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.

Engagement Theory

Engagement Theory is a framework for learning that emphasises meaningful interaction, collaboration, and active participation to enhance motivation and knowledge retention. It is based on the idea that learners are more engaged when they work on authentic, real-world projects, often in teams, using technology to support communication and problem-solving. The theory is commonly applied in digital learning environments and project-based education.
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Episodic Memory

The ability to recall specific events or episodes from one’s past.
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Ethical Decision-Making

Training that focuses on helping professionals navigate moral and ethical dilemmas in their work.
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Ethics Training

Programs focused on ensuring employees understand and uphold ethical standards in their work.
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Evaluation Strategy

Developing methods for assessing both learner performance and the effectiveness of the instructional design.
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Evaluation of Learning Transfer

Assessing how well learners apply the skills and knowledge gained from the course to their real-world roles.
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Executive Function

A set of cognitive skills that include working memory, flexible thinking, and self-control.
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Expectancy-Value Theory

Learners are motivated to engage in tasks if they expect success and value the outcome.
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Experiential Learning

Learning is a process whereby knowledge is created through the transformation of experience (Kolb).
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Experiential Learning by Kolb

David Kolb’s model focuses on learning through experiences. The cycle includes concrete experience, reflective observation, abstract conceptualization, and active experimentation.
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Explicit Learning

Explicit learning is a structured, conscious process where learners intentionally acquire knowledge or skills through direct instruction, practice, and feedback. It typically involves clear explanations, step-by-step guidance, and predefined learning objectives, making it common in formal education and training settings. Examples include studying grammar rules, following a math tutorial, or completing a guided e-learning module.
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Extrinsic Motivation

Engaging in a task due to external rewards or pressures.
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Facilitation Planning

Preparing instructors or facilitators to deliver live or blended learning sessions.
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Feedback Culture

Encouraging open, constructive feedback as part of the professional development process.
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Final Handover

Delivering the finished course materials, assets, and documentation to the client or organisation.
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Final QA (Quality Assurance)

Conducting a thorough review of the entire course to identify and fix any issues before final delivery.
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Flexible Assessments

Offering a variety of assessment types to cater to different learning needs.
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Flow Theory

Optimal learning occurs when an individual is fully immersed and focused on an activity, leading to 'flow' state.
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Formative Evaluation

Ongoing evaluation conducted during the development phase to refine the content and approach.
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Formative Feedback

Ongoing feedback provided during the learning process to improve content understanding.
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Four-Component Instructional Design (4CID) Model

This model focuses on teaching complex skills and is built around four components: Learning tasks, Supportive information, Just-in-time information, and Part-task practice.
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Freelance and Gig Economy Skills

Training aimed at individuals working in short-term, freelance, or contract positions.
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Future-Proofing Skills

Acquiring skills that are likely to remain relevant as industries evolve.
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Gagne’s Nine Events of Instruction

Robert Gagne developed a sequence of instructional events, which includes gaining attention, informing learners of objectives, stimulating recall of prior learning, and presenting stimuli, among others.
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Game Engines for Learning

Software used to create educational games or simulations, like Unity or Unreal Engine.
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