digital game genres
The classification of video games based on their interaction with the game media, such as simulation games, strategy games, adventure games and arcade games.
E-learning architects establish goals and procedures for the application of learning technologies within an organisation and the creation of an infrastructure that supports these goals and procedures. They review the existing curriculum of courses and verify the online delivery capability, advising changes to the curriculum to adapt to online delivery.
No competences in this bucket.
The classification of video games based on their interaction with the game media, such as simulation games, strategy games, adventure games and arcade games.
The strategies and didactical methods of learning in which the main elements include the use of ICT technologies.
The infrastructure properties and specifications required to set up the e-learning environment which provides learning experiences to the audience.
The guidelines or strategies for designing and developing instructions to ensure learners achieve the intended learning outcomes.
The technologies and channels, including digital, to enhance learning.
The standards and specifications used for web-based e-learning, such as Sharable Content Object Reference Model (SCORM), which define communications between client side content and a host system supported by a learning management system.
The human mental processes such as attention, memory, language use, perception, problem solving, creativity and thinking.
The goals identified in curricula and defined learning outcomes.
The e-learning platform for creating, administrating, arranging, reporting and delivering e-learning education courses or training programs.
No competences in this bucket.
Define the architecture, composition, components, modules, interfaces and data for integrated information systems (hardware, software and network), based on system requirements and specifications.
Measure system reliability and performance before, during and after component integration and during system operation and maintenance. Select and use performance monitoring tools and techniques, such as special software.
Study the external and internal environment of an organisation by identifying its strengths and weaknesses in order to provide a base for company strategies and further planning.
Create resources and instructional materials (e-learning, educational video and audio material, educational prezi) using digital technologies to transfer insight and awareness in order to improve learners’ expertise.
Create a strategic plan to maximise the outputs of educational technology both within the organisation and externally.
Assess needs and identify digital tools and possible technological responses to address them. Adjust and customise digital environments to personal needs (e.g. accessibility).
Analyse the training problems and identify the training requirements of an organisation or individuals, so as to provide them with instruction tailored to their prior mastery, profile, means and problem.
Communicate with the school staff such as teachers, teaching assistants, academic advisors, and the principal on issues relating to students' well-being. In the context of a university, liaise with the technical and research staff to discuss research projects and courses-related matters.
Prepare, compile and communicate reports with broken down cost analysis on the proposal and budget plans of the company. Analyse the financial or social costs and benefits of a project or investment in advance over a given period of time.
No competences in this bucket.
The learning system Absorb is an e-learning platform for creating, administrating and delivering e-learning education courses or training programs for secondary school students.
The computer program Brightspace is a e-learning platform for creating, administrating, arranging, reporting and delivering e-learning education courses or training programs. It is developed by the software company D2L Corporation.
The Canvas network is an e-learning platform for creating, administrating, arranging, reporting and delivering e-learning education courses or training programs.
The computer language CSS is a style sheet language that conveys the presentation of structured documents. These documents have to adhere to style sheets, a set of stylistic rules such as font, color and layout.
The education network Edmodo is an e-learning platform for creating, administrating, arranging, reporting and delivering e-learning training and connecting teachers, students and parents.
The computer program Engrade is a e-learning platform for creating, administrating, arranging, reporting and delivering e-learning education courses or training programs.
The learning management system Grovo is an e-learning platform for creating, administrating, arranging, reporting and delivering e-learning education courses or training programs.
The study of the behaviour and interaction between digital devices and human beings.
The methodologies for the planning, implementation, review and follow-up of ICT projects, such as the development, integration, modification and sales of ICT products and services, as well as projects relating technological innovation in the field of ICT.
The methods and tools required to develop system software, specifications of system architectures and interfacing techniques between network and system modules and components.
The computer language JSSS is a style sheet language that conveys the presentation of structured documents. These documents have to adhere to style sheets, a set of stylistic rules such as font, color and layout.
The computer program LAMS is a e-learning platform for creating, administrating, arranging, reporting and delivering e-learning education courses or training programs. It is developed by the LAMS Foundation.
The computer language LESS is a style sheet language that conveys the presentation of structured documents. These documents have to adhere to style sheets, a set of stylistic rules such as font, color and layout.
The computer program Litmos is a e-learning platform for creating, administrating, arranging, reporting and delivering e-learning education courses or training programs. It is developed by the software company CallidusCloud.
The computer program Moodle is a e-learning platform for creating, administrating, arranging, reporting and delivering e-learning education courses or training programs.
The computer program Sakai is a e-learning platform for creating, administrating, arranging, reporting and delivering e-learning education courses or training programs. It is developed by the software company Apereo.
The computer language Sass is a style sheet language that conveys the presentation of structured documents. These documents have to adhere to style sheets, a set of stylistic rules such as font, color and layout.
The computer program Schoology is a e-learning platform for creating, administrating, arranging, reporting and delivering e-learning education courses or training programs.
The computer program Taleo is a e-learning platform for creating, administrating, arranging, reporting and delivering e-learning education courses or training programs.
The computer program WizIQ is a e-learning platform for creating, administrating, arranging, reporting and delivering e-learning education courses or training programs.
The process of adding diverse digital content (such as images, 3D objects, etc) on surfaces that exist in the real world. The user can interact in real-time with the technology by using devices such as mobile phones.
The software that provides pre-programmed elements which allow the development of interactive multimedia applications in order to edit, structure and lay out content intended for publication.
The field of computer language that conveys the presentation of structured documents such as Cascading Style Sheets (CSS). These documents have to adhere to style sheets, a set of stylistic rules such as font, color and layout.
Give technical training including how to use an e-learning platform, training applications and standards such as SCORM, as well as e-teaching methods to the teacher or trainer.
Give instructions to colleagues and other cooperating parties in order to reach the desired outcome of a technological project or achieve set goals within an organisation dealing with technology.
Gather the latest information on the subjects of the training process in order to be updated with the required know-how.
Advise education professionals on the proper adaptation of curricula in lesson plans, classroom management, professional conduct as a teacher, and other activities and methods related to teaching.
Apply the process of combining systems thinking methodologies with human-centred design in order to solve complex societal challenges in an innovative and sustainable way. This is most often applied in social innovation practices that focus less on designing stand-alone products and services to designing complex service systems, organizations or policies that bring value to the society as a whole.
Evaluate the capabilities of employees by creating criteria and systematic testing methods for measuring expertise of individuals within an organisation.
Carry out validation of content by reviewing it according to formal and functional quality, usability and applicable standards.
Develop and plan the learning goals and outcomes for education institutions, as well as the required teaching methods and potential education resources. Organise content, form, methods and technologies for delivery of study experiences.
Manage employees and subordinates, working in a team or individually, to maximise their performance and contribution. Schedule their work and activities, give instructions, motivate and direct the workers to meet the company objectives. Monitor and measure how an employee undertakes their responsibilities and how well these activities are executed. Identify areas for improvement and make suggestions to achieve this. Lead a group of people to help them achieve goals and maintain an effective working relationship among staff.
Manage and plan various resources, such as human resources, budget, deadline, results, and quality necessary for a specific project, and monitor the project's progress in order to achieve a specific goal within a set time and budget.