Learning and Development

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Across
  1. 4. Methods with which to measure a learners knowledge, understanding, skills and standard of learning.
  2. 5. An opportunity for students to think about their learning and how it might relate to future learning experiences
  3. 8. Analysis tool used to identify external risks.
  4. 10. Vital for truly honest conversations.
  5. 11. The author of 'Drive'.
  6. 13. The direction in which a lot of L&D is going.
  7. 15. The process of assessing the quality of a learning intervention (or project).
  8. 16. A name for one type of learning intervention.
  9. 18. Learning through the observation of other peoples behaviours (such as in the workplace).
  10. 19. The effect that various learning and development initiatives have on business outcomes and employee performance.
  11. 22. A mindset that we should encourage all learners to be, especially about the subjects in which they are interested.
  12. 23. The model used to describe the stages of group development.
  13. 24. The requirements of the business or team, based on an analysis.
  14. 27. An online platform used to host virtual learning.
  15. 28. Learning model - four methods to engage the hippocampus.
  16. 30. A person with an interest or concern in your project.
  17. 31. A process by which a learner can arrange, manage and evaluate his or her learning opportunities.
  18. 33. A popular psychometric assessment.
  19. 35. Something new and difficult which requires great effort and determination.
  20. 37. What L&D interventions are usually looking to change.
  21. 38. Popular talks hosted on YouTube
  22. 40. A commonly used model of evaluation.
  23. 42. The first L&D intervention that learners will experience in your organisation.
  24. 46. Helps to build relationships and impart knowledge to others.
  25. 47. A skilled activity, used to help an individual with a specific goal and enhance optimal performance.
  26. 48. An alternative name for an L&D training offering.
Down
  1. 1. A style of learning aimed to suit many.
  2. 2. The application of game design elements to a learning setting.
  3. 3. The process of interacting with others to develop professional relationships and support development opportunities.
  4. 6. A method used to guide and assist a group or team to increase its effectiveness in doing its work and making its decisions.
  5. 7. All learning & development products should be designed with this in mind.
  6. 9. Simon '?' - author of 'Start with Why'.
  7. 12. An assessment that is used to objectively measure an individuals personality traits, abilities and aptitude.
  8. 14. Usually a more experienced colleague sharing their greater knowledge with an inexperienced individual to enhance performance.
  9. 17. The goals or objectives that you're looking to achieve with the L&D intervention.
  10. 18. Educational practices that contribute to a continually evolving, healthy learning ecosystem in which knowledge is co-created and shared in a community.
  11. 20. Where employees actively search for, and then apply, skills and knowledge to enhance their individual and organisational performance.
  12. 21. A detailed set of step-by-step instructions to achieve a specific learning (behavioural change) outcome.
  13. 25. The amount of interest, curiosity, attention, optimism and passion that students show towards the learning.
  14. 26. The internationally recognised body for HR.
  15. 29. A source of data used for analysis.
  16. 32. The means by which you communicate knowledge to learners.
  17. 34. A method traditionally used to provide learning.
  18. 35. A place where learning might take place.
  19. 36. Any interaction, course, program, or other setting in which learning takes place.
  20. 39. A carefully constructed route that will guide your learner through your learning content.
  21. 41. Content from other sources that has been sorted and shared.
  22. 43. A software application or web-based technology used to plan, implement and assess a specific learning process.
  23. 44. Learning that is completed on a device connected to the internet.
  24. 45. The process through which L&D products are created.