Instructional Design Resource
Glossary · eLearning & L&D terms

Instructional Design Glossary

A bookmarkable reference for eLearning and L&D terms — written for IDs who want clear, no-fluff definitions they can use in real projects and client conversations.

For: IDs, eLearning devs, L&D teams
Use A–Z below to jump to any term
Updated as new tools & trends emerge

A

ADDIE

Framework · ID model

A classic instructional design framework that breaks course creation into five phases. In real projects, most teams treat it as a flexible checklist instead of a strict step-by-step recipe.

Accessibility

Design principle

Designing learning so people with disabilities can use it. This includes screen reader support, keyboard navigation, color contrast, captions, transcripts, and clear structure on every screen.

Agile

Project approach · Iterative

An iterative way of working where you release small pieces of a course, get feedback quickly, and refine over short cycles instead of waiting for one big launch at the end.

Assessment

Measurement · Checks learning

Any activity that checks what learners know or can do. This includes quick checks, scenario questions, quizzes, simulations, and on-the-job tasks tied to real work.

B

Bloom’s Taxonomy

Framework · Learning depth

A framework that organizes cognitive skills from basic recall to higher-order thinking (like applying, analyzing, and creating). Many IDs use it to shape learning objectives and question difficulty.

Blended Learning

Modality mix · Online + live

A training approach that combines more than one modality—like eLearning, virtual sessions, and on-the-job activities—to create one connected learning experience.

Branching Scenario

Interaction · Decision paths

An interactive scenario where learner choices lead to different paths and outcomes. It’s often used to practice conversations, decisions, and judgment calls in a safe environment.

Business Outcome

Results · Beyond completion

A measurable change the organization cares about, such as reduced errors, higher sales, or faster onboarding. Training should support these outcomes, not exist as a standalone goal.

C

Cognitive Load

Learning science · Mental effort

The total mental effort a learner uses to understand and work with information. Too much load at once can overwhelm people and make it harder to learn or remember anything.

Chunking

Design technique · Breaks content

Organizing information into smaller, meaningful pieces so it’s easier to process and remember. In eLearning, this shows up as short sections, steps, or grouped ideas instead of long walls of text.

Compliance Training

Training type · Mandatory

Training that helps employees follow laws, regulations, or internal policies— such as safety, ethics, data privacy, or harassment prevention.

Curriculum

Program design · Learning path

A planned sequence of learning experiences that work together over time— not just a single course, but a full path of activities, resources, and touchpoints.

D

Discovery

Project phase · Upfront analysis

The early phase of a project where you clarify the problem, audience, context, constraints, and success measures before you commit to a solution or course outline.

Design Document

Planning deliverable · Course blueprint

A blueprint that outlines goals, audience, content structure, activities, and assessment plans before development starts. It captures key decisions in one place for review and sign-off.

Design Thinking

Mindset · Human-centered problem solving

An approach to solving problems that starts with understanding people, then moves through ideation, prototyping, and testing. It encourages experimenting and learning fast from feedback.

Development

Project phase · Build the course

The phase where you create the actual learning materials—slides, eLearning modules, videos, guides, and job aids—based on the approved design.

E

eLearning

Modality · Digital courses

Learning experiences delivered through digital platforms—often browser-based courses, modules in an LMS, or interactive web experiences that learners complete online.

Evaluation

Measurement · Learning impact

The process of checking how well learning performed—from basic reactions and completion data to changes in behavior and business results.

Engagement

Design focus · Keeps people involved

The level of attention, interest, and participation learners bring to a learning experience. It’s influenced by relevance, challenge, interaction, and how the content feels to them.

Experiential Learning

Approach · Learn by doing

A learning approach where people gain skills and insight by doing real or simulated tasks, then reflecting on what happened and how to apply it back on the job.

F

Formative Assessment

Measurement · Checks in-progress learning

Low-stakes checks during a learning experience—like quick questions, knowledge checks, or practice activities—used to see how learners are doing and adjust as needed.

Facilitator Guide

Instructor material · Session playbook

A detailed guide that helps facilitators run a session. It usually includes timing, talking points, activity steps, debrief questions, and notes about slides or handouts.

Feedback

Response · Guides improvement

Information given to learners about their performance—what they did well, what needs adjustment, and how to improve on the next attempt or in real work.

Flipped Classroom

Design approach · Content before class

A structure where learners first explore core content on their own—often via eLearning or videos—and then use live time for practice, discussion, and problem-solving instead of lectures.

