{"id":34903,"date":"2022-02-16T11:51:00","date_gmt":"2022-02-16T10:51:00","guid":{"rendered":"https:\/\/www.teachonmars.com\/blog\/2022\/02\/le-lexique-du-digital-learning-toutes-les-definitions-essentielles\/"},"modified":"2022-02-23T16:38:54","modified_gmt":"2022-02-23T15:38:54","slug":"digital-learning-glossary-all-the-key-definitions","status":"publish","type":"post","link":"https:\/\/www.teachonmars.com\/en\/blog\/2022\/02\/digital-learning-glossary-all-the-key-definitions\/","title":{"rendered":"Digital Learning glossary &#8211; all the key definitions"},"content":{"rendered":"<p>[et_pb_section fb_built=&#8221;1&#8243; _builder_version=&#8221;4.14.7&#8243; global_colors_info=&#8221;{}&#8221;][et_pb_row _builder_version=&#8221;3.25&#8243; background_size=&#8221;initial&#8221; background_position=&#8221;top_left&#8221; background_repeat=&#8221;repeat&#8221; global_colors_info=&#8221;{}&#8221;][et_pb_column type=&#8221;4_4&#8243; _builder_version=&#8221;3.25&#8243; custom_padding=&#8221;|||&#8221; global_colors_info=&#8221;{}&#8221; custom_padding__hover=&#8221;|||&#8221;][et_pb_text _builder_version=&#8221;4.14.7&#8243; background_size=&#8221;initial&#8221; background_position=&#8221;top_left&#8221; background_repeat=&#8221;repeat&#8221; hover_enabled=&#8221;0&#8243; global_colors_info=&#8221;{}&#8221; sticky_enabled=&#8221;0&#8243;]<\/p>\n<p>&nbsp;<\/p>\n<p><strong>Mobile learning, blended learning, gamification\u2026all of these terms can sometimes sound a bit odd to newcomers to the world of digital learning. Here at Teach on Mars this is our everyday lingo, and we\u2019d like to share it with you in a glossary containing all the key terms you\u2019ll need to become a real Martian or Digital Learning Master!<\/strong><\/p>\n<h2>A<\/h2>\n<p><strong>Adaptive learning:<\/strong><br \/>Adaptive learning is a methodology that strives to personalise courses, utilising a large amount of data to enable learners to progress.<\/p>\n<p><strong>Add-on:<\/strong><br \/>An add-on is a module added to an application to provide new features.<\/p>\n<p><strong>Asynchronous:<\/strong><br \/>We describe a course as asynchronous when learners participate at different times. Learners study according to their own schedule, at their own pace and without real-time interactions with the teacher.<\/p>\n<p><strong>ATAWAD:<\/strong><br \/>ATAWAD (Any Time, Any Where, Any Device). This acronym is used to describe flexible learning which can be done anywhere and anytime.<\/p>\n<p><strong>ATAWADAC:<\/strong><br \/>This is a more complete version of ATAWAD, with the addition of AC which stand for Any Content, and which places an onus on the diversity of available content, accessible anywhere and anytime.<\/p>\n<p><strong>Augmented reality:<\/strong><br \/>Augmented reality is the incorporation of virtual elements into physical world videos made using a digital device (a telephone for example).<\/p>\n<p><strong>Authoring tools:<\/strong><br \/>Authoring tools enable trainers to come up with and create e-learning content for students. The training content can thus be designed and disseminated.<\/p>\n<h2>\u00a0<\/h2>\n<h2>B<\/h2>\n<p><strong>Blended learning:<\/strong><br \/>This is a kind of hybrid learning, combining e-learning and in-person instruction. A blended approach offers learners a comprehensive and multimodal training course.<\/p>\n<p><strong>Business Intelligence (BI):<\/strong><br \/>Business intelligence is a decision-making technology utilising digital tools to collect data in order to help companies enhance their performance.<\/p>\n<p><strong>BYOD:<\/strong><br \/>Bring Your Own Device (BYOD) is a policy that allows employees in an organisation to use their own devices, (PC, telephone, tablet computer) for work-related activities. This setup reduces costs for companies, while employees are able to use devices they are familiar with.<\/p>\n<h2>\u00a0<\/h2>\n<h2>C<\/h2>\n<p><strong>Collaborative learning:<\/strong><br \/>Collaborative learning is an educational approach based on a community, in which every member of an organisation passes on their knowledge and skills to others. Collaborative learning is closely related to social learning and peer-learning.<\/p>\n<p><strong>COOC:<\/strong><br \/>Corporate Open Online Courses (COOCs), are online courses provided for professionals and therefore by companies, unlike MOOCs which are open to all.