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Glossary

L&D Glossary

Key terms in instructional design, e-learning, LMS, and learning science — defined for practitioners.

A

  • Action MappingA visual instructional design method by Cathy Moore that starts with a measurable business goal, identifies required on-the-job actions, diagnoses causes of inaction, and designs practice activities targeting those gaps.
  • ADDIE ModelA five-phase instructional design process: Analysis, Design, Development, Implementation, and Evaluation — the most widely used framework for creating training programs.
  • AndragogyMalcolm Knowles' theory of adult learning, based on the premise that adults learn differently from children — being self-directed, experience-rich, problem-oriented, and internally motivated rather than dependent on external direction.
  • ARCS ModelJohn Keller's motivational design framework identifying four conditions for engaging learners: Attention (capturing interest), Relevance (connecting to learner goals), Confidence (enabling belief in success), and Satisfaction (making outcomes feel worthwhile).

B

  • Blended LearningA training approach that combines online digital instruction with in-person learning activities, designed so each format complements the other rather than simply co-existing.
  • Bloom's TaxonomyA hierarchical framework for classifying learning objectives by cognitive complexity — from Remember and Understand at the lower end through Apply, Analyze, Evaluate, and Create at the higher end.

C

  • Cognitive Load TheoryA learning science theory by John Sweller describing how working memory has limited capacity, and how instructional design can reduce unnecessary load to support better learning.
  • COM-B ModelA behavior change framework identifying three conditions required for behavior: Capability (physical and psychological), Opportunity (physical and social environment), and Motivation (reflective and automatic).

F

  • Forgetting CurveHermann Ebbinghaus's 1885 finding that memory of new information declines exponentially over time without reinforcement — typically losing 50–80% within a week.
  • Formative vs. Summative AssessmentThe distinction between assessment during learning (formative — used to guide and redirect) and assessment after learning (summative — used to measure whether objectives were achieved), each serving a different purpose in instructional design.

G

  • Gagné's Nine Events of InstructionRobert Gagné's framework of nine instructional events — from gaining attention to enhancing retention and transfer — each supporting a specific internal cognitive process required for learning.

I

  • Instructional DesignThe systematic process of creating effective learning experiences — analyzing learner needs, defining objectives, designing activities, and evaluating outcomes to produce measurable behavior change.

K

  • Kirkpatrick ModelA four-level framework for evaluating training effectiveness: Reaction (learner satisfaction), Learning (knowledge gain), Behavior (on-the-job application), and Results (business impact).
  • Kolb's Experiential Learning CycleDavid Kolb's four-stage model in which learning proceeds from Concrete Experience through Reflective Observation and Abstract Conceptualization to Active Experimentation — emphasizing that experience, not content delivery, is the source of learning.

L

  • Learning Experience Platform (LXP)A learner-driven platform that aggregates content from multiple sources and uses AI to surface personalized recommendations — contrasted with an LMS, which is primarily admin-driven and compliance-focused.
  • Learning in the Flow of WorkJosh Bersin's concept that the most effective learning happens embedded in the work itself — short, relevant, and available at the moment of need — rather than in scheduled training events.
  • Learning Management System (LMS)A software platform for creating, delivering, tracking, and reporting on training programs — used by organizations to manage employee learning at scale.
  • Learning TheoriesThe three foundational frameworks for understanding how learning occurs: Behaviorism (learning as conditioned response to stimuli), Cognitivism (learning as internal information processing), and Constructivism (learning as active knowledge construction from experience).
  • Learning TransferThe degree to which knowledge or skills acquired in training are applied and maintained on the job — the central challenge in L&D, since training that does not transfer produces no business value regardless of in-course performance.
  • LTEMWill Thalheimer's Learning-Transfer Evaluation Model — an eight-tier evidence-based alternative to Kirkpatrick that distinguishes between attention, memory, decision-making, task competence, and actual transfer to real work performance.

M

  • Mager's Performance-Based ObjectivesRobert Mager's framework for writing precise learning objectives with three components: Performance (the observable behavior), Conditions (the circumstances under which it occurs), and Criterion (the standard for acceptable performance).
  • Merrill's First Principles of InstructionM. David Merrill's five evidence-based principles for effective instruction: problem-centred learning, activation of prior knowledge, demonstration of new knowledge, application with feedback, and integration into real-world context.
  • MicrolearningA training format that delivers focused learning content in short, discrete units — typically 3–10 minutes — designed to match a specific learning objective or performance need.

R

  • Retrieval PracticeA learning strategy where recalling information from memory — through testing, quizzing, or free recall — strengthens long-term retention more effectively than re-reading or reviewing notes.

S

  • Scenario-Based LearningAn instructional strategy that places learners in realistic job situations requiring decisions, using the consequences of those choices — rather than information delivery — as the primary learning mechanism.
  • SCORMSharable Content Object Reference Model — the dominant e-learning technical standard since 2001, defining how courses and LMS platforms communicate completion, score, and progress data.
  • Social LearningLearning that occurs through observation, interaction, and collaboration with others — based on Albert Bandura's social learning theory and accounting for an estimated 20% of workplace learning.
  • Spaced RepetitionA learning technique that schedules review of material at increasing intervals over time, exploiting the spacing effect to maximize long-term retention with minimal study time.
  • Successive Approximation Model (SAM)An agile instructional design process developed by Michael Allen that replaces ADDIE's linear phases with iterative cycles of design, prototype, and review — enabling faster feedback and lower rework costs.

X

  • xAPI (Tin Can API)Experience API — an e-learning standard that tracks any learning activity (mobile, simulation, real-world performance) as structured statements, overcoming SCORM's browser-only, completion-focused limitations.

#

  • 4C/ID ModelFour-Component Instructional Design — a curriculum framework for designing complex learning environments around whole-task practice, supportive information, procedural guidance, and part-task training.
  • 70-20-10 ModelA framework describing how workplace learning occurs: 70% through on-the-job experience, 20% from social interaction and feedback, and 10% from formal training.