Momentive delivers a powerful learning experience that meets the needs of both presenters and participants. Our learning management system (LMS) will translate the most important terms for you. As you start to think of what’s ahead in the coming years, take some time to get familiar with these commonly used terms.
AICC – a learning standard, providing course content compliance with web-based learning requirements and facilitating proper communication between the course content and the LMS. (AICC stands for Aviation Industry Computer-based Training Committee, as it was initially developed for the aviation industry. AICC’s standards have been embraced across countless sectors for ensuring compatibility of eLearning materials.)
Asynchronous Learning – a type of online learning that can happen even if a student is offline during the initial lesson. A student can study at their own pace and communicate with classmates and teachers by posting questions in forums and sending emails.
Augmented Reality (AR) – any software that makes alterations to a user’s view of the surrounding world. AR is a recent entrant into the eLearning scene with fantastic implications for the future of corporate training.
Authoring Tool – software used to create a SCORM-compatible eLearning content that can be deployed into any SCORM-conformant LMS without the need to start all over again if you decide to move to another LMS. Read More: The Top 12 eLearning Authoring Tools.
Blended Learning – Also known as hybrid learning, this approach combines eLearning with in-person teaching or discussions. In a blended learning course, learners complete some components independently through an eLearning system and other elements in a traditional classroom setting.
Case-Based Storytelling – using real-world examples or cases to promote learning through analysis and discussion.
Channel Learning – when organizations share LMS content with others. For example, one firm might find it helpful to borrow content from another company instead of recreating a similar course. Sharing content between one LMS and another is easy and effective because of the standards governing LMS content objects (See: SCORM).
CLCIMS – an acronym for Computer Learning Content Information Management System. CLCIMS refers to any SCORM-compliant learning content system. It’s a comprehensive name for both a learning management system and LCMS.
Cloud – a set of remote servers where the data is stored and can be accessed from anywhere.
Cloud LMS – an LMS hosted in the cloud (also known as SaaS LMS, on-demand LMS, or multitenant LMS).
Collaborative Learning – a general name covering group learning. In LMS learning, cooperative learning is facilitated by social learning tools—such as virtual classrooms or application-sharing tools—that allow for either simultaneous or staggered work.
Competency-Based Learning – an approach to learning designed to develop specific skills and competencies, rather than abstract knowledge.
Computer-Based Training (CBT) – a generic term covering any training that uses a computer. Learning through an LMS is one type of CBT.
Content Library – an online database of LMS content. Some learning management systems come with access to a content library. If not, you can build your own with an LCMS. The content you create is accessible in individual units or as a whole course. You can load it into your LMS and give learners access through your course catalog.
Content Management System (CMS) – a web-based application used to build a website and manage content within a standard interface. The system of permissions enables multiple users to access the CMS without interfering with one another.
Corporate Training – an improvement of employees’ professional knowledge and skills that the company needs to conduct for the success and development.
Course Authoring – the act of producing course content for learners using a learning management system. Authoring can involve adapting a course taught in a traditional classroom or creating new content specifically for your LMS. Also known as Course Designing.
Course Catalog – The manager of your LMS uploads courses to the system, which are then centralized in the course catalog. Learners can access the catalog to register for courses.
eLearning – a type of learning that is delivered over the internet. Learning occurs outside of a traditional classroom, utilizing an LMS to provide learning materials and webinar services that replace face-to-face communication. It may also be referred to as distance learning, online learning, computer-based learning, or web-based learning. Additionally, there are various eLearning techniques, including mobile learning, blended learning, flipped learning, rapid learning, social learning, and others.
eLearning Content Chunking – a process of dividing information into small pieces and grouping them so they can be stored and processed easily.
eLearning Personalization – a method of customizing the correct type of learning for the right kind of audience. Personalized learning is the opposite of a “one size fits all” model used in traditional education. Learning curriculum and activities are tailored to individual students’ skills rather than their age or grade.
Face-to-Face Learning – traditional learning that requires a teacher and students to be located in the same physical classroom.
Flipped Learning – a model of teaching in which students study learning material at home by watching videos and come to the class to get a deeper understanding of a topic, discuss unclear moments, and interact with classmates.
Formal Learning – a type of learning that is planned, structured, and guided by an instructor or teacher.