<\/p>\n<h2>\u00a0<\/h2>\n<h2>D<\/h2>\n<p><strong>Deep learning:<\/strong><br \/>A subset of Artificial Intelligence (AI), this Machine Learning technique teaches a computer to learn automatically in a highly accurate manner, using a more complex information network and inspired by neural networks.<\/p>\n<p><strong>Digital Escape Game:<\/strong><br \/>Digital escape games are based on the same principle as classic escape games. They offer a means of exploring a scenario to discover objects, links and codes or a series of enigmas to reach a defined objective (to unlock content, find treasure, etc.). Digital Escape Games are increasingly used to gamify learning or to raise awareness about a specific subject.<\/p>\n<p><strong>Digital learning:<\/strong><br \/>Digital learning is a 21st century instructional practice using digital developments to offer more efficient and enriching learning experiences for students. The definition encompasses both e-learning and in-person instruction, relying on digital tools (computer, telephone, etc.).<\/p>\n<p><strong>Distance:<\/strong><br \/>Distance learning is in contrast to classroom learning, which, by definition, means being present in a given location. Distance learning enables users to engage in activity remotely (work, courses, etc.) The term is increasingly used since the advent of teleworking.<\/p>\n<h2>\u00a0<\/h2>\n<h2>E<\/h2>\n<p><strong>E-learning:<\/strong><br \/>E-learning (short for electronic learning) refers to digital instruction. E-learning is largely synonymous with distance learning.<\/p>\n<p><strong>ELPA:<\/strong><br \/>An acronym coined by J\u00e9r\u00f4me Wargnier, as he sought to define the keys to optimal mobile learning training. The ELPA model comprises 4 phases: Engage, Learn, Practice, Apply. To find out more about this topic, click here.<\/p>\n<h2>\u00a0<\/h2>\n<h2>G<\/h2>\n<p><strong>Gamification:<\/strong><br \/>Gamification is the use of video game or mobile game mechanics to create an engaging and challenging user experience. Gamification is a pillar of modern learning.<\/p>\n<h2>\u00a0<\/h2>\n<h2>H<\/h2>\n<p><strong>Hard skills:<\/strong><br \/>Hard skills refer to technical skills, such as command of a foreign language or software. This know-how focuses on the employee\u2019s activity rather than on their way of interacting and working with others.<\/p>\n<h2>\u00a0<\/h2>\n<h2>I<\/h2>\n<p><strong>Immersive learning:<\/strong><br \/>Using virtual reality, learners can be placed in a 100% virtual environment. Developments in Immersive Learning are highly anticipated and provide an insight into possibilities concerning roleplay activities.<\/p>\n<p><strong>In-class learning:<\/strong><br \/>In-class learning, as opposed to distance learning, means physically attending a course or an event.<\/p>\n<h2>\u00a0<\/h2>\n<h2>K<\/h2>\n<p><strong>KPI:<\/strong><br \/>Key Performance Indicators (KPIs) are implemented by each organisation in their various departments in order to gauge the performance of accomplished actions, with the aim of improving or modifying them.<\/p>\n<h2>\u00a0<\/h2>\n<h2>L<\/h2>\n<p><strong>LCMS:<\/strong><br \/>The Learning Content Management System (LCMS) is a digital training platform that allows administrators to create content to contribute to online courses.<\/p>\n<p><strong>Learning company:<\/strong><br \/>A learning company is an organisation which engages in a process of management and HR practices which aim to further develop learning within the company. This culture of learning enables organisations to improve their economic and social performance.<\/p>\n<p><strong>LEP:<\/strong><br \/>The definition of the Learning Engagement Platform (LEP) is similar to that of the LMS and LXP; while placing a greater onus on user engagement.<\/p>\n<p><strong>LMS:<\/strong><br \/>A Learning Management System (LMS) is a digital training platform deployed by employers and aimed at learners.<\/p>\n<p><strong>LXP:<\/strong><br \/>The learning experience platform is an AI-driven platform which offers learners a more learner-centric experience than the LMS.<\/p>\n<h2>\u00a0<\/h2>\n<h2>M<\/h2>\n<p><strong>Metaverse:<\/strong><br \/>A metaverse is a parallel universe, or a fictitious, virtual world. The metaverse can be accessed using virtual reality (VR) and opens up training possibilities, in particular as regards putting learned concepts into practice.