Digital learning is ripe with business benefits. In the ever-changing business world, digital learning is the key to providing your employees with efficient training courses that keep them right up-to-date. Our Bechtle Learning Services are the perfect tool to help you find the right mix of methods for your business.
Adaptive learning takes it account the learner’s level of knowledge (e.g. through mini progress tests) so that topics that are already known can be skipped and the learner can focus on what’s new.
Online means that the user or a device (e.g. a webcam) is ready to be used or connected to the internet. This is the opposite of offline or a standalone device. Online is often used to describe activities such as online marketing, online shopping, online banking and online learning.
Artificial intelligence (AI)
AI enables computers and machines to experience and resolve problems by copying cognitive functions we associate with the human mind. To do so, machines need to process a huge amount of data and very good language processing. AI can be used for games (such as chess), controlling cars, simulation, understanding languages for intelligent routing, plus much more.
Augmented reality (AR) means combining the real world with virtual elements and/or additional information (e.g. for tourists or broadcasting sports events).
A very easy-to-use software as a component for creating e-learning courses and other content. This tool can be used to integrate texts, images, videos and animations as content and deploy them for various formats.
In IT, an avatar is a graphical representation of a person that can be used for e-mails, games, etc.
By regularly evaluating success, it can be determined if investing in personal development was worth it. This includes participant satisfaction, measuring learning gains, transferring lessons learned into practice in the workplace as well as company success/ROI.
Blended learning tends to be an effective combination of in-person classes and e-learning. E-learning can be used as preparation for an in-person class as well as for more advanced content.
A coach provides professional and proactive support to develop own solutions to achieve desired goals.
Content is made up of all kinds of information (e.g. text, videos, presentations, images, games, etc.) that can be aimed at various target groups and interested parties such as students, pupils, end users, and employees. On the one hand, it can be edited for learning, but on the other it can also be an automatic recording (e.g. a video of a live event). Content can be used for LMS, in internet portals and other sources.
Digital information (CDs, DVDs, data and videos saved on a computer) are saved as binary numbers (ones and zeros) as computers can only read this kind of code. This data can be easily copied without quality being impaired.
An e-book is a digital publication that can be read on a computer or dedicated e-book reader. An e-book normally comes with digital rights management (DRM) that prevents the content being read on unauthorised devices. The majority of e-books support text, images, chapters, highlighting and notes as well as bookmarks and links.
E-learning describes independent learning using electronic media regardless of time and place. This can be done using a CD/DVD, a Learning Management System (LMS), or the internet.
Gamification means the use of game-typical elements in something that is not a game, such as for learning. This enables learners to practice for real-live events in safe environments. It’s a good way to motivate and engage users through fun, social interactions (team work), competitive elements ( points, awards, levels), and self-development (use of an avatar as a character). Users also aim to discover the complete story behind a game and see it through to the end. The user receives immediate feedback through interactions.
Interactive means a two-way communication (question and answer) with an interactive website, e-learning course or virtual classroom. The system and/or teacher can see if you are online, if you have understood the lesson and if you are ready for the next.
LMS / Learning Management System
An LMS is a platform where learning materials and all kinds of information (videos, PDFs, instructions, technical documentation, product presentations, explanatory videos, virtual 3D presentations, manuals, trailers, advertising slogan as content) can be saved, The VWS (Video Management System) complements the LMS by ensuring, for example, that all video files can be optimally viewed on all mobile devices and can be accessed via a browser by all users from every end devices. Course allocation and assessments are all part of the package.
A virtual classroom is an online room that allows for an experience that is broadly similar to face-to-face training. Users tend to access these rooms from a mobile device or through a browser without having to download anything. The most common tools in a virtual classroom are video conferences with attendance management, an interactive whiteboard, chat, document viewing, breakout rooms and mini quizzes.
Virtual reality (VR) is an artificial interactive world created by a computer that normally has sound and images. This can be based on something real, but doesn’t have to be. VR is sued in flight simulators, for prototype testing and for training purposes.
Just as with a virtual classroom, this enables one person to communicate with many, but a web seminar is geared more towards larger groups. For this reason, elements such as invitations, participation management, chat, surveys/polls, tests as well as streaming and sharing audio, video and documents are essential.