext consists of key words or phrases in a WWW page that are linked electronically to other webpages.

I

instructional designer (ID)

An individual who, using systematic methodology and instructional theory, creates content for learning events.

 

instructor-led training (ILT)

A scheduled event conducted by an instructor, either in a classroom or on the network. Sometimes called leader-led training (LLT) or lecture/lab training (if the course includes hands-on lab exercises).

 

Interoperability: The ability of hardware or software components to work together effectively.

Intranet: A LAN or WAN that’s owned by a company and is only accessible to people working internally. It is protected from outside intrusion by a combination of firewalls and other security measures.

J

Just-in-time: Characteristic of e-learning in which learners are able to access the information they need exactly when they need it.

K

 

KMS (knowledge management system): See knowledge management.

Knowledge asset: Intellectual content possessed by an organization. Any piece of information that a worker at a company knows, from customer names to how to fix a piece of machinery, can be considered a knowledge asset. Assets can be codified in a variety of formats, such as PowerPoint slides, Word documents, audio and video files, and so forth.

Knowledge base: A specialized database that stores knowledge assets.

Knowledge management: The process of capturing, organizing, and storing information and experiences of workers and groups within an organization and making it available to others. By collecting those artifacts in a central or distributed electronic environment (often in a database called a knowledge base), KM aims to help a company gain competitive advantage.

L

lab
A physical or virtual hands-on activity designed to help learners meet skills-based learning objectives.

LAN (local-area network): A group of personal computers and/or other devices, such as printers or servers, that are located in a relatively limited area, such as an office, and can communicate and share information with each other.

learner
Anyone who accesses information to increase his or her skills and knowledge.

learning event

An activity in which a learner increases his or her skills and knowledge.

 

learning objective

A statement that establishes a measurable outcome. An objective is used as an advanced organizer to indicate how the learner’s acquisition of skills and knowledge will be measured.

 

Learning Objective (title)

Information, based on RIOs, overviews, summaries, and assessments, that supports a specific learning objective.

LMS (learning management system): Software that automates the administration of training. The LMS registers users, tracks courses in a catalog, records data from learners; and provides reports to management. An LMS is typically designed to handle courses by multiple publishers and providers. It usually doesn’t include its own authoring capabilities; instead, it focuses on managing courses created by a variety of other sources.

localization
Modifying an offering to meet the specific needs of a geographic area, product, or target audience. For example, America uses avoirdupois weight units while Europe uses metric units.

M

M-learning (mobile learning): Learning that takes place via such wireless devices as cell phones, personal digital assistants (PDAs), or laptop computers.

metadata
Information about content that allows it to be stored in and retrieved from a database.

MMORPG (Massively Multiplayer Online Role-Playing Game): A genre of role-playing video games in which a very large number of players interact with one another within a virtual game world.

MOOC (massive open online course): A type of online course aimed at large-scale participation and open access via the web. MOOCs are a recent development in the area of distance education, and a progression of the kind of open education ideals suggested by open educational resources. MOOCs typically do not offer credits awarded to paying students at schools, but assessment of learning may be done for certification.

Moodle: A free source e-learning software platform, also known as a learning management system.

Multicasting: The transmission of information to more than one recipient. For example, sending an email message to a list of people. Teleconferencing and videoconferencing can also use multicasting.

Multimedia: Encompasses interactive text, images, sound, and color. Multimedia can be anything from a simple PowerPoint slide slow to a complex interactive simulation.

N

Net: Common nickname for the Internet.

Netiquette: Online manners. The rules of conduct for online or Internet users.

Network: Two or more computers that are connected so users can share files and devices (for example, printers, servers, and storage devices).

Newsgroup: An online discussion hosted on the Usenet network. Sometimes also called a forum.

O

offering
Any learning event or service that is made available to a person as either an on-demand event (the offering can be accessed by the learner at any time) or a scheduled event (the offering is made available at a predetermined time).

Offline: The state in which a computer is in operation while not connected to a network.

Online: The state in which a computer is connected to another computer or server via a network. A computer communicating with another computer.

Online community: A meeting place on the Internet for people who share common interests and needs. Online communities can be open to all or be by membership only and may or may not be moderated.

Online learning: Learning delivered by web-based or Internet-based technologies. See web-based training and Internet-based training.

Online training: Web- or Internet-based training.

OpenID: A single sign-on system that allows Internet users to log on to many different sites using a single digital identity.