<\/p>\n<p><strong>Micro learning\/Microlearning:<\/strong><br \/>Micro learning delivers content in short, specific bursts to facilitate learning. Engagement in this type of training is therefore greater as it does not require much time or concentration from learners.<\/p>\n<p><strong>Mobile learning:<\/strong><br \/>Mobile learning is a type of digital learning designed with mobile phones and tablet computers in mind. It can also be accessed via laptop computers, but it is mobile-first in nature: learning on small screens, short concentration times, more gamified activities to onboard learners, etc.<\/p>\n<p><strong>MOOCs:<\/strong><br \/>Massive Open Online Courses (MOOCs) are online lessons accessible for anyone to participate in.<\/p>\n<h2>\u00a0<\/h2>\n<h2>N<\/h2>\n<p><strong>Nano learning:<\/strong><br \/>These digital courses provide very (very) short formats for ultra-quick learning. (Think micro-micro-learning!)<\/p>\n<p><strong>Nugget learning:<\/strong><br \/>Just like nano learning, nugget learning is a form of short format, digital training. The specificity of nugget learning is that it delivers \u201cnuggets\u201d, or small chunks of content, which are more digestible and more entertaining for learners.<\/p>\n<h2>\u00a0<\/h2>\n<h2>O<\/h2>\n<p><strong>Off-the-shelf content:<\/strong><br \/>We can think of off-the-shelf content as a virtual library. The available content, courses for example, can be purchased from suppliers who generate it.<\/p>\n<p><strong>Onboarding:<\/strong><br \/>Onboarding is the process of integrating new hires into an organisation, in other words, the phase of introduction and skills development, from recruitment to confirmation within the company.<\/p>\n<p>[\/et_pb_text][et_pb_text _builder_version=&#8221;4.14.7&#8243; _module_preset=&#8221;default&#8221; hover_enabled=&#8221;0&#8243; global_colors_info=&#8221;{}&#8221; sticky_enabled=&#8221;0&#8243;]<\/p>\n<h2>\u00a0<\/h2>\n<h2>P<\/h2>\n<p><strong>Peer-learning:<\/strong><br \/>Peer-learning is a horizontal kind of learning, as opposed to traditional, top-down learning. Learners share their knowledge and work together to obtain the skills expected by the trainer, who adopts a facilitating role in the process.<\/p>\n<p><strong>Podcast:<\/strong><br \/>Podcasts deliver informative audio content, which can be long or short and on any given topic, with the aim of sharing information, ideas or knowledge.<br \/>Podcasts have developed considerably in recent years, in particular with the emergence of smartphones, which allow users to listen to programmes while participating in other activities.<\/p>\n<h2>\u00a0<\/h2>\n<h2>R<\/h2>\n<p><strong>Rapid Learning:<\/strong><br \/>The purpose of rapid learning is to quickly create short, e-learning courses using an authoring tool.<\/p>\n<p><strong>Reward:<\/strong><br \/>A reward in e-learning is a system whereby learners can be recompensed for their learning. In this way, they have a greater desire to learn and their engagement increases. Rewards draw inspiration largely from gamification.<\/p>\n<p><strong>ROI:<\/strong><br \/>A Return on Investment is an ultimate measure of success that shows the ratio of what you put in and get back as a result. In Digital Learning, apart from a learner\u2019s skills development, the business ROI can be assessed by comparing training system data with company results, (using a Business Intelligence tool for example).<\/p>\n<h2>\u00a0<\/h2>\n<h2>S<\/h2>\n<p><strong>Serious game:<\/strong><br \/>Serious games combine all the fun and informality of gaming with the seriousness of learning. Serious games aim to be informative while incorporating aspects of entertainment and gamification.<\/p>\n<p><strong>Social learning:<\/strong><br \/>There are two definitions of social learning. Historically speaking, social learning represents a child\u2019s ability to draw inspiration from their social environment in order to learn (in particular through mimicry). Today, social learning refers to a different concept, borne out of habits which have arisen through the use of social networks and adapted to training. The idea being to exchange and to share knowledge and expertise informally, (on social networks, forums and so on).<\/p>\n<p><strong>SOOC:<\/strong><br \/>Small Online Open Courses (SOOCs) are a form of digital training aimed at a limited and defined number of learners and aiming to increase the number of social interactions between said learners.<\/p>\n<p><strong>SPOC:<\/strong><br \/>Small Private Online Courses (SPOCs) are based on the same principle as MOOCs but with a limited number of learners.