Learning, Training, and Human Performance Glossary
Words beginning with the letter “G” are listed below. For words starting with a different letter, use the below table:
A technique in which the student is presented situations involving choices and risks. The choices and the consequences resemble real-life situations, and the players are reinforced for various decisions. Gaming is typically an enjoyable learning method for the student.
The application of game-design elements and game principles in non-game contexts in order to improve learning, learner engagement, organizational productivity, and evaluation. Coined in 2002 by Nick Pelling, a computer programmer and inventor.
Responding in the same manner to several different stimuli.
Study of human learning where understanding is based upon insight.
To reach total understanding of a subject. From Robert Heinlein's Stranger in a Strange Land.
group-paced instruction (lockstep)
Students progress as a group at a rate equal to that of the slowest learner. There is no fixed time for a unit.
Tryout of a training course on a representative sample of the target population to gather data on the effectiveness of instruction in regard to error rates, criterion test performance, and time to complete the course. See Validating Instructional Design.
A complete self-instructional package that guides the learner through various methods and media to achieve specific learning objectives and directs the learner activities in the performance of a task.
guided discussion method
A learning experience in which students participate in an instructor-led, interactive process of sharing information and experiences related to achieving an instructional objective.