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The Skilla's glossary

Keywords, concise and clear definitions, in-depth analysis and useful links, that you can download in pdf file. That's all you need to know in order to find your way in the world of training and understand the Skilla Method.
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
A
Action Learning
A learning strategy based on experience, through which participants learn from, and together with, others. The participants are called to work on specific projects, with an encoded learning environment that is structured in meetings, individual activities, in small groups and collectively. The conductor is an expert in learning processes.
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ADAPTIVE LEARNING
The term for instruments and methodologies used to personalize the educational experience and learning (as for contents and their representation) based on users.
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Appills
Mobile version of Training Pills, suitable to use across devices: intranet, e-learning platforms, web TV, smart phones and tablets. Training anytime, anywhere to maintain continuity of the training experience and also have the possibility to train “unreachable” people (sales networks, managers…).
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Architecture
Architectures of personalised learning, coherent with the company’s culture, life-style, organisational model and business; they are organised to innovate training processes, cut training times and costs, capitalise on the company’s knowledge and encourage the co-construction of knowledge.
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Arts in Training
Useful for stimulating “multiple intelligences” (visual-spatial, musical rhythm, corporeal kinaesthetic, linguistic, intrapersonal, interpersonal, logical-mathematical, naturalistic and existential) and to develop metaphorical and experiential learning activities, particularly in the area of behavioural training.
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AUGMENTED REALITY
The term for improvement of human sensory perception by information, generally worked out and conveyed electronically, which otherwise could not be perceived by the five senses. The reality is completed and augmented by elements which are not present in the field of vision.
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B
BIG DATA
The term for the collection in very large data sets (series of data on a given topic) of all kinds of information found on the Web. This information is used to perform complex analyses where a comparison of large volumes of data is required.
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Blended Learning
A “mixed” training method, that combines diverse learning methodologies and environments (such as the classroom and e-learning).
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Bookshelf
An app for an interactive educational library, useful for classifying, indexing and sharing training resources in any format (word, excel, power point, pdf, etc). The purpose of this tool is the crossing, collection, indexing, sharing and total management of the company’s educational resources. It also allows you to capitalise on training investments.
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C
CARDS FOR LEARNING DESIGN
Cards For Learning Design are actual playing cards for the creation of blended training paths.