<\/p>\n<p><strong>Soft skills:<\/strong><br \/>Soft skills refer to an individual\u2019s behavioural skills, as opposed to hard skills, which refer to technical know-how. They include competencies such as active listening, resilience and proactivity. Some people associate Soft Skills with interpersonal skills and Hard Skills with expertise.<\/p>\n<p><strong>Storytelling:<\/strong><br \/>Storytelling means building a story around a concept, a product or an idea. It has been shown that memorisation and engagement are greater when a story is conveyed to learners.<\/p>\n<p><strong>SCORM:<\/strong><br \/>Sharable Content Object Reference Model (SCORM) is a document format specific to training and gaming. Scorm allows you to create digital training content which can then be integrated into a digital training platform (LMS, LXP, etc.).<\/p>\n<p><strong>Synchronous:<\/strong><br \/>Synchronous is in contrast to \u201casynchronous\u201d and refers to learning that involves instructors and learners communicating at the same time. Traditional, in-person courses are an example of synchronous training.<\/p>\n<h2>\u00a0<\/h2>\n<h2>V<\/h2>\n<p><strong>Virtual reality (VR):<\/strong><br \/>Virtual reality is a virtually created environment in which users can physically interact using equipment such as a headset or virtual reality glasses.<\/p>\n<p>[\/et_pb_text][\/et_pb_column][\/et_pb_row][\/et_pb_section]<\/p>\n","protected":false},"excerpt":{"rendered":"<p>&nbsp; Mobile learning, blended learning, gamification\u2026all of these terms can sometimes sound a bit odd to newcomers to the world of digital learning. Here at Teach on Mars this is our everyday lingo, and we\u2019d like to share it with you in a glossary containing all the key terms you\u2019ll need to become a real [&hellip;]<\/p>\n","protected":false},"author":55,"featured_media":34831,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_et_pb_use_builder":"on","_et_pb_old_content":"<p>\u00a0<\/p><p><strong>Mobile learning, blended learning, gamification, tous ces termes peuvent \u00eatre parfois farfelus quand on est novice dans l\u2019univers du digital learning. Chez Teach on Mars, c\u2019est notre langage \u00e0 nous et nous souhaitons vous le partager \u00e0 travers ce lexique qui vous apprendra les mots cl\u00e9s les plus importants pour \u00eatre un vrai martien (ou Digital Learning Master) !<\/strong><\/p><h2>A<\/h2><p><strong>Adaptive learning<\/strong> :<br \/>L\u2019adaptive learning est un apprentissage qui s\u2019adapte \u00e0 l\u2019apprenant en lui proposant des formations personnalis\u00e9es gr\u00e2ce \u00e0 de nombreuses donn\u00e9es, dans le but de le faire progresser.<\/p><p><strong>Add-on<\/strong> :<br \/>Un add-on est l\u2019ajout d\u2019un module sur une application permettant de nouvelles fonctionnalit\u00e9s.<\/p><p><strong>Asynchrone<\/strong> :<br \/>On dit d\u2019une formation qu\u2019elle est asynchrone quand des apprenants n\u2019y participent pas en m\u00eame temps. Chaque apprenant se forme en fonction de ses disponibilit\u00e9s, \u00e0 son rythme, sans interactions instantan\u00e9es avec le formateur.<\/p><p><strong>ATAWAD<\/strong> :<br \/>ATAWAD est un acronyme de Any Time, Any Where, Any Device qui signifie n\u2019importe quand, n\u2019importe o\u00f9, n\u2019importe quel terminal. On l\u2019emploie pour parler d\u2019un apprentissage flexible qui peut se faire de partout et tout le temps.<\/p><p><strong>ATAWADAC<\/strong> :<br \/>C\u2019est une version \u00e9toff\u00e9e de l\u2019ATAWAD contenant en plus les acronymes AC qui signifient \u201cAny Content\u201d, en fran\u00e7ais : \u201cn\u2019importe quel contenu\u201d, qui met l\u2019accent sur la diversit\u00e9 des contenus disponibles et accessibles n\u2019importe o\u00f9, n\u2019importe quand.<\/p><h2>B<\/h2><p><strong>Blended learning<\/strong> :<br \/>En fran\u00e7ais, il s\u2019agit d\u2019une formation mixte, appel\u00e9e \u00e9galement \u201chybride\u201d combinant la formation distancielle et pr\u00e9sentielle. Le blended learning a pour vocation d\u2019offrir \u00e0 l\u2019apprenant une formation compl\u00e8te et multimodale.<\/p><p><strong>Business Intelligence (BI)<\/strong> :<br \/>La business intelligence est un principe d\u2019aide \u00e0 la d\u00e9cision reposant sur un outil digital qui permet de r\u00e9colter de l\u2019information dans le but d\u2019am\u00e9liorer la performance d\u2019une entreprise.