Open media: Refers to video, audio, text and other media that can be freely shared.

P

Pedagogy: Opposite of andragogy. The term generally refers to strategies of instruction, or a style of instruction.

Peer-to-peer network (P2P): A communications network that enables users to connect their computers and share files directly with other users, without having to go through a centralized server. Groove is an example of an application that runs on a peer-to-peer network.

Podcast: A series of digital-media files which are distributed over the Internet using syndication feeds for playback on portable media players and computers. The term podcast, like broadcast, can refer either to the series of content itself or to the method by which it is syndicated; the latter is also called podcasting. The term derives from the words “iPod” and “broadcast;” the Apple iPod being the brand of portable media player for which the first podcasting scripts were developed.

portal
A specific view into a Web site. The view identifies available offerings that match a person’s request.

practice item

A question or learning activity that gives learners immediate feedback, allowing them to determine whether they can apply the skills and knowledge just learned in a RIO.

practices
Activities that reinforce the material being learned and give the learner an opportunity to apply skills and knowledge. Some practices provide feedback and mentoring. The learner’s performance may or may not be affected by the results of the practice activities. Practice activities include case studies, learning activities, practice quizzes, practice tests, testing quizzes, and practice labs.

prescriptive learning

Matching a learner with offerings designed to fill gaps in the learner’s knowledge and skills.

 

 

 

 

private sector

Any business or organization that is not a member of the public sector (public education or government agency). public sector Any public education or government agency.

 

Pull technology: In reference to the Internet or other online services, the technology whereby people use software such as a Web browser to locate and “pull down” information for themselves. See also push technology.

 

Push technology: In reference to the Internet or other online services, the technology whereby information is sent directly to a user’s computer. See also pull technology.

R

remediation
Using feedback to increase a learner’s knowledge and skills relative to a specific learning objective

reusable information object (RIO)

A collection of content, practice, and assessment items based on a learning objective.

 

reusable learning object (RLO)

Information, based on RIOs, overviews, summaries, and assessments, that supports a specific learning objective.

 

Role play: (noun) A training technique in which learners act out characters in order to try out behaviors, practice interactions, communicate for a desired outcome, and/or solve a dynamic problem. Role plays can reinforce learning and help people apply new information, skills, and techniques. (verb) To participate in a role play.

RSS: A family of web feed formats used to publish frequently updated content such as blog entries, news headlines, and podcasts in a standardized format. An RSS document contains either a summary of content from an associated web site or the full text. RSS makes it possible for people to keep up with web sites in an automated manner that can be piped into special programs or filtered displays.

S

self assessment

Process in which the learner determines his or her level of knowledge and skills.

self-paced learning

Learning in which the pace and timing of content delivery are determined by the learner.

 

subject-matter expert (SME)

An individual who has substantial knowledge about and skills in a specific subject.

 

synchronous learning

Real-time learning situation that can include immediate, two-way communication between participants.

SCORM (Sharable Content Object Reference Model): A set of specifications that, when applied to course content, produces small, reusable learning objects. A result of the Department of Defense’s Advance Distributed Learning (ADL) initiative, SCORM-compliant courseware elements can be easily merged with other compliant elements to produce a highly modular repository of training materials.

Simulations: Highly interactive applications that allow the learner to model or role-play in a scenario. Simulations enable the learner to practice skills or behaviors in a risk-free environment.

Skill gap analysis: Compares a person’s skills to the skills required for the job to which they have been, or will be, assigned. A simple skill gap analysis consists of a list of skills required along with a rating of the employee’s level for each skill. Ratings below a predetermined level identify a skill gap.

Skills inventory: A list of skills or competencies that an individual possesses, usually created by self-evaluation.

Smartphone: Any handheld device that integrates personal information management and mobile phone capabilities in the same device. Often, this includes adding phone functions to already capable PDAs or putting “smart” capabilities, such as PDA functions, into a mobile phone. The key feature of a smartphone is that one can install additional applications to the device.

Social networking: Uses software to build online communities of people who share interests and activities or who are interested in exploring the interests and activities of others. Most services are primarily web-based and provide a collection of various ways for users to interact, such as chat, messaging, email, video, chat, file sharing, blogging, and discussion groups.

Soft skills: Business skills such as communication and presentation, leadership and management, human resources, sales and marketing, professional development, project and time management, customer service, team building, administration, accounting and finance, purchasing, and personal development.

