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Blog · 2022-10-25

Common concepts in digital training

A diverse group listening to a presenter on tiered seating in a bright atrium.

Digital training is a field where pedagogy, technology, communication and design meet. As more organisations use e-learning, a range of new concepts has also become common.

Here we explain some of the most important concepts in digital learning.

E-learning

E-learning is an umbrella term for training delivered with the help of digital technology. It can mean anything from short web-based courses and instructional films to extensive training programmes with exercises, tests and follow-up.

Personalised learning

Personalised learning means that the training is designed with regard to learners’ different needs, goals and conditions. The learner may, for example, get the opportunity to choose content, study pace or path through the training.

Personalised learning does not have to be automated. The adaptation can also be done through different course formats, optional moments or recommendations from a trainer.

Adaptive learning

Adaptive learning means that the training’s content or difficulty level is adapted automatically based on the learner’s knowledge and results.

A learner who already masters an area can move on to more advanced content, while a learner who needs more support gets more explanations, examples or exercises.

Gamification

Gamification means using mechanisms from games in a context that is not a game. That can, for example, be points, levels, challenges, badges or visible progression.

The purpose is often to increase motivation and make the learner’s progress clearer. Gamification works best when it supports the training’s goals and is not used solely as a decorative feature.

Virtual reality

Virtual reality, often called VR after the English term virtual reality, creates a digital and simulated environment that the learner can move in and interact with.

The technology can be used to practise situations that are difficult, costly or risky to carry out in reality. That can, for example, be safety exercises, technical training or how to handle complex situations.

Augmented reality

Augmented reality, often called AR after the English term augmented reality, means that digital information is overlaid on the physical surroundings.

That can, for example, be instructions shown on a mobile phone, tablet or in special glasses when the learner is working with a machine or is in a certain place.

Blended learning

Blended learning combines digital training with instructor-led activities. The different parts are planned as a coherent programme and complement each other.

Learners can, for example, complete a digital introduction before a workshop and then use digital exercises for repetition and follow-up.

Hybrid learning

Hybrid learning usually means that learners can take part in the same training in different ways. Some may be on site while others participate remotely.

The term is used in different ways, but unlike blended learning, hybrid learning is often about how learners attend a training session.

Synchronous learning

Synchronous learning happens when learners and trainers participate at the same time. That can, for example, be a lesson in a classroom, a webinar or a digital meeting.

The advantage is that learners can ask questions, discuss and get feedback directly.

Asynchronous learning

Asynchronous learning means that learners complete the training at different times and often at their own pace.

Web-based courses, recorded lectures, reflection tasks and discussion forums are common examples. The format gives great flexibility but also requires clear instructions and a well-thought-out structure.

Microlearning

Microlearning means that knowledge and content are divided into short and clearly delimited moments.

A moment can, for example, consist of a short film, an interactive exercise, a question or an instruction. Microlearning fits particularly well for repetition, introductions and knowledge that should be usable directly at work.

Mobile learning

Mobile learning means that the training is adapted for smartphones and tablets.

It is not only about the content being possible to open on a smaller screen. Navigation, amount of text, interactions and films also need to be designed for mobile use.

Learning platform

A learning platform, often called an LMS after the English Learning Management System, is used to administer, distribute and follow up training.

In a learning platform an organisation can, for example, manage participants, assign courses, register results, track completion and issue certificates or diplomas.

Authoring tool

An authoring tool is used to create digital courses and other interactive training content.

The tool can include features for building pages, adding films, creating questions and exercises, and publishing the material in a learning platform.

Learning analytics

Learning analytics means that data from a training programme is used to understand how learners engage with the content and what results the training delivers.

That can, for example, be completion rate, results on knowledge tests, common errors, abandoned moments or parts that learners return to. The information can be used to improve both the content and the training’s design.

SCORM

SCORM is a technical standard that makes it possible to publish and follow up digital courses in different learning platforms.

The standard can, among other things, transfer information that a learner has started or completed a course and what result the learner received.

xAPI

xAPI is a standard for recording more types of learning activities than what is usually possible with SCORM.

That can, for example, be that a learner watches a film, completes a practical exercise, reads an article or uses a digital tool. The information can be stored in a dedicated system called a Learning Record Store.

Artificial intelligence

Artificial intelligence, often abbreviated AI, is used within digital training to create, adapt and analyse content.

AI can, for example, help produce questions, summarise material, give individual feedback, translate content or suggest training moments based on the learner’s needs.

At the same time, the technology places demands on quality assurance, transparency, information security and responsible handling of personal data.

Accessible learning

Accessible learning means that the training is designed so that as many people as possible can take part in it, regardless of ability or technical conditions.

That can include clear navigation, good contrast, captioning of films, alternatives to audio content and the ability to use the training with a keyboard or screen reader.

Learning experience design

Learning experience design is about shaping the learner’s entire learning experience. The focus is not only on which content should be conveyed, but also on how the learner is motivated, engaged and given the opportunity to use their new knowledge.

The approach often combines pedagogy, user experience, interaction design and communication.

Digital training requires more than technology

The concepts within digital training develop as new technologies and ways of working emerge. At the same time, technology is only one part of the whole.

Good digital training needs clear goals, relevant content and a design that helps learners understand, practise and use their knowledge in practice.

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