<\/p><p><strong>BYOD<\/strong> :<br \/>\u201cBring Your Own Advice\u201d signifie \u201cAmener \/ utiliser son propre appareil\u201d. Cette expression est une tendance dans certaines entreprises souhaitant que leurs employ\u00e9s apportent leur propre appareil digital (PC, t\u00e9l\u00e9phone, tablette) \u00e0 des fins professionnelles. L\u2019objectif pour l\u2019entreprise est une r\u00e9duction des co\u00fbts, tandis que pour les salari\u00e9s il permet d\u2019utiliser un outil que l\u2019on ma\u00eetrise d\u00e9j\u00e0.<\/p><h2>C<\/h2><p><strong>Collaborative learning<\/strong> :<br \/>Le collaborative learning est une m\u00e9thode d\u2019apprentissage bas\u00e9 sur la communaut\u00e9 : chaque membre d\u2019une organisation poss\u00e8de des savoirs et comp\u00e9tences qu\u2019il va transmettre aux autres et r\u00e9ciproquement. La notion de collaborative learning est tr\u00e8s li\u00e9e aux concepts du social learning et du peer-learning.<\/p><p><strong>Contenu sur \u00e9tag\u00e8re<\/strong> :<br \/>On peut imager le contenu sur \u00e9tag\u00e8re en pensant \u00e0 une biblioth\u00e8que virtuelle. Les contenus disponibles, des parcours de formation par exemple, sont achet\u00e9s aupr\u00e8s de fournisseurs qui en sont les auteurs.<\/p><p><strong>COOC<\/strong> :<br \/>Acronyme de \u201cCorporate Open Online Course\u201d, le COOC est une formation en ligne dispens\u00e9e \u00e0 des professionnels et donc par l\u2019entreprise contrairement aux MOOC qui sont eux con\u00e7us pour une cible moins restreinte.<\/p><h2>D<\/h2><p><strong>Deep learning<\/strong> :<br \/>Le deep learning signifie \u201capprentissage en profondeur\u201d. Sous-th\u00e8me de l\u2019Intelligence Artificielle (IA), c\u2019est une m\u00e9thode de Machine Learning qui permet \u00e0 un syst\u00e8me d\u2019apprendre automatiquement de mani\u00e8re plus fine gr\u00e2ce \u00e0 un r\u00e9seau d\u2019information plus complexe (calqu\u00e9 sur le syst\u00e8me neuronal).<\/p><p><strong>Digital learning<\/strong> :<br \/>Le digital learning, ou apprentissage num\u00e9rique, est une m\u00e9thode d\u2019apprentissage du 21\u00e8me si\u00e8cle se basant sur l\u2019avanc\u00e9e num\u00e9rique pour offrir des exp\u00e9riences d\u2019apprentissages plus performantes et plus riches pour l\u2019apprenant. Cette d\u00e9finition int\u00e8gre \u00e0 la fois l\u2019E-learning et la formation pr\u00e9sentielle aid\u00e9e d\u2019outils digitaux (ordinateur, t\u00e9l\u00e9phone\u2026).<\/p><p><strong>Distanciel<\/strong> :<br \/>Le distanciel s'oppose au pr\u00e9sentiel qui par d\u00e9finition est le fait d\u2019\u00eatre pr\u00e9sent dans un lieu d\u00e9fini. Le distanciel permet de faire une activit\u00e9 \u00e0 distance (travail, formation\u2026). Ce terme est de plus en plus utilis\u00e9 depuis la mise en place de t\u00e9l\u00e9travail.<\/p><h2>E<\/h2><p><strong>E-learning<\/strong> :<br \/>De la m\u00eame structure que \u201ce-mail\u201d qui signifie \u201ccourrier \u00e9lectronique\u201d, l\u2019e-learning d\u00e9signe la formation num\u00e9rique. L\u2019e-learning est souvent synonyme de distanciel.<\/p><p><strong>ELPA<\/strong> :<br \/>Acronyme cr\u00e9\u00e9 par J\u00e9r\u00f4me Wargnier ayant pour objectif de d\u00e9finir les cl\u00e9s d\u2019une formation mobile learning optimale. Le mod\u00e8le ELPA est compos\u00e9 de 4 phases : la phase d\u2019engagement (Engage), la phase d\u2019apprentissage (Learn), la phase de mise en pratique (Practice) et la phase de mise en application (Apply). Pour en savoir plus \u00e0 ce sujet <a href=\"https:\/\/www.teachonmars.com\/blog\/2017\/05\/engagement-des-apprenants-condition-sine-qua-non\/\">cliquez ici<\/a>.<\/p><p><strong>Escape Game (digital)<\/strong> :<br \/>Un espace game digital repose sur le m\u00eame principe que l\u2019escape game. Il est compos\u00e9 d\u2019un mode d\u2019exploration pour d\u00e9couvrir des objets, des liens, des codes ou une s\u00e9rie d'\u00e9nigmes afin d\u2019arriver \u00e0 un objectif d\u00e9fini (d\u00e9bloquer un contenu, trouver un tr\u00e9sor\u2026). L\u2019Escape Game digital est de plus en plus utilis\u00e9 pour gamifier l\u2019apprentissage ou pour sensibiliser sur un sujet pr\u00e9cis.<\/p><p><strong>Entreprise apprenante<\/strong> :<br \/>L\u2019entreprise apprenante est un concept qu\u2019adoptent certaines entreprises s\u2019engageant dans un processus de management et de pratiques RH qui vise \u00e0 d\u00e9velopper davantage l\u2019apprentissage au c\u0153ur de l\u2019entreprise. Cette culture de l\u2019apprentissage permet \u00e0 l\u2019entreprise d\u2019augmenter sa performance \u00e9conomique et sociale.