With the participation of local and global experts, NeLC has launched the eLearning Terminologies project to standardize the commonly used terminologies for decision-makers, researchers, practitioners, and those who are interested in eLearning. This project is one of the NeLC initiatives to keep pace with the recent developments and meet changing demands in the field.
Using educational, information and communication technologies to enhance the efficiency and control the quality of learning and training modalities.
One of the learning modes in which electronic means and technologies are used in the learning process and the management of its interaction. It is characterized by a separation between the educator and the learner, between the learners themselves, or between learners and learning resources, and the separation is either in the spatial dimension outside the learning institution and/or in the temporal dimension of the learning time.
One of the distance learning modes (via the Internet) in which the learner is separated in space and/or time from the educator.
One of the eLearning modes that combines regular learning and distance learning within the credit hours.
One of the eLearning modes that uses the technology and its applications to support the learning process.
A temporary shift from the regular learning into other learning modes due to emergency crises. It includes the use of fully distance teaching and training solutions, and the return to regular or blended learning once the crisis has ended.
A type of blended learning that delivers the learning content in two methods: online and on-site simultaneously. It allows the learner to move and navigate between the two methods based on their preferences.
One of the distance learning modes in which simultaneous interaction occurs between the learners and educators.
One of the distance learning modes that requires no simultaneous interaction between the learning process participants.
A form of learning that allows a learner to control the flow of the learning content based on their abilities.
Creating a personalized learning experience for each learner through employing sophisticated data-driven technology to anticipate types of learning pathways, content, and resources the learner needs at a specific point in time to attain certain competencies.
A method of delivering content to enhance learning and performance in an efficient and effective manner through short pieces of content usually presents one key concept per learning segment.
A formal learning that takes place in the presence of the learner within an integrated educational ecosystem that includes the basic elements of the learning process involving the direct contact between the educator and the learner or between the learners themselves within the learning institution and in the same temporal dimension.
An interactive learning environment that enables the learner to fully engage in the learning process.
Using an interactive electronic program or application that simulates a real situation and allows the learner to practice certain skills in a safe environment.
The interconnection and interaction of eLearning systems, policies, procedures, resources, technologies, and all stakeholders in the learning process.
An organized process of designing learning resources and processes based on principles derived from teaching and learning, and related theories to make the learning more effective, efficient, and acceptable to the learner and achieve the learning outcomes.
A methodology for designing learning experiences that meets the different needs of all learners.
A set of technical standards for eLearning products. It provides the communication method and data models that allow eLearning content and LMSs to work together and ensure the interoperability between them.
A visual scheme used in the instructional design to plan and display a series of visual, audio, text, and interactive elements before converting them into an eLearning product to achieve learning objectives.
An application or program for producing digital learning content.
An online environment provides interactive services and educational resources and tools for learners and educators.
An integrated online system that provides a set of interactive services for managing and creating courses, providing learning and examinations tools, tracking learner performance and reporting.
An online reality-based simulated environment that aims to achieve the learning objectives.
A virtual learning environment tool that simulates the traditional classroom, where educators and learners can interact in real-time with each other using audio, video, and other different communication tools.
An interactive virtual environment that allows learners to conduct scientific experiments and acquire skills.
An online system that enables users to personalize their learning experiences through managing the selection of tools, applications, and resources to achieve their learning objectives.
Records of learner's attendance in the online course through active and effective engagement.
The use of technology and its applications for assessing the learning outcomes and its components.
Policies, controls and standards used to achieve optimal, conscious and safe use of technology.
The skills of using technology, data and communication required for learning, working, and interaction in life.
A set of behavioural rules to be followed in online communication with others.
The deliberate and repeated misuse of technology by an individual or group to threaten or harm others.
An online venue for saving, sharing and managing digital educational resources that implement a metadata standard.
Learning, teaching and research materials in any format and medium that reside in the public domain or are under copyright that have been released under an open license, that permit no-cost access, re-use, re-purpose, adaptation and redistribution by others.
Integrated electronic applications or programs designed for learning or training purposes.
Online courses available for everyone to enroll.
The technology features that enable people with disabilities to access and use it effectively.
The level of effectiveness, efficiency, and satisfaction with which specific users achieve their objectives in specific eLearning environments.
A system that detects the environment surrounding the learner to provide eLearning that suits the learner’s characteristics.
Electronic devices or tools that are physically worn by individuals to detect the environment surrounding the learners and provide them with certain data.
Incorporating games into the learning process.
Leveraging media, games, toys, and experiences that mix fun and learning to motivate learners.
Electronic games designed to provide learners with the knowledge or improve their skills to achieve learning objectives in a fun and interactive way.
Utilizing the characteristics of games to enhance motivation and interaction in the learning process.
An electronic portfolio of learner’s work and activities that document his\her progress and achievement.
Enabling the access to eLearning using mobile devices and smart phones features to support eLearning environment and the reach of learners anytime and anywhere.
Validated indicator of accomplishment or skill that can be earned, accessed, shared, and verified online.
An interface that allows the user to access data they need quickly and easily.
An entirely virtual environment that can be like or different from the real world where the learner immerses and interacts by utilizing wearables.
Enhancing the real-world experience with virtual interactive scenes or objects by using mobile devices.
A mixture of the real-world experiences, augmented reality, and virtual reality so that the boundaries between what is real and virtual are minimalized to create an integrated immersive and interactive experience.
A mixture of the real-world experiences and the virtual reality to enable the learner to interact with them by using the wearables.
The analysis of data regarding learning performance, activities and interactions between learners and learning and other parties in the learning process to contribute to the evaluation and improvement of learning.
A book designed to be read on electronic devices provides the user with basic features similar to a paper book.
An electronic book that utilizes interactive tools and digital multimedia to enhance the learner’s interaction with the content.
Video recording that captures all directions simultaneously, allowing the viewer to navigate from one scene to another through predefined points.
A world in which virtual environments emerge with reality, allowing vast numbers of users to live and perform their daily life and personal activities and interact using their avatars.
A document acknowledging leaner’s achievement focusing on learning outcomes in a specific field within a short time and is awarded by a trusted provider based on clearly defined standards.
Learning pathways designed to meet the learner’s needs, regardless of age and educational level. These pathways enable learners to enrol in various learning levels and fields and achieve recognition of acquired skills and knowledge to enhance the link between formal and non-formal learning.
An approach in instructional design that utilizes the principles of various design fields to create a learning product that provides a comprehensive learning experience.
One of the distance learning modes utilizes live or recorded TV broadcasting within specific teaching and learning methodological framework.
Digital resources and assets that are utilized to enhance the learning process.
Learning that utilizes digital content, physical surroundings, mobile devices, and wireless communication to deliver teaching–learning experiences at anytime, anywhere.
A set of micro-credentials that support the learner’s academic or career path to meet the labor market needs.