GuidesFebruary 12, 2024 · 11 min read

Discover key terms used in the world of game-based training.
| Terms | Definition |
|---|---|
Active learning | Definition Learning by ‘doing’; taking an active role in your own learning. |
Analytics | Definition Analysing and interpreting data such as learner performance. |
Artificial intelligence (AI) | Definition The ability of machines to learn from data and make predictions. |
Assessment | Definition A method of judging performance and/or progress. |
Attensi BEHAVIOUR | Definition Attensi BEHAVIOUR is a solution that immerses learners in first-person gameplay and realistic 3D environments. |
Attensi CREATOR | Definition Attensi CREATOR is an AI-powered solution that allows users to create their own training modules. |
Attensi PORTAL | Definition Attensi PORTAL is a solution that acts as a learning hub for users to store and access all their training content. |
Attensi PROCESS | Definition Attensi PROCESS is a solution that allows learners to work through real-world scenarios in software they encounter day-to-day. |
Attensi SKILLS | Definition Attensi SKILLS is a mobile training app that allows learners to build their skills and knowledge on the go. |
Augmented reality | Definition Technology that superimposes digital graphics over the user’s view of the real world. |
Automation | Definition Using software to run a sequence of processes automatically with little to no human input. |
Avatar | Definition A virtual character used in video games. |
(Baby) boomers | Definition The generation of people born between 1946 and 1964. |
Change management | Definition Supporting teams to prepare for and embrace organizational changes. |
Company culture | Definition The norms, values and behaviors that define a organization - how it feels to be a part of the team. |
Coaching | Definition Personalized support and guidance to develop specific skills. |
Cognitive learning | Definition An active style of learning that focuses on maximizing your brain’s potential. |
COM-B | Definition A model of behavior change that focuses on the capability (C), opportunity (O) and motivation (M) an individual has to change their behavior (B). |
Completion rate | Definition The number of employees that finish a given module or learning journey. |
Compliance training | Definition Employee learning that helps organizations to comply with rules and regulations, e.g. data protection. |
Corporate training | Definition Learning and development opportunities for employees within an organization. |
Curriculum | Definition A plan of what training learners receive, when they receive it, and in what order. |
Customer service | Definition The level of support that staff provide for their customers. |
Customer training | Definition Guidance and support that helps customers to use an organization’s product or service to its maximum potential. |
Cybersecurity | Definition Processes and technologies that protect an individual or organization from cyber attacks. |
Diversity, equity and inclusion (DEI) | Definition A set of standards to ensure all individuals in an organization are treated fairly. |
Employee engagement | Definition The level of enthusiasm and commitment staff show towards their organization. |
Employee retention | Definition Keeping staff employed within an organization. |
Environmental, social and governance (ESG) | Definition A set of standards that measure an organization’s impact on society and the environment. |
Experiential learning | Definition Learning by ‘doing’ and reflecting on the experience. |
Feedback | Definition Information given to a learner about their performance to help them develop and improve. |
Frontline employees | Definition Staff that have direct contact with customers, e.g. on the shopfloor or phone lines. |
Gamification | Definition Applying elements of gameplay (e.g. point scoring) to areas like learning and development to boost engagement. |
Game-based training | Definition Training that uses the format and interactive elements of gameplay to increase engagement and repetition. |
Generation Alpha (Gen A) | Definition The generation of people born between 2010 and 2024. |
Generation X (Gen X) | Definition The generation of people born between 1965 and 1980. |
Generation Z (Gen Z) | Definition The generation of people born between 1997 and 2010. |
Health and safety training | Definition Learning and development that promotes safe and hygienic workplace practices. |
Immersive learning | Definition Training while immersed in or surrounded by a virtual world. |
Key performance indicators (KPI) | Definition Targets or objectives set by organizations to measure performance against goals. |
Knowledge gap | Definition The difference between what an organization expects or requires an employee to know and the knowledge the employee actually has. |
Knowledge retention | Definition Remembering information over a period of time. |
Leadership development | Definition Training that allows leaders to build their skills, knowledge, and leadership practice. |
Learning and development (L&D) | Definition Supporting employees to build their knowledge and skills, and grow within an organization. |
Learning management system (LMS) | Definition A software or platform used to create, deliver and analyse learning and development. |
Learning pathway | Definition A sequence of modules or lessons for a learner to follow. |
Machine learning | Definition The ability of computers to study data and perform tasks without explicit instructions. |
Metaverse | Definition A virtual world that allows users to interact with each other in a computer-generated space. |
Metrics | Definition Measurements used to assess performance and track progress. |
Microlearning | Definition Using bite-sized modules to deliver training in short bursts. |
Millennials | Definition The generation of people born between 1980 and 1996. |
Mobile learning | Definition Participating in training or development on a mobile phone. |
Omnichannel | Definition Across multiple platforms, e.g. digital and face-to-face. |
Onboarding | Definition Training and information given to staff when they join an organization to help them settle into the team and their roles. |
Operations | Definition All the tasks an organization carries out to increase its value and profits. |
Personalized learning | Definition Training that’s tailored to an individual to bridge their specific knowledge gaps. |
Professional development | Definition Training that supports individuals to progress in their careers. |
Repetition rate | Definition The number of times employees repeat a module or learning pathway. |
Return on investment (ROI) | Definition A ratio that measures an investment's value by comparing cost and profit. |
Role-play | Definition Practicing new knowledge and understanding by acting out an example scenario. |
Sales training | Definition Giving employees the skills and knowledge needed to enhance their sales performance. |
Simulation | Definition A virtual representation of a real-world setting or scenario. |
Social learning | Definition Learning through observing other people and modelling their behavior. |
Support services | Definition Services that help organizations to be more efficient and effective, e.g. human resources or IT. |
Talent strategy | Definition An organization’s plan to optimize their staff recruitment, training, and retention processes. |
Training module | Definition A lesson or sequence of lessons on a particular topic. |
Upskilling | Definition Expanding or developing an existing set of skills. |
Virtual learning environment | Definition A digital space where training takes place. |
Virtual reality (VR) | Definition An immersive, computerized world experienced in first-person through a VR headset. |
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