Game-Based Learning – the use of games in learning and training. The main idea is to help students apply the skills gained in the games to a real-world environment.
Gamification – a type of learning that applies the use of game elements such as badges, levels, achievements, points, user-designed avatars, and/or prizes for material completion and comprehension to increase students’ engagement in the learning process. Read More: What is Gamification?
Gradebook – an online or in-app page where student grades are collected, calculated, and displayed.
Gray-Labeling – a form of branding where software allows both its own logo/design and your company or organization’s logo/design to be present in an application. This is an excellent option for schools or companies that want to customize the learner experience (See: White Labeling).
HTML5 – stands for the fifth (and current) version of the hypertext markup language, used to design courses accessible on mobile devices.
Implementation – the process of installing and using software or specific features.
Informal Learning – an ongoing process of gaining new skills and knowledge through peer and colleague observations, reading blogs and news sources, communication on forums, watching YouTube videos, etc.
Installed LMS – an LMS installed at the client’s server (also called on-premise LMS, deployed LMS, in-house LMS).
Instructional Design – a practice of analyzing, designing and developing instructional materials and transferring them into an online curriculum.
Instructor-Led Training (ILT) – often contrasted with web-based training to mean live training in a physical classroom, with one person leading the class. It can also be generically referred to as training led by one person in either a physical or virtual classroom.
Just-In-Time Learning – a type of learning focused on gaining particular knowledge instead of learning everything. Read More: 7 Ways to Incorporate ‘Just-In-Time Learning’ with your LMS
Learning Content – a generic term for information made available through a learning management system. Learning content encompasses the facts or skills being taught, as well as the teaching method and the format of the course. Read more: Tips to repurpose your learning content.
Learning Content Management System (LCMS) – a system used to create and manage eLearning content. The primary difference between an LMS and an LCMS lies in the target user. A learning management system focuses on learners, while content creators primarily use an LCMS.
Learning Management System (LMS) – software used for creating, managing and delivering eLearning content as well as communication with students and tracking their performance. There are LMSs hosted in the cloud and installed on the clients’ websites. The courses are either created with the help of native learning management system tools, such as documents, quizzes, and links, or uploaded as SCORM/AICC packages.
Learning Object – a learning content element focused on one learning objective, shareable between learning management systems. Learning objects can be classified and organized within an LCMS to facilitate easy reuse.
Learning Path – a sequence of steps a student needs to take to pass the course and get a certificate.
Learning Pathway – the order in which a learner completes LMS eLearning content. A learning pathway can be established by a learning management system manager or by learners themselves. Learning paths outline the time it takes a learner to master content or specific skills. You can experiment and determine the best learning path for your learners using your LMS.
Learning Tools Interoperability (LTI) – a standard allowing learning management system vendors to add integration with third-party services. It is a framework that enables an LMS to send information about a learner to a third-party tool or software, allowing for single sign-on, data exchange, and a seamless user experience.
Lifelong Learning – a combination of formal and informal learning continuing throughout an entire life.
Micro-Learning – a way of teaching that implies delivering eLearning content in small units (chunks, learning snacks) for better retention and higher engagement. Read more: Microlearning strategies to boost learning engagement.
Mobile Learning (mLearning) – when learning occurs via a mobile device (such as a tablet or smartphone). Some learning management systems support user access to course content through mobile devices, and some utilize mobile learning as an extension of their program’s social learning aspects.
“One Size Fits All” eLearning Model – a learning model suitable for all types of learners, regardless of their skills and the level of knowledge.
On-Premise Hosting – in contrast to cloud hosting, on-premise hosting refers to hosting software on a server located in your physical office. This is a suitable option for large companies or businesses that prefer to have an extra level of control over their data.
On-The-Job Training (OTJ Training) – any training that takes place after onboarding, where an employee learns as they work.
Open-Source Software – software that has an open (and, therefore, editable) source code. Open-source software is often free and an excellent choice for businesses on a budget or tech-savvy organizations that want to customize their LMS experience.
Portal – the starting page or homepage of an application or software. In a learning management system, instructors, admins, course designers, and learners will likely see different versions of the portal based on their administrative privileges.
Problem-Based Storytelling – teaching how to solve a problem with the best results.
Progress Reports – updates on how a learner has performed against predefined standards established by learning management system managers. These reports provide the course administrator with insight into the learner’s progress, areas for improvement, and overall course completion.
