Activity Completion
→Activity completion is a tracking feature that marks when a learner has finished a specific resource or activity — for example viewing a page, submitting an assignment, or scoring above a threshold on
Adaptive Learning
→Adaptive learning is an educational approach in which the content, sequence, and pace of learning automatically adjusts to each individual learner based on their ongoing performance, knowledge gaps, a
ADDIE Model
→ADDIE is a foundational instructional-design framework that structures the creation of learning experiences into five phases: Analyse, Design, Develop, Implement and Evaluate. In Analyse, designers id
AICC
→AICC (Aviation Industry Computer-Based Training Committee) is one of the earliest technical standards for packaging e-learning content so it can communicate with a learning management system. Although
AI Roleplay
→AI roleplay lets learners practise real conversations — sales, support, compliance, interviews — with an adaptive AI persona that responds in character and scores their performance, building capabilit
AI Tutor
→An AI tutor is a software agent that provides personalised, on-demand teaching support — answering questions, explaining concepts in different ways, giving hints, and adapting to each learner's pace a
Andragogy
→Andragogy is the theory and practice of teaching adults, most associated with Malcolm Knowles, who contrasted it with pedagogy (the teaching of children). It rests on assumptions that adult learners a
Asynchronous Learning
→Asynchronous learning lets learners access content and complete activities on their own schedule, without needing to be online at the same time as anyone else. Recorded videos, readings, discussion fo
Authoring Tool
→An eLearning authoring tool is software used to create digital learning content — courses, interactions, assessments and simulations — which can then be published to an LMS, typically in standards suc
BigBlueButton
→BigBlueButton is an open-source web-conferencing system designed specifically for online learning, and it integrates tightly with Moodle as a virtual-classroom activity. It supports real-time audio an
Blended Learning
→Blended learning combines face-to-face instruction with online digital learning, giving learners the structure of in-person sessions and the flexibility of self-paced online content. A typical blend d
Bloom's Taxonomy
→Bloom's Taxonomy is a hierarchical framework that classifies learning objectives into levels of cognitive complexity, from lower-order to higher-order thinking. The revised version progresses through
Certification
→Certification is the formal recognition that a learner has met a defined standard of knowledge or competence, usually by passing an assessment and receiving a certificate or credential. Certifications
cmi5
→cmi5 is a modern eLearning specification that defines how content communicates with a learning management system, combining the rich data-tracking power of xAPI with the structured course-management r
Cognitive Load Theory
→Cognitive Load Theory, developed by John Sweller, explains that working memory can hold only a small amount of information at once, so instruction must be designed to avoid overloading it. The theory
Cohort
→In Moodle, a cohort is a site-wide or category-wide group of users that can be enrolled into courses together in a single action, rather than one person at a time. Cohorts are ideal for managing large
Competency-Based Learning
→Competency-based learning (or competency-based education) focuses on learners demonstrating mastery of specific, well-defined skills or competencies, rather than on time spent in a course. Learners pr
Competency Framework
→A competency framework is a structured model that defines the knowledge, skills, behaviours and attributes required for effective performance in a role, team or whole organisation. It provides a share
Compliance Training
→Compliance training is mandatory instruction that ensures employees understand and follow the laws, regulations, policies and standards relevant to their roles and industry. Typical topics include dat
Constructivism
→Constructivism is a learning theory holding that people actively construct their own understanding by connecting new information to prior knowledge and experience, rather than passively receiving fact
Content Curation
→Content curation in learning is the process of finding, evaluating, organising and sharing the most relevant existing resources — articles, videos, courses, podcasts and tools — rather than creating e
Continuing Professional Development (CPD)
→Continuing professional development (CPD) is the ongoing process by which professionals maintain, update, and expand their knowledge and skills throughout their careers, often to meet the requirements
Conversational AI
→Conversational AI refers to technologies — powered by natural language processing and large language models — that let computers understand and respond to human language in a natural, dialogue-based w
Course Catalogue
→A course catalogue is the browsable, organised listing of all learning offerings available within an LMS or training platform. It is the learner's storefront — the place they discover, search, and enr
Course Completion
