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Philips Medical Systems

 


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A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Sample

A subset of the population.

Sample Size

The specific size of the subset of the population being studied. Generally, the larger the sample size, the more reliable the results, and the more likely it is that the results can be applied to the whole population.

Scenario-Based Question (SBQ)

A type of multiple-choice question based on situations the learner will face back on the job. The SBQ first describes a situation, usually in the form of dialog between two or more people. The situation is followed by a stem and four or five alternate answers including the key and the distractors. SBQs let learners apply new skill and knowledge to workplace situations, thereby helping the transfer to the job.

Score

A specific number resulting from the assessment of an individual test-taker.

SCORM (Sharable Content Object Reference Model)

A standard for Web-based e-learning content. It defines how the individual instruction elements are combined on a technical level and sets conditions for the software needed for using the content. The standard uses XML and is based on the results of work done by AICC, IMS, IEEE, and Ariadne.

Search Engine

Software that enables users to search the Internet using keywords. It has made all the information on the Internet instantly searchable by anyone with computer access. Google is a commonly used search engine.

Self-Directed Learning (SDL)

A method of self-study in which learners are presented with content, asked a question, make a response, and receive immediate feedback while proceeding at their own pace. May be presented in paper format, on a stand alone computer (CBT) or on a computer linked to the Internet (WBT or e-learning).

Self Instruction

A method of instruction in which learning resources and materials are identified and learners are responsible for meeting the performance objective. Considered informal instruction.

Self-Oriented Behavior

One of three types of behaviors exhibited in groups. Self-oriented behaviors do not advance either the task or human component. These are negative behaviors that include: blocking, dominating, verbal attacks, playing, withdrawing, self-seeking and pleading. See also Task-oriented behavior and Maintenance behavior.

Serious Games

Computer and video games used to persuade or educate. There are many kinds and are sometimes classified as ‘edutainment’. They may be simulations which look like games but are used to teach things like business processes or military operations. Serious games are highly motivating and engaging and depending on their sophistication can provide a total immersion experience for players/learners.

Sequencing

Determining the order in which course content will be covered. The natural job order is the preferred order.

Short Answer

A type of production or completion question. The response is usually a single word, phrase or sentence to be placed in a blank space.

Simulation

(1) An artificial situation or environment.

(2) A computer program that imitates a physical process or object by responding to the data input by users and changing conditions as though it were the process or object itself. It lets learners practice in a realistic situation without risks or excessive costs involved in using real equipment, e.g., a flight simulator.

(3) Games that simulate a community or environment, e.g., The Sims.

Skill

In FKA’s Instructional Systems Design Methodology, a skill is the smallest action required to perform an ability.

Skill and Knowledge

One of eight performance factors; insufficient skill and knowledge can result in poor performance. If this is the factor causing the poor performance, training is the solution for improving it.

Skill and Knowledge Item

In FKA’s Instructional Systems Design Methodology, a skill and knowledge item is the lowest level of detail in the Model of Performance (MoP).

Small Group Exercise

A presentation or application method where the learners are divided into groups of 3-5. Each group has a limited amount of time and specific objectives to meet within the exercise. Specific guidelines and structure are built into the exercise to make it as meaningful as possible to each learner.

Solution Report

The deliverable at the end of the Identify Needs subphase of FKA’s Needs Identification phase. This document identifies the business needs and performance goals (what should be), describes the current performance problems (what is), identifies the performance factor(s) causing poor performance and recommends the best solution(s). Training is only one possible solution.

Space

See Kinesthetic Space.

Stand Alone Job Aid

A job aid that replaces the need for training for an ability or component. Usually selected when the ability is performed infrequently and is straightforward.

Standards

(1) The level of proficiency or requirements (quantity or quality) that must be met during performance.

(2) One of five parameters used to describe an ability; they are identified in the Model of Performance.

(3) One of eight performance factors; a deficiency in this can result in poor performance.

Statistical Significance

In statistics, a result is called “significant” if it is unlikely to have occurred by chance alone. “A statistically significant difference” simply means there is statistical evidence of the difference; it does NOT mean that the difference is necessarily large, important or significant in the usual sense of the word.

Popular levels of significance are 5%, 1% and 0.1%. If a test of significance gives a p-value lower than the required level of significance it is informally referred to as “statistically significant”. For example, if someone argues that “there's only one chance in a thousand this could have happened by coincidence” they are implying a 0.1% level of statistical significance. The lower the significance level, the stronger the evidence.

Stem

The initial question or statement in a multiple-choice item. It may be text only or include a figure, chart, graph or other image.

Step

In FKA’s Instructional Systems Design Methodology, a step is the second level of breakdown of an ability. This level is only used if it is helpful to group skill and knowledge items into meaningful clusters.

Stimulus

A cue, event, signal or situation to which a response must be made.

Storming

The second stage in group development. During storming, the members of the group jockey for control and influence and establish their roles.

Storyboard

The detailed plan or blueprint for each screen/page in an online course. It includes:

  • All navigation and menu instructions
  • The onscreen text
  • The onscreen images (static or streaming)
  • The audio script
  • Any optional content
  • Any links to be included
  • Detailed instructions for the programmer
Structured Interview

An interview driven by a list of questions determined before hand. The interviewer must not deviate from or alter in any way the questions.

Sub-Criterion Test

In FKA’s Instructional Systems Design Methodology, the sub-criterion test is the test at the end of a lesson. It should be designed to assess whether or not the learning objective has been achieved.

Subject Matter Expert (SME)

Individuals selected for their expertise in an area. They can be used throughout the entire instructional design cycle to provide content, develop content, validate deliverables and deliver the training.

Summative Evaluation (of programs)

Evaluates the results or outcomes of a program. It is concerned with a program's overall effectiveness, not assigning marks/grades/scores to individual learners.

Support

One of FKA’s performance parameters. Support identifies any human support accessible during the performance of the ability or ability.

Survey

An evaluation form used to gather data.

Swiss Cheese Interaction

A weak learning interaction, in which the test for understanding is a fill-in-the-blank item that is poorly constructed and has too many blanks (holes). Even if the learner knows the correct responses it is not clear which answers fits into which spaces. There is a high probability that the learner will give at least one incorrect response.

Synchronous Communication

(1) A method of communicating where those taking part are connected in real time. Examples in the workplace are computer conferencing and video conferencing.

(2) In online learning, it is an event in which all of the participants are online at the same time and communicating with one another, e.g., a Webinar.

Syndicate Presentation

A presentation method in which a small group of learners makes a cooperative presentation to the rest of the group.

Systematic Learning Process

Model which breaks a unit of content into: the Presentation of information to the learner,

an Application for the learner practice, and the Feedback given to the learner. Also referred to as PAF.

 

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