Instructional and Learning Design Terminology Explorer

Definitions and practical guidance for the phrases, terminology and acronyms used by Instructional Designers, Learning Designers and Learning Experience Designers.

Anchored Instruction Cognition and Technology Group at Vanderbilt

Anchored Instruction centers learning around an "anchor," typically a story or case study, that allows learners to explore concepts and solve problems in context.

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Animations

Moving visual elements used to explain concepts, demonstrate processes, or engage learners.

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Artificial Intelligence (AI) in Learning

Using AI tools to personalise content, automate tasks, and support adaptive learning.

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Assessment Design

Creating tests, quizzes, or practical assessments to measure learner understanding and progress.

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Assessments

Tools such as tests, quizzes, or assignments used to measure learners' progress and comprehension.

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Assistive Technologies

Devices or software, like screen readers, to support learners with disabilities.

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Assistive Touch Technology

Touchscreen technology designed for people with motor impairments.

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Asynchronous Learning Tools

Platforms that enable learners to access and complete content on their own time, such as discussion forums or prerecorded videos.

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Attention

The cognitive process of focusing on specific stimuli while ignoring others.

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Attention Restoration Theory

A theory suggesting that nature can help replenish cognitive resources depleted by focused work.

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Attention Span

The length of time for which a person can concentrate on a task without becoming distracted.

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Audience Analysis

Understanding the characteristics, needs, and preferences of the target learners.

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Audio Descriptions

Narration added to videos to describe visual content for visually impaired users.

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Audio Narration

Recorded voice-over that complements written or visual content to enhance understanding.

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Augmented Reality (AR)

Technology that overlays digital information in the real-world environment to enhance learning.

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Augmented Reality (AR) in Learning

Enhancing physical environments with digital overlays to create immersive learning experiences.

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Authoring Tools

Software used to create e-learning content, such as Articulate Storyline, Adobe Captivate, or Lectora.

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Automaticity

The ability to perform tasks without occupying the mind with the low-level details required.

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Backward Design

This model starts by identifying desired learning outcomes first (what learners should know and be able to do) and then working backward to design assessments and learning activities that meet those outcomes.

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Behavioural Economics in Learning

Focuses on how psychological, social, and emotional factors influence decision-making in learning.

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Behavioural Engagement

The level of participation and involvement in learning tasks, driven by motivation and interest.

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Behavioural Psychology

The study of observable behaviours, focusing on how they're learned or conditioned.

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Behaviourism

Learning is viewed as a change in observable behaviour, shaped by external stimuli and responses.

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Bias Training for Educators

Training educators to avoid unconscious biases in their teaching.

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Bias-Free Assessments

Tests designed to avoid cultural or gender bias, ensuring fairness.

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