Decode Learning
Tired of guessing what on earth learning people are yammering on about? Here's your translator.
Special | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | ALL
A |
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Adaptive LearningTechnology-based learning systems that adapt to the needs of each learner, providing customized resources and activities. | ||
AndragogyThe method and practice of teaching adult learners, focusing on their needs and experiences. At knackit.io, professional adults are our primary audience, and everything is geared to them. | ||
AssessmentThe process of evaluating a learner's understanding and skills through various methods like quizzes, tests, and observations. Assessment drives the active learning and feedback processes at knackit.io, but don't worry, we go well beyond silly quizes into real-world scenarios and application. | ||
Asynchronous LearningLearning that does not occur in real-time, allowing learners to access materials and complete work at their own pace. Books were probably the first asynchronous resource, they've been succeeded by videos, quizzes, scenarios, and interactive modules. | ||
B |
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Blended LearningAn instructional approach that combines online digital media with traditional face-to-face or live video classroom methods. At kanckit.io, we believe that almost every organizational challenge requires a combination of learning approaches to deliver the best possible outcomes. | ||
Bloom’s TaxonomyA classification of learning objectives within education, dividing them into cognitive, affective, and psychomotor domains. | ||
C |
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Cognitive DevelopmentThe construction of thought processes, including remembering, problem-solving, and decision-making, from childhood through adulthood. | ||
Cognitive LoadThe amount of mental effort being used in the working memory, critical for designing effective instructional materials. | ||
Collaborative LearningAn educational approach involving joint intellectual effort by students working in small groups to accomplish a goal. At knackit.io we love team projects and breakouts | ||
Competency-Based Education (CBE)An approach to teaching and learning where students advance based on their ability to demonstrate mastery of a skill or competency. | ||
ConstructivismA learning theory suggesting learners construct knowledge through experiences and reflections. Constructivism is the driving theory behind knackit.io's Tune, Play, Rehearse, Perform method. | ||
CoursewareEducational software designed for use in teaching and learning. | ||
D |
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Digital LiteracyThe ability to use information and communication technologies to find, evaluate, create, and communicate information. | ||
Distance EducationThe education of students who may not always be physically present at a school, typically delivered online. | ||
E |
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E-learningLearning conducted via electronic media, typically on the Internet. You're doing it right now! | ||
Educational Technology (EdTech)The use of technology in educational settings to enhance teaching and learning. EdTech sucks when it's not tied to a business outcome, but rocks when it is. | ||
Experiential LearningLearning through reflection on doing, which is more effective than traditional lecture-based methods. This is reflected in every phase of knackit.io's Tune, Play, Rehearse, Perform method. | ||
F |
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Flipped ClassroomAn instructional strategy where students review content outside of class and engage in hands-on activities during class. By default, all knackit.io workshops are designed this way. | ||
Formative AssessmentInformal and ongoing assessments used by teachers to check students' understanding and guide instruction. You'll find these in knackit.io's Rehearse and Play phases. | ||
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GamificationThe application of game-design elements and principles in non-game contexts to enhance learning. At knackit.io, we believe in gamifying through application to realistic professional scenarios, not silly games like crosswords or word searches. | ||
I |
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Instructional DesignThe systematic development of instructional specifications using learning and instructional theory to ensure the quality of instruction. World-class instructional design is the best way to deliver true value from learning. | ||
Instructional StrategyA plan or method employed by teachers to deliver instruction effectively. | ||
L |
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Learning AnalyticsThe measurement, collection, analysis, and reporting of data about learners and their contexts, for understanding and optimizing learning. knackit.io structures learning analysis through the Learning Funnel. | ||
Learning EnvironmentThe physical or virtual setting in which learning takes place, including classrooms, online platforms, and informal spaces. | ||
Learning Management System (LMS)Software designed to deliver and track learning experiences for your audience. May have a wide range of other capabilities including skill assessment, content authoring, curation, and integration with other business systems. | ||
Learning ObjectivesSpecific goals that define what learners are expected to achieve as a result of instruction. Must be observable and measurable. The heart of every knackit.io experience. | ||