Rapid Authoring – a content creation method frequently offered as a learning management system feature that makes the transfer of information to the SCO format fast and easy. A rapid authoring tool can take a PowerPoint presentation and integrate it with an audio recording of the presentation by using built-in, interactive LMS functions. Rapid authoring is helpful for individuals who want to create hybrid content but lack proficiency in the technical aspects of LMS content standards. The rapid authoring tool lets you import any information you choose and produces learning content that can be shared between LMSs.
Rapid Learning – a process of creating courses within a shorter period, within a smaller budget, making fewer efforts and involving minimal resources.
Responsive Design LMS – a learning management system whose layout adjusts to the screen of the device used.
ROI (Return On Investment) – a performance indicator measuring the profit after all costs are deducted. Regarding eLearning, costs include the expenses for course development, LMS, authoring tools, and other related items.
SaaS – an acronym for software-as-a-service. This term describes companies that host software and sell licenses to use it.
Scalable LMS – a learning management system that allows increasing the number of seats on demand.
Scenario-Based Learning – a type of learning in which a learner becomes a part of the story and achieves different outcomes depending on certain decisions.
Self-Paced Learning – a type of learning directed by a student, not an instructor. A student determines the amount of time to study as well as a comfortable place to access the courses from.
Shareable Content Object (SCO) – a launchable learning object that communicates back to the learning management system that launched it. A learner can open an SCO in a web browser and complete the objective there. When they’re finished, their results and records are saved in the LMS.
Shareable Content Object Reference Model (SCORM)– a collection of standards ensuring content compatibility with SCORM-compliant learning management systems. SCORM-compatible content is created with authoring tools and can be reused and transferred to a new LMS without the need to spend money and effort on remaking the content.
Social Learning – learning that takes place on a broader scale than individual or group learning, up to a societal scale, through social interaction between peers. This encompasses both collaborative learning and informal learning. Some learning management systems try to replicate this type of learning in a virtual environment through social tools designed to facilitate cooperation (such as chat rooms or video conferencing). Some even include social media platforms to encourage a culture of informal learning among students.
Storytelling – a process of presenting data using entertaining and memorable stories.
Student-Centered Approach to eLearning – a way of teaching in which a student is put at the very center of the learning process. A teacher adjusts the curriculum, delivery of materials, and class activities to match the students’ skills and knowledge level. The student-centered classroom allows students not to just pass, but to learn in a deep and fundamentally appropriate way.
Synchronous Learning – a type of online learning that requires both a teacher and a student to be online at the same time. Communication happens through chatting and video conferencing.
Tin Can API (also called Experience API or xAPI) – the next generation of SCORM eLearning standard that allows for tracking of learning activities happening outside the
LMS (like attending conferences, writing blogs, social communication, etc.)
Virtual Classroom – an online classroom where learning and collaboration happen. There are chat, whiteboard, video, and audio capabilities enabled.
Virtual Learning Environment (VLE) – an eLearning setting modeled after the elements of traditional learning that can include textbook-like content or a recorded lecture. In a virtual learning environment, learners interact with one another through chat sessions or other social learning tools, just as students in a classroom interact with each other as part of the learning process.
Virtual Reality (VR) – in contrast to augmented reality, VR provides a virtual 360-degree world, typically using a special headset and occasionally motion-tracking gloves or boots. Like AR, VR is a new tool for eLearning with the potential to be an excellent asset for virtual training simulations.
Web-Based Training (WBT) – used to reference any learning that happens online.
Whiteboard – an online application that allows drawing lines.
White Labeling – similar to gray labeling, white labeling is a branding option that removes the name of a software’s developer and customizes the view to feature your company’s name instead. It’s usually more expensive than gray labeling, but it can provide a more cohesive theme for company-specific learning materials.
xAPI – also known as Tin Can API. The successor to SCORM, xAPI is an API that standardizes learning content for cross-platform sharing and interoperability.
Learn more
Momentive offers an intuitive and user-friendly experience that makes it easy to both present and participate in events. Featuring a variety of interactive tools that help online courses meet live learning requirements, this customizable solution creates a powerful first impression as a learning management system. It also provides a seamless administrative experience for organizations seeking to build content offerings and identify potential revenue opportunities.