Across
- 5. 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.
- 7. Classroom, A classroom equipped with multimedia devices that are used to enhance learning.
- 9. 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.
- 10. Process in which the learner determines his or her level of knowledge and skills.
- 11. A self-paced learning event. Learners are online at different times and cannot communicate without time delay. Examples: courses taken via Internet, web presentation, or recorded classes.
- 12. An abbreviation for an individual who has substantial knowledge about and skills in a specific subject.
- 13. A specific view into a Web site. The view identifies available offerings that match a person’s request.
- 14. A scheduled offering that is available at multiple locations (either desktop or classroom) via a network.
- 16. A 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.
- 19. Information and graphics that have been organized in electronic or computerized lessons or chapters and made available via computer.
Down
- 1. A type of learning implying the usage of game elements such as badges, levels, achievements, points etc. to increase students’ engagement in the learning process.
- 2. Education via the Internet, network, or standalone computer. Network-enabled transfer of skills and knowledge.
- 3. Designer An individual who, using systematic methodology and instructional theory, creates content for learning events.
- 4. An abbreviation for free online courses offered by top colleges and universities. The main idea is to give an opportunity to study to anyone independently of income and location. A fee is applied only if a student wants to get a certificate to confirm the knowledge.
- 6. Any instructional event that can be accessed via the Internet or the Web.
- 8. Real-time learning situation that can include immediate, two-way communication between participants.
- 12. A learning style in which the pace and timing of content delivery are determined by the learner.
- 15. Any method of providing education. Methods include instructor-led training, Web-based distance learning, online laboratories, CD-ROMs, interactive TV, videos, and books.
- 17. A set of remote servers where the data is stored and can be accessed from anywhere.
- 18. An abbreviation for a software used for creation, managing and delivering eLearning content as well as communication with students and tracking their performance.
