instructional design models
The guidelines or strategies for designing and developing instructions to ensure learners achieve the intended learning outcomes.
Instructional designers develop instructional material for training courses using multimedia technology and authoring tools. They aim to create instructional experiences which make the acquisition of knowledge and skills more efficient, effective, and appealing.
No competences in this bucket.
The guidelines or strategies for designing and developing instructions to ensure learners achieve the intended learning outcomes.
The techniques that instructors use to deliver lessons. The aim of these strategies is to make students become more involved in the learning process.
The methods, rules, media and tools of publishing content from content management systems in single sources or cross media.
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 programming paradigm that is based on combining markup (which adds context and structure to text) and other web programming code, such as AJAX, javascript and PHP, in order to carry out appropriate actions and visualise the content.
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 human mental processes such as attention, memory, language use, perception, problem solving, creativity and thinking.
The specialised techniques used to design, write, compile, edit and organise digital content, such as text, graphics and videos for publishing purposes.
The e-learning platform for creating, administrating, arranging, reporting and delivering e-learning education courses or training programs.
The techniques to convert unstructured descriptions of a process into step-by-step sequence of actions of a finite number of steps.
No competences in this bucket.
Use specific ICT terms and vocabulary in a systematic and consistent manner for documentation and communication purposes.
Plan, perform and supervise educational activities for a variety of audiences, such as for school children, university students, specialist groups, or members of the public.
Develop educational packages for e-learning platforms using the Sharable Content Object Reference Model (SCORM) standard.
Develop a script describing the scenes, actions, equipment, content and realisation means for a play, film or broadcast.
Determine the needs and requirements of ICT users of a specific system by applying analytical methods, such as target group analysis.
Plan and implement the creation, delivery and management of digital or printed content, develop a system that describes the entire editorial content development and publishing process and use ICT tools to support the process.
Develop multimedia materials such as screen shots, graphics, slide shows, animations and videos to be used as content integrated in a broader informational context.
Teach basic or advanced writing principles to varying age groups in a fixed eduction organisation setting or by running private writing workshops.
Develop digital content by following given requirements and guidelines.
Utilise computer languages that are syntactically distinguishable from the text, to add annotations to a document, specify layout and process types of documents such as HTML.
Utilise specialised ICT tools to create computer code that is interpreted by the corresponding run-time environments in order to extend applications and automate common computer operations. Use programming languages which support this method such as Unix Shell scripts, JavaScript, Python and Ruby.
Employ various approaches, learning styles, and channels to instruct students, such as communicating content in terms they can understand, organising talking points for clarity, and repeating arguments when necessary. Use a wide range of teaching devices and methodologies appropriate to the class content, the learners' level, goals, and priorities.
Use specialised content development tools such as content and terminology management systems, translation memory systems, language checker and editors to generate, compile and transform content according to specified standards.
Retrieve, select and organise content from specific sources, according to the requirements of the output media such as printed materials, online applications, platforms, websites and video.
Carry out validation of content by reviewing it according to formal and functional quality, usability and applicable standards.
Create web-based training and instruction courses using dynamic and static online tools to deliver learning outcomes to the audience of the course. Web tools used here can include streaming video and audio, live internet broadcasts, information portals, chatrooms and bulletin boards.
Create and edit digital content in different formats, express oneself through digital means.
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.
Apply techniques and tools, such as surveys, questionnaires, ICT applications, for eliciting, defining, analysing, documenting and maintaining user requirements from system, service or product.
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.
Apply content management methods and procedures to define and use metadata concepts, such as the data of creation, in order to describe, organise and archive content such as documents, video and audio files, applications and images.
Read a text thoroughly, search for, review and correct errors to ensure content is valid for publishing.
Communicate information in written form via digital or print media according to the needs of the target group. Structure the content according to specifications and standards. Apply grammar and spelling rules.
Organise information using systematic methods such as mental models and according to given standards in order to facilitate user information processing and understanding with respect to the specific requirements and characteristics of the output media.
Develop visual design from given specifications and requirements, based on the analysis of the scope and target audience. Create a visual representation of ideas such as logos, website graphics, digital games and layouts.
Make use of various types of communication channels such as verbal, handwritten, digital and telephonic communication with the purpose of constructing and sharing ideas or information.
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 techniques and principles of software development, such as analysis, algorithms, coding, testing and compiling of programming paradigms in AJAX.
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 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 techniques and principles of software development, such as analysis, algorithms, coding, testing and compiling of programming paradigms in JavaScript.
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 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 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 method of communication that takes place through digital medias and is based on customers interactions with them. The interactions take place with computerised elements (e.g., moving graphics, digital text and sound).
No competences in this bucket.
Gather the latest information on the subjects of the training process in order to be updated with the required know-how.
Establish a positive, long-term relationship between organisations and interested third parties such as suppliers, distributors, shareholders and other stakeholders in order to inform them of the organisation and its objectives.
Developing new artistic concepts and creative ideas.
Deliver a speech or talk in which a new product, service, idea, or piece of work is demonstrated and explained to an audience.
Identify problems with servers, desktops, printers, networks, and remote access, and perform actions which solve the problems.
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.