→Course completion is an LMS feature that marks when a learner has finished an entire course, based on criteria the teacher or administrator defines. In Moodle, completion can be triggered by finishing
Course Format
→A course format determines how a course's content is laid out and navigated. In Moodle, common formats include Topics (sections by subject), Weekly (sections by date), Single Activity and Social (foru
Employee Onboarding
→Employee onboarding is the structured process of integrating a new hire into an organisation — covering the systems, knowledge, skills, culture, and relationships they need to become productive and en
Enrolment Methods
→Enrolment methods are the different ways learners are given access to a course in an LMS. In Moodle the main options are manual enrolment (an admin or teacher adds users directly), self-enrolment (lea
Flipped Classroom
→The flipped classroom is a blended-learning model that inverts the traditional sequence. Learners first encounter new material on their own — usually through videos, readings or interactive modules de
Forgetting Curve
→The forgetting curve, first described by psychologist Hermann Ebbinghaus, illustrates how newly learned information decays from memory over time when there is no attempt to retain it. Without reinforc
Formative Assessment
→Formative assessment is low-stakes assessment used during learning to monitor progress and provide feedback that helps learners improve. Quizzes, polls, self-checks, drafts and practice exercises are
Gagné's Nine Events of Instruction
→Gagné's Nine Events of Instruction is a classic instructional-design model outlining a sequence of teaching steps that support effective learning. The nine events are: gain attention, inform learners
Gamification
→Gamification is the use of game-design elements — points, badges, levels, leaderboards, streaks and challenges — in non-game contexts such as training and education to boost motivation and engagement.
Generative AI in Learning
→Generative AI refers to artificial-intelligence models that create new content — text, images, audio, video or code — from prompts, using large models trained on vast datasets. In learning and develop
Gradebook
→The gradebook is the central area in an LMS — most notably Moodle — where every learner's scores from graded activities are collected, calculated and displayed. Teachers organise grades into categorie
Immersive Learning
→Immersive learning uses technologies such as virtual reality (VR), augmented reality (AR), 360-degree video and realistic simulations to place learners inside lifelike environments where they can prac
Instructional Design
→Instructional design is the systematic practice of creating effective, engaging learning experiences by applying pedagogical and cognitive principles. Designers analyse learner needs and goals, struct
Instructor-Led Training (ILT)
→Instructor-led training (ILT) is any structured learning delivered in real time by a human instructor, traditionally in a physical classroom. It remains one of the most common training formats in corp
Interactive Video
→Interactive video is video enhanced with clickable elements, embedded questions, branching choices, hotspots and navigation that turn passive watching into active participation. Using tools such as H5
Kirkpatrick Model
→The Kirkpatrick Model is the best-known framework for evaluating the effectiveness of training, organising measurement into four levels. Level 1, Reaction, captures how learners felt about the trainin
Knowledge Retention
→Knowledge retention is the degree to which learners hold on to and can recall and apply what they have learned over time. It is the true measure of training effectiveness — a course that is completed
Large Language Model
→A large language model (LLM) is a type of AI, trained on vast amounts of text, that can understand and generate human-like language to answer questions, summarise, translate, write and converse. LLMs
Leaderboard
→A leaderboard is a gamification element that ranks learners against one another based on points, badges, course completions, or other measurable achievements. By making progress visible and competitiv
Learning Analytics
→Learning analytics is the measurement, collection and analysis of data about learners and their contexts to understand and improve learning and the environments in which it happens. It draws on LMS ac
Learning Chatbot
→A learning chatbot is a conversational software agent that supports learners through text or voice — answering questions, delivering bite-sized lessons, quizzing, sending reminders and guiding people
Learning Content Management System (LCMS)
→A learning content management system (LCMS) is a platform focused on the creation, storage, reuse, and management of learning content — as distinct from an LMS, which focuses on delivering content and
Learning Experience Design (LXD)
→Learning experience design (LXD) is an approach to creating learning that borrows from user experience (UX) design, focusing on the learner's whole journey, motivation, and engagement rather than just
Learning in the Flow of Work
→Learning in the flow of work is an approach, popularised by Josh Bersin, that integrates learning directly into employees' daily tasks and tools rather than pulling them away to separate courses. Inst
Learning Management System (LMS)
