GLOSSARY

We've thrown quite a few terms at you. Here's what they mean

70:20:10 LEARNING FRAMEWORK - is a model for adult learning and development which recognises that people largely learn informally through experiential learning (70%) and social learning (20%), with the remaining 10% through formal training courses.

COMMUNITIES OF PRACTICE - Etienne Wenger summarizes Communities of Practice (CoP) as “groups of people who share a concern or a passion for something they do and learn how to do it better as they interact regularly.” This learning that takes place is not necessarily intentional.

EXPERIENTIAL LEARNING - makes up 70% of adult learning according to the 70:20:10 model, and in simple terms means learning on the job. Gaining hands-on experience through stretch assignments enables employees to discover and refine their job-related skills, make decisions and address challenges within a work setting. They also learn from their mistakes and receive immediate feedback on their performance.

FORMAL LEARNING - makes up 10% of adult learning according to the 70:20:10 model. Formal learning in the workplace  traditionally comes in the form of instructor-led training courses that are typically classroom based.

GAMIFICATION - The gamification of learning is an educational approach to motivate users to learn through the use of game design and elements. UnTapMe employs a system of badges which are earned as specific learning and knowledge sharing activities are undertaken by the user, eg Asking & Answering questions, Following users, Sharing posts with other users etc. As each badge is earned an Avatar is unlocked added to the user's collection. 

INFORMAL LEARNING - makes up 90% of adult learning according to the 70:20:10 model. Informal learning in the workplace takes place outside of formal training courses and is gained on the job through experiential learning (70%) and from interacting with mentors and peers through social learning (20%).

PERSONALISED LEARNING - seeks to accelerate student learning by tailoring the instructional environment—what, when, how and where students learn —to address the individual needs, skills and interests of each student
   
SELF-DIRECTED LEARNING - Malcolm Knowles definition is "In its broadest meaning, self-directed learning describes a process in which individuals take the initiative, with or without the help of others, in diagnosing their learning needs, formulating learning goals, identifying human and material resources for learning, choosing and implementing appropriate learning strategies, and evaluating learning outcomes". Feel free to read our blog post on this topic

SOCIAL LEARNING - makes up 20% of adult learning according to the 70:20:10 model. Social learning in the workplace occurs through interaction with peers, managers and mentors and gaining knowledge and experience through their feedback, coaching, mentoring and experiences shared. Feel free to read our whitepaper on this topic 

USER GENERATED CONTENT - is defined as any form of content such as discussion forums, posts, chats, blogs and other forms of media that is created by users of an online system or service.