G

Gamification

Design technique · Game elements in learning

Adding selected game elements—like points, levels, challenges, or progress bars—to a non-game learning experience to boost motivation and engagement.

Gap Analysis

Analysis tool · Current vs. desired

A method for comparing the current state of performance or skills with the desired future state. The difference between the two is the “gap” your solution should address.

Goal Alignment

Strategy · Business + learning goals

The practice of connecting learning objectives to business outcomes, so the course clearly supports real priorities instead of existing as a standalone “nice to have.”

Guided Practice

Learning activity · Supported doing

Practice activities where learners try a task with support—such as hints, worked examples, or step-by-step prompts—before they’re asked to perform more independently.

H

Hands-on Practice

Learning activity · Doing the work

Activities where learners actually do the task—clicking through a system, having a conversation, or completing a realistic exercise—instead of just watching or reading about it.

High-Level Design (HLD)

Planning deliverable · Big-picture outline

A summary view of the solution that shows major components, flow, and key decisions without getting into slide-by-slide or screen-by-screen detail.

Human-Centered Design

Mindset · Design for people first

An approach that keeps the people you’re designing for at the center—focusing on their context, needs, constraints, and emotions throughout discovery, design, and testing.

Hybrid Learning

Modality mix · In-person + virtual

A learning setup where some people join in person and others join remotely at the same time, or where sessions switch between in-person and virtual formats across a program.

I

Implementation

Project phase · Launch & rollout

The stage where the learning solution is released to learners—uploading to the LMS, communicating the launch, scheduling sessions, and monitoring early use.

Instructor-Led Training (ILT)

Modality · Live, in-room session

Training led by a facilitator in real time, usually in a physical classroom. It often includes slides, group activities, discussions, and role plays.

Interactivity

Design element · Learner actions

Any moment where learners actively do something with the content—click, drag, decide, type, discuss, or practice—instead of just consuming information.

Informal Learning

Learning mode · Outside formal courses

Learning that happens naturally through work, conversations, observation, and self-directed exploration—rather than through scheduled classes or assigned courses.

J

Job Aid

Performance support · At-the-moment help

A tool that helps people perform a task on the job—like a checklist, quick reference, flowchart, or step-by-step guide—without having to remember every detail from training.

Just-in-Time Learning

Delivery approach · When needed, not just in case

Learning resources delivered at the exact moment of need—such as short videos, micro-courses, or job aids people access right before or during a task.

K

Kirkpatrick Model

Evaluation framework · 4 levels

A model for evaluating training using four levels: reaction, learning, behavior, and results. It helps structure how you think about measuring impact beyond smile sheets.

Knowledge Check

Formative activity · Quick question

A brief, low-stakes question or interaction used during learning to see if key ideas are landing—often multiple choice, drag-and-drop, or scenario-based questions.

Knowledge Transfer

Outcome · From training to job

The extent to which what people learn in training shows up later in their real work— in their decisions, behaviors, and results.

Key Performance Indicator (KPI)

Metric · Tracks important results

A specific, measurable metric an organization watches closely—such as error rates, sales numbers, or customer satisfaction scores—that training may be designed to influence.

L

Learning & Development (L&D)

Function · Learning team in the business

The part of an organization responsible for building skills, knowledge, and capabilities— often through training, programs, resources, and performance support.

Learning Objective

Design element · What learners will be able to do

A clear statement of what learners should be able to do by the end of a course or lesson, usually written with an action verb and a focus on observable behavior.

Learning Outcome

Result · What changes after learning

The change you expect to see in knowledge, behavior, or performance after learning— often framed at a higher level than a single course objective.

Learning Path

Program design · Sequence of learning

An organized sequence of courses, resources, and experiences that learners move through over time to build a skill set or reach a role-ready level.

Learning Management System (LMS)

Platform · Hosts and tracks learning

Software used to deliver, track, and manage learning—such as assigning courses, storing completions, and generating basic reports.

Learning Experience Design (LXD)

Approach · Holistic learning design

A way of designing learning that blends instructional design with UX, product thinking, and human-centered design. It looks at the end-to-end experience, not just a single course.

M

Metrics

Data · How learning is tracked

The numbers you look at to understand how learning is performing—such as completions, quiz scores, time to competence, error rates, or other business-linked data.

Microlearning

Format · Short, focused pieces

Learning experiences broken into small, focused units—often a few minutes each— that target a single idea, skill, or task instead of a long, all-in-one course.

Mobile Learning

Modality · Learning on phones & tablets

Learning experiences designed to work well on mobile devices—often shorter, tap-friendly, and focused on quick reference or practice rather than long, slide-heavy modules.