<\/p><h2>G<\/h2><p><strong>Gamification<\/strong> :<br \/>La gamification est l'utilisation des m\u00e9canismes du jeu vid\u00e9o ou du jeu mobile pour cr\u00e9er une exp\u00e9rience utilisateur engageante et challengeante. La gamification est un pilier de l'apprentissage moderne.<\/p><h2>H<\/h2><p><strong>Hard skills<\/strong> :<br \/>Les hard skills d\u00e9signent les comp\u00e9tences techniques telles que la ma\u00eetrise d\u2019une langue ou d\u2019un logiciel. Ce sont des \"savoir-faire\" qui sont orient\u00e9s sur l\u2019activit\u00e9 du collaborateur plut\u00f4t que sur sa fa\u00e7on d\u2019interagir et de travailler avec les autres.<\/p><h2>I<\/h2><p><strong>Immersive learning<\/strong> :<br \/>Gr\u00e2ce \u00e0 la r\u00e9alit\u00e9 virtuelle, l\u2019apprenant peut acc\u00e9der \u00e0 un apprentissage en immersion dans un univers 100% virtuel. Les \u00e9volutions en mati\u00e8re d\u2019Immersive Learning sont tr\u00e8s attendues et permettent d\u2019entrevoir un champ de possibilit\u00e9s concernant les activit\u00e9s de mise en pratique.<\/p><h2>K<\/h2><p><strong>KPI<\/strong> :<br \/>Acronyme de \u201cKey Performance Indicators\u201d, signifiant indicateur cl\u00e9 de performance. Chaque entreprise met en place dans ses diff\u00e9rents services des KPI afin de mesurer la performance des actions mises en place, l\u2019objectif \u00e9tant de les am\u00e9liorer ou de les adapter.<\/p><h2>L<\/h2><p><strong>LCMS<\/strong> :<br \/>Le Learning Content Management System (LCMS) est une plateforme de formation num\u00e9rique permettant de cr\u00e9er du contenu pour alimenter les formations en ligne.<\/p><p><strong>LEP<\/strong> :<br \/>Le LEP, Learning Engagement Platform rejoint les d\u00e9finitions de LMS et LXP, tout en se focalisant sur l\u2019engagement utilisateur.<\/p><p><strong>LMS<\/strong> :<br \/>Un Learning Management System (LMS) est une plateforme de formation num\u00e9rique proposant un syst\u00e8me de management de l\u2019apprentissage mis en place par les formateurs \u00e0 destination de leurs apprenants.<\/p><p><strong>LXP<\/strong> :<br \/>La learning experience platform est une plateforme qui repose sur l\u2019intelligence artificielle et permet d\u2019offrir aux apprenants une exp\u00e9rience d\u2019apprentissage davantage personnalis\u00e9e que les LMS.<\/p><h2>M<\/h2><p><strong>M\u00e9tavers<\/strong> :<br \/>Un m\u00e9tavers d\u00e9signe un univers parall\u00e8le, un monde virtuel fictif. Le m\u00e9tavers, accessible gr\u00e2ce \u00e0 de la r\u00e9alit\u00e9 virtuelle (VR) ouvre des possibilit\u00e9s en mati\u00e8re de formation notamment concernant la mise en pratique des concepts appris.<\/p><p><strong>Micro learning \/ Microlearning<\/strong> :<br \/>Le micro learning est un format court de formation qui facilite l\u2019apprentissage en le segmentant. L\u2019engagement sur ce type de formation est alors plus fort car ne n\u00e9cessite pas beaucoup de temps et de concentration de la part des apprenants.<\/p><p><strong>Mobile learning<\/strong> :<br \/>Le mobile learning est un apprentissage digital con\u00e7u en priorit\u00e9 pour un t\u00e9l\u00e9phone ou une tablette. Il est aussi accessible sur un ordinateur portable, mais se distingue par ses modalit\u00e9s plus adapt\u00e9es au mobile : un apprentissage sur un \u00e9cran de petite taille, des temps de concentration courts, des activit\u00e9s plus gamifi\u00e9es pour embarquer les apprenants...<\/p><p><strong>MOOC<\/strong> :<br \/>Les MOOC, \u201cMassive Open Online Course\u201d sont des cours en ligne ouverts \u00e0 tout apprenant.<\/p><h2>N<\/h2><p><strong>Nano learning<\/strong> :<br \/>Il s\u2019agit de formations digitales avec un format tr\u00e8s (tr\u00e8s) court permettant un apprentissage tr\u00e8s rapide. (C\u2019est du micro-micro-learning !)<\/p><p><strong>Nugget learning<\/strong> :<br \/>Le nugget learning, comme le nano learning, est une tendance de formation digitale de format court. La particularit\u00e9 du nugget learning est qu\u2019il s\u2019agit comme un nugget, de petites bouch\u00e9es de formation, plus digeste et plus ludique pour l\u2019apprenant.<\/p><h2>O<\/h2><p><strong>Onboarding<\/strong> :<br \/>L'onboarding d\u00e9signe l\u2019int\u00e9gration des collaborateurs dans l\u2019entreprise, en d\u2019autres termes, la phase d\u2019arriv\u00e9e et de mont\u00e9e en comp\u00e9tence, de leur recrutement \u00e0 leur confirmation dans l\u2019entreprise.