→A Learning Management System (LMS) is a software platform that enables organisations to create, deliver, manage, and track learning and training programmes. An LMS serves as the central hub for all tr
Learning Object
→A learning object is a self-contained, reusable unit of digital learning content designed to teach a specific objective — for example a short video, an interactive exercise, a simulation or a quiz. Be
Learning Objectives
→Learning objectives are clear, specific statements describing what a learner should know or be able to do after completing a piece of learning. Well-written objectives are measurable and observable —
Learning Path
→A learning path is a structured, sequenced series of courses, modules, and activities designed to take a learner from a defined starting point to a specific competency or role outcome. Rather than off
Learning Path
→A learning path (or learning journey) is a structured, sequenced series of courses, activities and assessments designed to take a learner from their current level to a defined goal or competency. Rath
Learning Record Store (LRS)
→A Learning Record Store (LRS) is a data repository that collects, stores and retrieves learning records expressed in the xAPI (Experience API) format. Where a traditional LMS only tracks activity that
Learning Styles
→Learning styles is the popular idea that individuals learn best when taught in their preferred mode — often labelled visual, auditory, reading/writing or kinaesthetic (the VARK model). While the notio
LTI (Learning Tools Interoperability)
→LTI (Learning Tools Interoperability) is an education-technology standard, maintained by 1EdTech, that lets an LMS securely connect to external learning tools and content so they work as if built in.
LXP (Learning Experience Platform)
→An LXP is a platform focused on learner-driven content discovery and personalised recommendations, complementing the structured, trackable training an LMS delivers.
Microcredential
→A microcredential is a compact, verifiable certification that recognises a specific skill or competency, rather than the broad achievement represented by a full degree or diploma. Microcredentials are
Microlearning
→Microlearning delivers training in short, focused units — usually a few minutes each — designed for mobile, on-demand consumption and stronger retention.
Mobile Learning (mLearning)
→Mobile learning (mLearning) is learning delivered through smartphones and tablets, letting people study anywhere and in short, convenient sessions. Through responsive course design or a dedicated app,
MOOC (Massive Open Online Course)
→A MOOC (Massive Open Online Course) is an online course designed for unlimited participation and open access via the web, typically free or low-cost to enrol. Pioneered by platforms such as Coursera,
Moodle
→Moodle is the world's most widely used open-source learning management system (LMS), powering online courses for schools, universities, governments and companies in over 240 countries. First released
Moodle Plugin
→A Moodle plugin is an installable software add-on that extends Moodle's functionality without modifying the core code. Moodle's modular architecture supports many plugin types — activity modules (such
Moodle Workplace
→Moodle Workplace is a premium, enterprise-focused edition of Moodle built for corporate and workplace learning, available through Moodle Certified Partners. It extends standard Moodle with features ai
Multi-Tenant LMS
→A multi-tenant LMS is a single platform deployment that hosts multiple independent learning environments (tenants) — each with its own users, content, branding, and administration — while sharing the
Online Proctoring
→Online proctoring is the use of technology to monitor and verify the integrity of exams taken remotely, ensuring the right person takes the test and does so without prohibited assistance. Approaches r
Open Badges
→Open Badges are a verifiable, portable digital-credential standard (maintained by 1EdTech) used to recognise skills, achievements and milestones. Each badge is an image embedded with metadata describi
Pedagogy
→Pedagogy is the method and practice of teaching — the art and science of how instruction is designed and delivered to help people learn. It encompasses the strategies, activities, sequencing and asses
Performance Support
→Performance support refers to tools and resources that help people do their jobs at the moment of need, without having to stop and complete formal training. Examples include job aids, checklists, deci
Personalized Learning
→Personalised learning tailors the content, pace, sequence and support of a learning experience to each individual, rather than delivering the same path to everyone. It draws on data about a learner's
Retrieval Practice
→Retrieval practice is an evidence-based learning strategy in which learners actively recall information from memory — through quizzes, flashcards, free recall or practice tests — rather than simply re
Roles and Permissions
→Roles and permissions form the access-control system that determines what each user can see and do within an LMS. A role (such as learner, teacher, manager or administrator) is a named collection of c
Rubric
→A rubric is a scoring guide that breaks an assessment down into specific criteria, with descriptions of what each level of performance looks like for each criterion. By making expectations explicit, r
