Professional development - The process of acquiring new knowledge, skills, and abilities to improve performance in one's current or future job.
E-learning - The use of electronic technologies to deliver educational or training content, often in an online or self-paced format.
MOOC - Massive Open Online Course, a type of e-learning course that is open to a large number of participants and is typically free of charge.
Microlearning - Short, focused learning sessions that provide quick and targeted learning experiences.
Gamification - The use of game design elements, such as points, badges, and leaderboards, to make learning more engaging and effective.
Adaptive learning - An e-learning approach that adapts the learning experience to the individual student's needs and abilities.
Learning management system (LMS) - A software application used to plan, deliver, and manage e-learning courses and training programs.
SCORM - Shareable Content Object Reference Model, a set of technical standards used to create, deliver, and track e-learning content.
Learning analytics - The collection, analysis, and interpretation of data on learning and learners to improve the effectiveness and efficiency of e-learning.
Blended learning - A combination of traditional in-person instruction and e-learning, typically involving both online and offline components.
Self-paced learning - An e-learning approach where learners can progress through the course material at their own pace.
Synchronous learning - A type of e-learning that occurs in real-time, typically with live online instruction.
Asynchronous learning - A type of e-learning that does not occur in real-time, allowing learners to complete the coursework at their own pace.
Virtual instructor-led training (VILT) - An e-learning approach where learners participate in live, online instruction with an instructor.
Webinar - A live, online seminar or presentation, typically with audio and visual components.
Web conferencing - A type of e-learning that allows participants to interact and collaborate in real-time through audio, video, and chat.
Virtual reality (VR) - A type of e-learning that uses computer-generated simulations to create a fully immersive learning experience.
Augmented reality (AR) - A type of e-learning that overlays digital information on the user's view of the real world.
Simulation - A type of e-learning that uses computer-generated scenarios to simulate real-world situations and environments.
Social learning - A type of e-learning that emphasizes collaboration and interaction among learners.
Collaborative learning - A type of e-learning that emphasizes working together to solve problems or complete tasks.
Flipped classroom - An e-learning approach where learners watch videos or read materials before class, and then use class time for discussions and hands-on activities.
Self-directed learning - An e-learning approach where learners take responsibility for their own learning and set their own learning goals.
Personalized learning - An e-learning approach that adapts the learning experience to the individual learner's needs, preferences, and abilities.
Mentoring - A relationship where an experienced and knowledgeable person provides guidance and support to a less experienced person.
Coaching - A type of professional development that focuses on helping individuals improve specific skills or achieve specific goals.
Professional certification - A formal recognition by a professional organization or industry body