Synchronous learning: A real-time, instructor-led online learning event in which all participants are logged on at the same time and communicate directly with each other. In this virtual classroom setting, the instructor maintains control of the class, with the ability to “call on” participants. In most platforms, students and teachers can use a whiteboard to see work in progress and share knowledge. Interaction may also occur via audio- or videoconferencing, Internet telephony, or two-way live broadcasts.

Synergy: The dynamic energetic atmosphere created in an online class when participants interact and productively communicate with each other.

T

Tablet: A wireless PC that allows a user to take notes using natural handwriting with a stylus, digital pen, or on a touch screen. It is similar in size and thickness to a paper notepad. There are two formats: a convertible model with an integrated keyboard and display that rotates 180 degrees and can be folded down over the keyboard, or a slate style together with a removable keyboard. The user’s handwritten notes, which can be edited and revised, can also be indexed and searched or shared via e-mail or mobile phone.

Tag cloud: A visual representation of the popularity of the tags or descriptions that people are using on a blog or website. Popular tags are often shown in a large type and less popular tags in smaller type.

Tags: Keywords added to a blog post, photo, or video to help users find related topics or media, either through browsing on the site or as a term to make your entry more relevant to search engines.

Tutorial: Step-by-step instructions presented through computer or web-based technology, designed to teach a user how to complete a particular action.

Tweet: A post on Twitter.

Tweetup: An organized or impromptu gathering of people who use Twitter. Users often include a hashtag, such as #tweetup publicizing event.

Twitter: Popular social network that allows members to post updates of no more than 140 characters.

U

UI: The user interface (UI) is the space where interaction between humans and machines occurs. The goal at the user interface is effective operation and control of the machine, and feedback from the machine that aids the operator in making decisions.

 

Unicasting: Communication between a sender and a single receiver over a network. For example, an email message sent from one person to another.

URL (uniform resource locator): The address of a page on the World Wide Web.

 

Usability: The measure of how effectively, efficiently, and easily a person can navigate an interface, find information on it, and achieve his or her goals.

UX: User experience (US) design is a subset of the field of experience design that pertains to the creation of the architecture and interaction models that affect user experience of a device or system. The purpose of UX is to positively impact the overall experience a person has with a particular interactive system and its provider. User experience design frequently defines a sequence of interactions between a user and a system, virtual or physical, designed to meet or support user needs and goals.

V

 

Videoconferencing: Using video and audio signals to link participants at different and remote locations.

Viral:Object that gains high popularity through social networking on the Internet.

 

virtual classroom (VC)

A scheduled offering that is available at multiple locations (either desktop or classroom) via a network.

 

VoD (video on demand): See CoD.

 

VoIP (voice over IP): Voice transmitted digitally using the Internet Protocol. Avoids fees charged by telephone companies.

W

Web 2.0: The use of Internet technology and web design to enhance information sharing and, most notably, collaboration among users. These concepts have led to the development and evolution of web-based communities and hosted services, such as social-networking sites, wikis, blogs.

Web-based training (WBT)

Any instructional event that can be accessed via the Internet or the Web.

 

Webcast: (Web + broadcast) (noun) A broadcast of video signals that’s digitized and streamed on the World Wide Web, and which may also be made available for download. (verb) To digitize and stream a broadcast on the World Wide Web.

Webinar: (Web + seminar) A small synchronous online learning event in which a presenter and audience members communicate via text chat or audio about concepts often illustrated via online slides and/or an electronic whiteboard. Webinars are often archived as well for asynchronous, on-demand access.

Wi-fi (wireless fidelity): 1) Term developed by the denoting products that can connect to each other without wires, acting as either wireless clients or base stations. Products bearing a “Wi-fi certified” label should always be interoperable; some non-logoed products will interoperate as well. 2) Any network adhering to the IEEE 802.11 standard, including 802.11a, 802.11b, 802.11g, and so forth.

Wiki: A collection of web pages designed to enable anyone who accesses it to contribute or modify content, using a simplified markup language. Wikis are often used to create collaborative websites and to power community websites.

Wikipedia: A free, multilingual, open content encyclopedia project operated by the non-profit Wikimedia Foundation

Most e-Learning terms were compiled from Cisco’s e-Learning Glossary and https://www.td.org/Publications/Newsletters/Learning- Circuits/Glossary