Modalities

Design choice · How learning is delivered

The different formats you can use for learning—such as eLearning, video, ILT, VILT, job aids, simulations, or coaching—often combined in a single solution.

N

Narrative

Storytelling · Scenarios & examples

The story thread that connects characters, situations, and events in a learning experience— often used in scenarios, case studies, or branching stories.

Navigation

UX detail · How learners move around

The way learners move through a course or experience—buttons, menus, progress indicators, and rules about what they can do next.

Needs Analysis

Analysis · What problem are we solving?

The process of clarifying the real problem, audience, current performance, and desired state before deciding whether training is needed and what it should do.

Nudges (Learning Nudges)

Follow-up · Gentle reminders in the flow of work

Small, timely prompts—like reminders, tips, or micro-messages—that encourage people to use new behaviors or resources after training, often delivered through email, chat, or apps.

O

Onboarding

Program · Welcome & ramp-up

The structured process of helping new hires understand their role, team, tools, and culture— often combining courses, live sessions, shadowing, and on-the-job practice.

Online Learning

Modality · Learning via internet

Any learning that happens over the internet—such as eLearning modules, virtual classes, webinars, or self-paced resources accessed through a browser or app.

On-the-Job Support

Performance support · Help while working

Tools and resources people use while doing their actual work—like job aids, checklists, embedded help, or quick reference guides that reduce the need to remember everything.

On-the-Job Training (OJT)

Modality · Learning while doing

Training that happens as part of real work, usually with a more experienced person guiding, demonstrating, and coaching while the learner performs actual tasks.

P

Performance Support

Solution type · Help at the moment of need

Resources that help people do their jobs while they work—such as job aids, checklists, tooltips, or embedded help—so they don’t have to rely on memory from training alone.

Personas

Design tool · Composite learner profiles

Fictional but research-informed profiles that represent key learner groups—capturing their goals, constraints, context, and attitudes toward learning.

Pilot

Test run · Limited launch

A small-scale release of a learning solution to a limited audience to test content, flow, and logistics before rolling out more broadly.

Practice

Core ingredient · Repeated doing

Opportunities for learners to try the target skills—through scenarios, simulations, exercises, role plays, or real work—often with feedback and increasing challenge.

Pre-work

Prep · Before the main session

Activities or content learners complete before a live session or main course—such as short videos, readings, or reflections—to prime them and save time for deeper work.

Prototype

Draft build · Testable version

A quick, simplified version of a learning experience—such as a few sample screens, a clickable mockup, or a rough module—used to test ideas with stakeholders or learners.

Q

Qualitative Data

Evaluation · Words, themes, stories

Non-numeric data—like comments, interview notes, observations, and themes—that help you understand how learners experienced a program and why results look the way they do.

Quantitative Data

Evaluation · Numbers & counts

Numeric data—like completions, scores, attendance, time spent, or KPI changes—that can be counted, compared, and tracked over time.

Question Bank

Assessment asset · Pool of questions

A collection of assessment questions grouped by topic, objective, or difficulty that an LMS or authoring tool can pull from to build quizzes or randomize items.

Quiz

Assessment · Short test of knowledge

A brief test used to check knowledge or understanding—often at the end of a lesson or module—made up of questions like multiple choice, true/false, or matching items.

R

Reflection

Learning strategy · Thinking about experience

Intentional time for learners to think about what they experienced, what it means for their work, and how they might respond differently next time.

Reinforcement

Follow-up · Support after training

Ongoing touchpoints—like reminders, nudges, refreshers, and manager check-ins—that help keep key ideas visible and support habit-building over time.

Retrieval Practice

Learning science · Recall to strengthen memory

Activities that ask learners to pull information from memory—like low-stakes quizzes, flashcards, or “what would you do?” questions—rather than just re-reading content.

Return on Investment (ROI)

Business metric · Value vs. cost

A way of comparing the benefits of a learning initiative (like improved performance or reduced errors) to its costs in time, money, and resources.

Review Cycle

Process · Feedback rounds with stakeholders

Planned rounds of feedback on drafts or builds—often from SMEs, stakeholders, and QA— with clear owners, deadlines, and what’s in scope for each round.

Role Play

Practice activity · Simulated conversation

A practice method where learners act out realistic situations—like coaching talks, customer calls, or feedback conversations—to try new skills in a safe environment.

S

Scenario-Based Learning

Design approach · Decisions in context

A learning approach that drops learners into realistic situations and asks them to make decisions, see consequences, and try again—often using branching or layered scenarios.

