The ____ of the training program outlines the overall plan and structure. In ____ learning, students can access materials at any time. ____ design is the process of creating effective and engaging learning experiences. A ____ is a self-contained unit of instruction within a course. ____ involves the use of game elements to enhance engagement. ____ learning happens in real-time, often through webinars. The LMS ____ is responsible for managing the LMS. ____ is information provided to learners to help them improve. A learning ____ is a predefined sequence of courses or modules. ____ is the measurement of the effectiveness and value of the training program. ____ learning is a combination of in-person and online methods. A resource ____ is a collection of learning materials and assets. User ____ is the design and layout of the LMS. In ____ learning, learners interact at their own pace. Learning ____ is data analysis to improve the learning experience. Learner-centered design focuses on meeting the ____ of learners. ____ learning is conducted electronically, often through an LMS. ____ is a set of criteria used to assess learner performance. ____ learning adjusts based on the learner's progress. ____ is ensuring that materials are usable by all, including those with disabilities. ____ provides specific information or skills in short modules. An ____ is used to evaluate a learner's knowledge or skills. ____ learning occurs at a scheduled time, such as live virtual classes. ____ learning involves learning from and with other learners. The ____ profile contains information about a learner's progress. ____ is the ability of learners to remember and apply what they've learned. User ____ is the measurement of how learners perceive the LMS. Learning ____ are used to describe what learners should be able to do. ____ (sharable content object reference model) involves the use of technical standards for e-learning content.
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Learning design LMS terminology
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