Learning TheoryConceptual frameworks describing how knowledge is absorbed, processed, and retained during learning. | ||
Lifelong LearningThe ongoing, voluntary, and self-motivated pursuit of knowledge for personal or professional reasons. AKA the most hireable trait in the universe. | ||
M |
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MentorshipA developmental partnership where a more experienced or knowledgeable person helps to guide a less experienced or knowledgeable person. The fastest mode of learning to set up for complex skills, also the most expensive and least scalable. | ||
MetacognitionAwareness and understanding of one's own thought processes, often considered a key component of effective learning. | ||
MicrolearningAn educational approach that delivers content in small, specific bursts, typically focused on a single learning objective. | ||
MOOC (Massive Open Online Course)An online course aimed at unlimited participation and open access via the web. | ||
Multimedia LearningLearning through the use of both words and pictures, rather than through words alone. knackit.io follows the science-backed principles in e-Learning and the Science of Instruction. | ||
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Open Educational Resources (OER)Free and openly licensed educational materials that can be used for teaching, learning, research, and other purposes. | ||
P |
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PedagogyThe art and science of teaching, including instructional strategies and classroom management. | ||
Performance AssessmentAn assessment that requires students to perform a task rather than select an answer from a pre-determined list. See the Perform phase of the knackit method. | ||
Personalized LearningTailoring education to meet the individual needs, skills, and interests of each learner. knackit.io delivers personalization through the Tune phase of our method. | ||
Problem-Based Learning (PBL)A learner-centered pedagogy in which students learn about a subject through the experience of solving an open-ended problem. | ||
Project-Based LearningA student-centered pedagogy in which students learn by actively engaging in real-world and personally meaningful projects. knackit.io focus on project-based learning in the Play and Perform phases of our method. | ||
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RubricA scoring guide used to evaluate the quality of students' constructed responses. At knackit.io all rubrics are based on observable learning objectives with strictly limited and concrete ratings to make them as objective and productive as possible. | ||
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ScaffoldingProviding temporary support to students to help them achieve learning goals, which is gradually removed as they become more proficient. This process is the heart of moving from Rehearsr, to Play, and finally to Perform in knackit.io’s method. | ||
Self-Directed LearningIf you're so smart, teach yourselves! A process in which individuals take the initiative in diagnosing their learning needs, formulating goals, identifying resources, and evaluating learning outcomes. A useful motivation idea often taken to a chaotic and unstrategic extreme. | ||
Self-EfficacyA person’s belief in their ability to succeed in specific situations or accomplish a task. | ||
Serious GamesGames designed for a primary purpose other than pure entertainment, often used in education. We love serious games. | ||
SimulationAn interactive, often computer-based, activity that replicates real-world processes or systems for learning purposes. Need not be as fancy as it sounds: a simple, well- designed fill-in-the-blank can be a simulation for example. | ||
Social Learning TheoryA theory that suggests people learn from one another through observation, imitation, and modeling. At knackit.io we implement SLT concepts through forums, peer grading, workshops, and mentorship programs. | ||
Socratic MethodA form of cooperative argumentative dialogue between individuals, based on asking and answering questions to stimulate critical thinking and draw out ideas. | ||
STEM EducationAn interdisciplinary approach to learning where academic concepts are coupled with real-world lessons in Science, Technology, Engineering, and Mathematics. | ||
Summative AssessmentEvaluations that measure student learning, knowledge, proficiency, or success at the conclusion of an instructional period. The Perform phase of thr knackit method. | ||
Synchronous LearningLearning that occurs at the same time but not in the same place, often facilitated through technology like video conferencing. Runs the scale from mentorship to massive open online courses. | ||
U |
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Universal Design for Learning (UDL)An educational framework based on research in the learning sciences that guides the development of flexible learning environments to accommodate individual learning differences. | ||
User Experience (UX)The overall experience of a person using a product, such as an online learning platform, especially in terms of how easy or pleasing it is to use. | ||
V |
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Virtual ClassroomAn online space where instructors and students interact synchronously. knackit.io uses the most up-to-minute technology to build virtual classrooms that sport interactive features unheard of in-person. | ||
W |
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WebinarA seminar conducted over the Internet, allowing participants to view, listen, and sometimes interact with the presenter. aka the 21st century version of the boring lecture. | ||