Simulation

Practice environment · Realistic system or situation

An experience that imitates a real system, tool, or situation—like software sims, flight sims, or branching scenarios—so learners can practice without real-world risk.

SME (Subject Matter Expert)

Partner · Content and context expert

A person with deep expertise in the topic or role you’re designing for—often a leader, high performer, or specialist who provides content, examples, and review.

Spaced Practice

Learning science · Practice over time

A technique where practice or review happens across multiple sessions over time, instead of in one long block, to strengthen memory and skill.

Stakeholders

People · Those with a vested interest

Individuals or groups who have a stake in the learning solution—such as sponsors, managers, SMEs, learners, and downstream teams affected by the results.

Storyboard

Design deliverable · Screen-by-screen plan

A detailed plan that lays out content, visuals, interactions, and audio script screen by screen (or slide by slide) before full development in an authoring tool.

T

Target Audience

Who · Learners you’re designing for

The specific group of people a learning solution is meant to serve—defined by their roles, experience level, context, and what they need to be able to do.

Task Analysis

Analysis · Breaking work into steps

The process of breaking a job task into smaller, observable steps and decisions so you can see what people actually do and where they struggle.

Templates

Reusable format · Repeatable structures

Pre-built structures for documents or designs—like storyboards, slides, or emails—that give you a consistent starting point while leaving room for customization.

Time to Competence

Metric · How fast people get up to speed

The amount of time it takes for a learner—often a new hire—to reach a defined level of acceptable performance in their role.

Touchpoints

Journey · Moments learners interact

The individual moments where learners interact with the learning experience—emails, sign-up pages, modules, coaching sessions, nudges, and follow-ups.

Transfer of Training

Outcome · Using learning on the job

The degree to which skills and knowledge from training show up later in real work— in how people behave, make decisions, and deliver results.

U

Upskilling

Talent strategy · Building new skills

Helping people develop new or deeper skills so they can succeed in their current role or grow into future roles, often through targeted programs and practice.

Usability Testing

UX method · Watching people use it

Observing real or representative learners as they try to use a course, tool, or resource to see where they get confused, stuck, or surprised.

User Experience (UX)

Overall feel · How it works for learners

The overall experience someone has when interacting with a product or course—how easy it is to use, how it feels, and whether it helps them do what they came to do.

User Journey

Journey map · End-to-end experience

A mapped view of all the steps a learner goes through with a solution—from first invite or announcement through completion, follow-up, and on-the-job use.

V

Video

Modality · Moving visuals & audio

A format that combines visuals, audio, and motion to share concepts, stories, demonstrations, or walkthroughs—live-action, animated, or screen-recorded.

Virtual Instructor-Led Training (VILT)

Live session · Facilitated online class

Real-time training led by a facilitator in a virtual platform—using chat, polls, breakout rooms, and shared screens instead of a physical classroom.

Visual Design

Look & feel · Layout, color, hierarchy

How a course or asset looks—layout, typography, color, spacing, and imagery—used intentionally to support clarity, focus, and emotional tone.

Voiceover

Audio · Narration for learning

Recorded narration that guides learners through content—whether human-recorded or AI— usually following a script that complements (not reads) on-screen text.

W

Webinar

Live format · Online presentation or session

A live online session, often with a presenter and slides, delivered through a web platform— sometimes interactive, sometimes more broadcast-style.

Wireframe

UX deliverable · Low-fidelity layout

A simple, low-fidelity sketch of screens or pages that focuses on structure, spacing, and content placement without final visuals or branding.

Workflow Learning

Approach · Learning in the flow of work

Learning that’s embedded directly into day-to-day work—through tools, prompts, job aids, and systems—so people don’t have to step away to a separate “course.”

Workplace Learning

Context · Learning in and for the workplace

All the ways people learn at work—formal programs, coaching, workflow learning, peer support, and informal problem-solving on the job.

X · Y · Z

xAPI (Experience API)

Data standard · Tracks learning experiences

A specification for tracking learning activities across systems—not just in an LMS— by sending statements like “Dana completed Scenario 2” to a Learning Record Store (LRS).

YouTube & Open Video (Informal Learning)

Informal · Self-directed video learning

When people use publicly available video platforms—like YouTube—to look up how-to content, explanations, or walkthroughs outside formal training programs.

Zone of Proximal Development (ZPD)

Learning theory · Stretch, not overwhelm

A concept from Vygotsky describing the “sweet spot” where a learner can succeed with some support—tasks that are just beyond what they can do alone, but not so hard they shut down.