<\/p><p><strong>Outil auteur<\/strong> :<br \/>Un outil auteur permet au formateur de cr\u00e9er et de concevoir des formations e-learning \u00e0 destination de leurs apprenants. Il permet la conception mais aussi la diffusion des contenus de formation.<\/p><h2>P<\/h2><p><strong>Peer-learning<\/strong> :<br \/>Le peer-learning, ou apprentissage par les pairs, est un apprentissage horizontal s\u2019opposant \u00e0 l\u2019apprentissage classique descendant. Les apprenants partagent leurs connaissances et collaborent pour arriver \u00e0 d\u00e9tenir les comp\u00e9tences attendues par le formateur qui se positionne dans ce processus comme animateur.<\/p><p><strong>Podcast<\/strong> :<br \/>Un podcast est un contenu informatif audio qui peut \u00eatre utilis\u00e9 en format court ou long, sur n\u2019importe quel sujet et qui a pour vocation de partager des informations, des id\u00e9es ou des savoirs.<br \/>Le podcast s\u2019est \u00e9norm\u00e9ment d\u00e9velopp\u00e9 ces derni\u00e8res ann\u00e9es notamment avec l\u2019\u00e9mergence du smartphone qui offre la possibilit\u00e9 d\u2019\u00e9couter une \u00e9mission tout en faisant une autre activit\u00e9.<\/p><p><strong>Pr\u00e9sentiel<\/strong> :<br \/>Le pr\u00e9sentiel, qui s\u2019oppose au distanciel, est le fait de participer physiquement \u00e0 une formation ou \u00e9v\u00e8nement.<\/p><h2>R<\/h2><p><strong>R\u00e9alit\u00e9 augment\u00e9e<\/strong> :<br \/>La r\u00e9alit\u00e9 augment\u00e9e est l\u2019int\u00e9gration d\u2019\u00e9l\u00e9ments virtuels sur des vid\u00e9os de la r\u00e9alit\u00e9 prises en instantan\u00e9 gr\u00e2ce \u00e0 l\u2019utilisation d\u2019un appareil digital (t\u00e9l\u00e9phone par exemple).<\/p><p><strong>R\u00e9alit\u00e9 virtuelle (VR)<\/strong> :<br \/>La r\u00e9alit\u00e9 virtuelle est un environnement cr\u00e9\u00e9 virtuellement o\u00f9 l\u2019on peut interagir physiquement dans la r\u00e9alit\u00e9 gr\u00e2ce \u00e0 des \u00e9quipements comme un casque ou des lunettes de r\u00e9alit\u00e9 virtuelle.<\/p><p><strong>Rapid Learning<\/strong> :<br \/>Le rapid learning a pour but de cr\u00e9er rapidement des formations courtes d\u2019e-learning gr\u00e2ce \u00e0 un outil auteur.<\/p><p><strong>Reward \/ R\u00e9compense<\/strong> :<br \/>Une r\u00e9compense en e-learning est un syst\u00e8me permettant \u00e0 l\u2019apprenant d\u2019\u00eatre valoris\u00e9 pour son apprentissage. Ainsi, celui-ci a davantage envie de se former et son engagement augmente. Le reward est notamment inspir\u00e9 des pratiques en gaming (gamification).<\/p><p><strong>ROI<\/strong> :<br \/>Le ROI, Return On Investment, d\u00e9signe le gain final par rapport \u00e0 l\u2019investissement d\u2019une ressource initiale (temps ou argent par exemple). Dans le Digital Learning, le retour sur investissement peut se mesurer au-del\u00e0 de la mont\u00e9e en comp\u00e9tences des apprenants : en corr\u00e9lant les donn\u00e9es du dispositif de formation avec les r\u00e9sultats de l\u2019entreprise (gr\u00e2ce \u00e0 un outil de Business Intelligence, par exemple), on peut mesurer le ROI \u201cbusiness\u201d du Digital Learning.<\/p><h2>S<\/h2><p><strong>Serious game<\/strong> :<br \/>Le terme Serious game ou \u201cjeu s\u00e9rieux\u201d est une alliance entre le jeu, \u00e9l\u00e9ment divertissant et informel, et l\u2019apprentissage consid\u00e9r\u00e9 comme s\u00e9rieux. Le jeu s\u00e9rieux a donc une vis\u00e9e formatrice en s\u2019appuyant sur les leviers ludiques inspir\u00e9s du jeu.<\/p><p><strong>Social learning<\/strong> :<br \/>Le social learning poss\u00e8de deux d\u00e9finitions. Historiquement, le social learning repr\u00e9sente la capacit\u00e9 d\u2019un enfant \u00e0 s\u2019inspirer de son environnement social pour apprendre (notamment par mim\u00e9tisme). Aujourd\u2019hui, le social learning d\u00e9signe un concept diff\u00e9rent : il s\u2019inspire des habitudes n\u00e9es de l\u2019usage des r\u00e9seaux sociaux mais adapt\u00e9 \u00e0 la formation. Le principe est d\u2019\u00e9changer et de partager des connaissances et des savoirs de mani\u00e8re informelle (sur les r\u00e9seaux sociaux, les forums\u2026).<\/p><p><strong>SOOC<\/strong> :<br \/>Acronyme de Small Online Open Courses, le SOOC est une formation digitale destin\u00e9e \u00e0 un nombre restreint et d\u00e9fini d\u2019apprenants o\u00f9 l\u2019objectif est de dimension sociale, visant \u00e0 augmenter le nombre d\u2019interactions entre apprenants.