Sales Enablement
→Sales enablement is the practice of equipping sales teams with the training, content, tools and coaching they need to engage buyers effectively and close more deals. On the learning side it covers onb
Scaffolding
→Instructional scaffolding is the practice of providing temporary support that helps learners accomplish tasks just beyond what they could manage alone, then gradually removing that support as competen
Scenario-Based Learning
→Scenario-based learning places learners inside realistic situations where they must make decisions and experience the consequences, rather than passively absorbing information. By practising in a safe
SCORM (Sharable Content Object Reference Model)
→SCORM is a widely used e-learning standard that defines how online courses are packaged and how an LMS tracks launch, completion, and scores. It makes courseware portable across any SCORM-compliant sy
Self-Paced Learning
→Self-paced learning is a model in which learners progress through content on their own schedule, controlling when they start, how fast they move, and when they revisit material, without a fixed class
Single Sign-On (SSO)
→Single sign-on (SSO) is an authentication method that lets users access multiple applications with one set of credentials, signing in once instead of maintaining separate logins for each system. In le
Site Administration
→Site administration is the central control panel of a Moodle site, where administrators configure how the entire platform behaves. From here they manage users and authentication, define roles and perm
Skills Gap Analysis
→A skills gap analysis is the process of comparing the skills an organisation currently has against the skills it needs, then identifying and prioritising the difference. It is the diagnostic step that
Social Learning
→Social learning is the principle — rooted in Albert Bandura's social learning theory — that people learn a great deal by observing, interacting with and imitating others, not only through formal instr
Spaced Repetition
→Spaced repetition is an evidence-based learning technique in which material is reviewed at gradually increasing intervals, timed to reinforce memory just before it would otherwise fade. By exploiting
Subject Matter Expert (SME)
→A subject matter expert (SME) is a person with deep, authoritative knowledge of a specific topic, process, or domain whose expertise is drawn on to create accurate, credible learning content. In train
Summative Assessment
→Summative assessment evaluates learning at the end of an instructional unit by measuring it against a standard or benchmark — final exams, certification tests, capstone projects and end-of-course assi
Synchronous Learning
→Synchronous learning is any form of learning that happens in real time, with learners and instructors participating together at the same moment — such as live webinars, virtual classrooms, video confe
Training Needs Analysis
→Training needs analysis (TNA) is the systematic process of identifying the gap between the skills and knowledge an organisation's people currently have and those they need to meet business goals. It t
Training ROI
→Training ROI (return on investment) is a measure of the financial and performance value an organisation gains from a training programme relative to its cost. It answers the question every L&D budget e
Universal Design for Learning
→Universal Design for Learning (UDL) is a framework for designing courses and content that are accessible and effective for the widest possible range of learners from the outset, rather than retrofitti
Upskilling and Reskilling
→Upskilling and reskilling are two complementary workforce-development strategies. Upskilling teaches employees new or deeper skills to perform their current roles better as those roles evolve — for ex
Video-Based Learning
→Video-based learning uses video as a primary medium to deliver instruction, from recorded lectures and demonstrations to animated explainers, screencasts and scenario dramatisations. Video combines vi
Virtual Classroom
→A virtual classroom is an online environment that recreates the interactivity of a physical classroom in real time, using video and audio conferencing, screen sharing, chat, breakout rooms, polls and
Virtual Instructor-Led Training (VILT)
→Virtual instructor-led training (VILT) is live, instructor-led teaching delivered remotely over a virtual classroom or video conferencing platform rather than in a physical room. It combines the real-
Virtual Reality Training
→Virtual reality (VR) training immerses learners in a fully simulated, three-dimensional environment, usually via a headset, where they can practise tasks as if they were real. It is widely used for si
Web Accessibility (WCAG)
→Web accessibility means designing digital content and platforms so that people with disabilities — including visual, auditory, motor and cognitive impairments — can perceive, understand, navigate and
White-Label LMS
→A white-label LMS is a learning platform that an organisation can fully brand as its own — logo, colours, domain, and interface — with no visible reference to the underlying vendor. The provider suppl
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