← All CCT Flashcard Decks

Learning Technologies and Digital Training Flashcards

6 cards from real CCT practice questions. Tap to flip, then mark Knew It or Still Learning — missed cards come back until you master them.

Read the first 6 Learning Technologies and Digital Training flashcards as text
  1. Gamification in corporate training involves applying game elements such as:

    Answer: Points, badges, leaderboards, and challenges to increase engagement and motivation

    Gamification adds game mechanics — scoring, competition, rewards — to non-game learning contexts to boost motivation and participation.

  2. A virtual reality (VR) simulation is most valuable in corporate training when:

    Answer: Learners need to practice high-stakes or dangerous scenarios safely

    VR enables immersive, safe practice in environments that would be too dangerous, expensive, or logistically impossible to replicate in real life.

  3. A responsive course design in e-learning ensures that:

    Answer: Content automatically adapts its layout to display correctly on any device screen size

    Responsive design uses fluid layouts and flexible media so e-learning courses display and function correctly on desktops, tablets, and smartphones.

  4. Social learning platforms in corporate training support learning through:

    Answer: Peer collaboration, knowledge sharing, discussion forums, and community practice

    Social learning tools facilitate informal, collaborative learning through interaction — aligning with the '70:20:10' model that values peer and social knowledge transfer.

  5. Artificial intelligence (AI) in an LMS is most commonly used to:

    Answer: Deliver personalized learning recommendations and adaptive content pathways based on learner data

    AI-powered LMS features analyze learner performance data to recommend relevant content, flag at-risk learners, and adapt learning paths dynamically.

  6. Accessibility standards such as WCAG 2.1 are important in digital training because they ensure:

    Answer: E-learning content is usable by people with disabilities including visual, auditory, and motor impairments

    WCAG 2.1 guidelines define requirements — such as captions, alt text, and keyboard navigation — that make digital learning inclusive for all employees.