<\/p><p><strong>SPOC<\/strong> :<br \/>Acronyme de \u201cSmall Private Online Course\u201d, le SPOC repose sur le m\u00eame principe que le MOOC mais avec un nombre limit\u00e9 d\u2019apprenants.<\/p><p><strong>Soft skills<\/strong> :<br \/>Les soft skills font r\u00e9f\u00e9rence aux comp\u00e9tences comportementales des individus et s\u2019opposent aux hard skills qui sont les comp\u00e9tences techniques. On y retrouve des comp\u00e9tences comme l\u2019\u00e9coute active, la r\u00e9silience ou encore la proactivit\u00e9. Certains associent \u201cSoft Skills\u201d avec \u201csavoir-\u00eatre\u201d et \u201cHard Skills\u201d avec \u201csavoir-faire\u201d.<\/p><p><strong>Storytelling<\/strong> :<br \/>Le storytelling est une pratique qui consiste \u00e0 cr\u00e9er une histoire autour d\u2019un concept, d\u2019un produit ou d\u2019une id\u00e9e. Il a \u00e9t\u00e9 d\u00e9montr\u00e9 que la m\u00e9morisation et l\u2019engagement sont plus importants lorsqu\u2019un apprenant suit une histoire.<\/p><p><strong>SCORM<\/strong> :<br \/>Acronyme de \u201cSharable Content Object Reference Model\u201d. Il s\u2019agit d\u2019un format de document propre \u00e0 la formation et au jeu. Le scorm permet de cr\u00e9er des contenus de formation digitaux scor\u00e9s qui peuvent ensuite \u00eatre int\u00e9gr\u00e9s dans une plateforme de formation digitale (LMS, LXP\u2026).<\/p><p><strong>Synchrone<\/strong> :<br \/>Synchrone s\u2019oppose \u00e0 \u201casynchrone\u201d et d\u00e9signe une formation simultan\u00e9e entre formateurs et apprenants. Les formations classiques en pr\u00e9sentiel sont par exemple synchrones.<\/p><p>\u00a0<\/p>","_et_gb_content_width":"","footnotes":""},"categories":[58],"tags":[],"class_list":["post-34903","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-mobile-learning-en"],"yoast_head":"<!-- This site is optimized with the Yoast SEO Premium plugin v22.6 (Yoast SEO v27.4) - https:\/\/yoast.com\/product\/yoast-seo-premium-wordpress\/ -->\n<title>Digital Learning glossary - all the key definitions - Teach on Mars<\/title>\n<meta name=\"description\" content=\"Find all the essential definitions of digital learning: mobile learning, blended learning, LMS, or micro-learning\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.teachonmars.com\/en\/blog\/2022\/02\/digital-learning-glossary-all-the-key-definitions\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Digital Learning glossary - all the key definitions\" \/>\n<meta property=\"og:description\" content=\"Find all the essential definitions of digital learning: mobile learning, blended learning, LMS, or micro-learning\" \/>\n<meta property=\"og:url\" content=\"https:\/\/www.teachonmars.com\/en\/blog\/2022\/02\/digital-learning-glossary-all-the-key-definitions\/\" \/>\n<meta property=\"og:site_name\" content=\"Teach on Mars\" \/>\n<meta property=\"article:publisher\" content=\"https:\/\/www.facebook.com\/teachonmars.fr\/\" \/>\n<meta property=\"article:published_time\" content=\"2022-02-16T10:51:00+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2022-02-23T15:38:54+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/www.teachonmars.com\/wp-content\/uploads\/2022\/02\/Lexique-du-learning-1.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"1300\" \/>\n\t<meta property=\"og:image:height\" content=\"724\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"Corn\u00e9lia Scoffi\u00e9\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:creator\" content=\"@TeachonMarsfr\" \/>\n<meta name=\"twitter:site\" content=\"@TeachonMarsfr\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Corn\u00e9lia Scoffi\u00e9\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"9 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\\\/\\\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"https:\\\/\\\/www.teachonmars.com\\\/en\\\/blog\\\/2022\\\/02\\\/digital-learning-glossary-all-the-key-definitions\\\/#article\",\"isPartOf\":{\"@id\":\"https:\\\/\\\/www.teachonmars.com\\\/en\\\/blog\\\/2022\\\/02\\\/digital-learning-glossary-all-the-key-definitions\\\/\"},\"author\":{\"name\":\"Corn\u00e9lia Scoffi\u00e9\",\"@id\":\"https:\\\/\\\/www.teachonmars.com\\\/en\\\/#\\\/schema\\\/person\\\/158ae87863837e7435b843c45aae6b5c\"},\"headline\":\"Digital Learning glossary &#8211; 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