E-learning or electronic learning: electronic or digital media that can be developed for the presentation of educational content on a wide variety of topics. Participants do not all have to be in the same place at the same time. Depending on the learning objective, participant and time limit, extensive learning media can be created that can convey almost any topic. After knowledge transfer, learning effectiveness checks (tests) can be carried out, whereby the participants can be certified.
We have listed and explained the most important digital learning formats with the respective explanations separately on this page.
Depending on the combination, it is easier to respond to the student and consolidate learning goals. This depends on the target group, the learning objectives and the industry. Interactive elements can include cloze texts, sorting tasks, drag and drop.
Linear / Modulär
linear: In linear training, the user is guided through the program in a given order. According to the scheme: A-B-C-D-E. Modular: In modular training, the user can jump back and forth between individual topics and chapters. According to the scheme: B-E-A-C-D.
Computer-Based Training originated in the 1980s and was mostly distributed on data media such as CD-ROM or DVD. In the meantime, CBTs are mostly downloaded, for example to a PC. CBTs can contain multimedia learning content (such as animations or video documents). CBT is still used, but nowadays, WBT is mostly used instead of CBT.
One of the first Web-Based Trainings was developed around 1995 at the University College of Dublin. A WBT has many similarities with a CBT, but the biggest difference being that a WBT is accessed on the Internet/Intranet and not downloaded. In addition, WBTs are very often equipped with SCORM which is not the case with CBTs.
Content refers to all media content that is available in an e-learning environment.
Blended Learning is a mixture of classical and computer-aided learning. It is used in particular when, in addition to conveying knowledge, practical implementation is also needed, e.g. in occupational health and safety.
A video that explains a certain topic easily, e.g. a YouTube video that describes how to do something in Adobe Photoshop or Microsoft Office.
Gamification refers to the integration of game-typical elements and processes in a topic-independent context. A desirable outcome is an increase in motivation. Healthy competition in the user is stimulated by various elements (visible progress indicator, ranking list, ...) - who doesn’t want to be the best?
While the video is running it is paused and the user has to take an active decision before moving on. This way the user's knowledge is tested and the content is better absorbed. The disadvantage of interactive videos and animations is the time required for development.
Micro Learning is the term used to describe learning in small units. This can refer to the learning time, the learning content, but also to the learning format. In this way, the learner is gradually introduced to new content.
Simulations are computer programs in which users carry out experiments in a virtual environment and thus gain learning experience, e.g. filling out forms or using new software.
The Virtual Classroom uses the Internet as a communication medium to connect geographically separated students and teachers. The virtual classroom enables a synchronous form of learning.
A webinar is an interactive seminar or course that takes place on the Internet. Possibilities include: interactive surveys - users can use chat forms to actively ask questions that can be answered directly, an unlimited number of participants, suitable for e.g. product launches, courses (sports, cooking).