| Date: | Uploaded on: January 15th, 2006 9:00 AM |
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| Glossary R |
Back RAM
(random-access memory): Temporary storage built into a
computer system that functions as a "workspace" for data and program
instructions. Raster
graphic: A computer image made up of a
collection of dots. Can become ragged or otherwise distorted when the image is
enlarged or shrunk. See also vector graphic.
Real-time
communication: Communication in which
information is received at (or nearly at) the instant it's sent. Real-time
communication is a characteristic of synchronous learning. Receive
site: A location that can receive
transmissions from another site for distance learning. Repurpose: To reuse content by revising or
restructuring it for a different purpose than it was originally intended or in
a different way. Resolution:
The clarity of the image on the video display screen. Reusable: E-learning
content that can be transferred to various infrastructures or delivery
mechanisms, usually
without changes. RFID
(radio frequency identification): A wireless
information-transmission technology set to take the place of bar codes. A tag
is placed on the object and then read by an antenna and transceiver. The object
does not need to be in the same line of sight as the transceiver, as products
with bar codes do, and the transceiver can function over greater distances than
bar code readers. RFP (request for
proposal): A
document produced by a company seeking goods or services and distributed to
prospective suppliers. Suppliers then provide proposals based on the criteria
specified within the RFP. RLO
(reusable learning object): A collection of RIOs, overview, summary,
and assessments that supports a specific learning objective. (Pronounced
"R-L-O") ROI
(return on investment): Generally, a ratio of the benefit or profit received from a given
investment to the cost of the investment itself. In e-learning, ROI is most
often calculated by comparing the tangible results of training (for example, an
increase in units produced or a decrease in error rate) to the cost of
providing the training. Role
play: (noun) A
training technique in which learners act out characters in order to try out
behaviors, practice interactions, communicate for a desired outcome, and/or
solve a dynamic problem. Role plays can reinforce learning and help people
apply new information, skills, and techniques. (verb) To participate in a role
play. |