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Case Method
It consists of making participants analyse didactic cases, in order to develop diagnostic and decision-making capabilities. Participants are asked to analyse a company problem in a detailed manner and to propose a correct diagnosis and some solutions. This methodology creates a strong bond between the participants’ training and operational reality.
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Coaching
Partnership with a coach to improve performance. The Coaching method, often used for the training of managers, aims to improve a person’s skills through the relationship between the coach and the coachee.
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Communication Campaigns and Engagement
Internal communication campaigns to promote training initiatives, convey and reinforce values, messages, and key skills for the organisation, encouraging everyone’s involvement and participation, and fully stimulating their development potential.
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Compulsory Training
Courses designed for being in compliance with compulsory training on regulations for safety, privacy, computer security, 231, and anti-corruption laws, in full conformity with current regulations.
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Content sequencing
The structuring of content into minimum units of meaning and their sequential order represents the main strategic elements that ensure didactic efficiency and good performance in Skilla multimedia courses. Structuring content, in fact, means providing organisation and clarity.
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Corporate Academies
It is an advanced model of organisation for corporate training, which includes the training of the planners, the internal teaching staff, the tutors and the internal e-learning developers, reorganisation and capitalisation of the didactic material in order to fully increase the value of internal training resources and self-training. The Academy’s scope of activities can be extended to suppliers and customers.
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Crisscross Landscape
A metaphor which can be translated as a crisscrossing of the same contents in a non-linear way, going back several times to the same place as the “conceptual landscape” but following different, new roads to get there.
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D
Digital Competencies
Basic skills required to deal with difficulties and to manage change. Web 2.0 skills that are useful for bridging the digital divide which is often present among company employees (for example, the search for information, organising and sharing that information, social networks).
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E
E-book
Electronic book, a book in digital format that can be used on a PC, tablet, smart phone or e-reader.
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Edutainment
A type of hybrid educational entertainment, designed to – as the word itself says – both educate and entertain. Edutainment educates through tools that usually used to focus on the recreational element, as a part of moments inserted within different forms of entertainment.
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e-Learning Environments
Online environments dedicated to distance learning, enriched by courses of a technical (new laws, regulations, technical procedures) and behavioural nature, whose content can be encoded in a strict manner. Flexible, customisable, also in terms of time, reusable.
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e-Learning Platforms
Streamlined, usable technological environments, which incorporate pleasant, interactive, engaging online courses. Starting from the technological base of Moodle, highly functional didactics and high-impact graphics ensure effective and continuous use.
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F
Flat Design
Flat Design has become a trend during the last two years. It is a simple design (as opposed to the skeuomorphic design) with minimal images, spot colours, and a palette with limited, clear colours.
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Flipped Classroom
A flipped classroom or flipped teaching. The student doesn’t follow lessons in the classroom but at home. In class, the teacher, freed from the lesson, follows the students in exploring the subjects previously studied and initiates discussions on the issues raised. This triggers a process of mastery to achieve active, practical and shared knowledge.
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Focus Groups
They consist of a series of meetings in which groups of people get involved to confront and express their opinions on certain topics/issues of interest to the company. Detection methodology is used to identify targets, causes and directions during the planning course of training activities or internal communication projects.
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G
Gamification
Use of the mechanics and dynamics of games, such as levels, points or prizes, in contexts outside of the game to create more interest, resolve problems and stimulate active and measurable behaviour.
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H
Hdemia
An initiative promoted by the EE&PM area of the LUISS Business School in partnership with Amicucci Formazione. Hdemia is a point of reference for the professional development of all those who work in education and the development of human resources, people and knowledge management.
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Hologram
The term for the 3D representation which reproduces an image (previously recorded) from different angles depending on the observation. It is the starting point for a new description of the reality.
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I
Informal Learning
Understanding “learning by doing” which takes place outside the formal educational curriculum. The occasions in which informal learning develops fall within the different contexts of an individual’s daily life: work, family, free time, etc.
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Innovative Classrooms
They break the traditional model of eight hours in the classroom with the traditional teacher, developing innovative models that can be short classes of only one hour or exclusively experiential classes as the theoretical part is left to e-learning.
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Internet of Things
Internet of Things (IoT) stands for the set of technologies which supply the objects with intelligence, by ensuring that they communicate with people or other machines, thus offering a new standard of interaction and information in accordance with the objects’ environment.
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Interprofessional Funds
Organisms of an associative nature promoted by the representative organisations of the Social Partners.
The Joint Interprofessional Funds (21 in total) finance the business, sectoral and regional training plans, which companies decide to create for their employees, either individually or collectively.
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Intranet
One of the most important environments for engaging people, managing work flow, institutional communication and many other organisational activities in a company.
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Intranet Contents
Light multimedia stimuli which, through the language of humour, play, art and culture, make the company intranet an engaging, pleasant and shared environment. To convey company values and messages with immediacy, rapidity and simplicity of use, innovating internal communication.
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Intranet Design
Design and development of graphic layout, CSS and ad hoc themes for the company’s internal portals, in line with the concept of communication and with the company’s coordinated image.
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K
KNOWLEDGE MANAGEMENT
Knowledge Management (KM) is a strategy that aims at capitalising a company’s training and knowledge assets, made more powerful today thanks to information technology tools.
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L
Learning Among Peers
Develop the skills present in a learning group through various didactic methods where every member is their colleagues’ teacher/instructor for a specific subject, is encouraged to prepare didactic materials and to participate individually in training sessions. The main tools for learning among peers are comparison and debate.
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Learning by Playing
People learn through play; it is an important tool for having fun, and accelerates training according to rules defined at the start and shared by the participants.
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LEARNING PATH
LearningPath is a blended training format, which provides a combination of pre-selected online training activities (Pillole Formative Multimediali® [Multimedia Training Pills], eBook, gamification, links to online resources) which are supplemented by classroom and webinar programmes from the company catalogue.
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Learning Plan
Software designed to facilitate the construction and sharing of training programmes, obtained by combining multiple didactic methodologies, for a truly blended education. The app supports the designer in the creation and planning of the training course, from the choice of the most suitable methods to the schedule of the days and hours.
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LEGO SERIOUS PLAY
Lego Serious Playis a training methodology based on the use of LEGO bricks to support the learning processes.
It is a blended training format that combines with classroom, webinar and Multimedia Training Pills®.


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M
Mentoring
A supportive relationship in which a person with more experience, the mentor, is responsible for the supervision and professional and educational development of another person, the mentee.
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MICROLEARNING
The term "micro-learning", which consists of the words micro + learning, means the granularisation of learning. Micro-learning focusses attention on small and short training units in order to foster the learning process.


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Mind Maps
Graphical representations of thoughts, useful for organising concepts, content and relative associations according to a more intuitive hierarchical or associative classification.
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MOOCs
The objective of MOOCs is to create ad hoc courses (which are not limited only to the inclusion of materials available online), in active didactic environments, where the trainees/collaborators have an active role through discussion and exchanges on themes of common interest via social networks, forums and other latest generation tools.
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Multimedia Library
Multimedia resources and printed texts intersect to create truly interactive libraries that stimulate culture, keeping up-to-date and self-education in a company, in an engaging, complete and creative way. The Multimedia library can also be useful for avoiding the dispersion of the company’s training materials.
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O
Online Practice Communities
They bring together a group of people who, within a company, carry out similar activities and interact with each other in real or virtual environments. This social interaction allows them to exchange feelings, experiences and working practices, generating a patrimony of common knowledge, to bring out and encode the tacit knowledge present in the company, that is the know-how and operational knowledge that comes from the experience of those who oversee the work processes.
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OPEN BADGE
Open Badge is a multimedia badge associated to a special skill which a person acquires by passing a test.
When inserting it into a personal multimedia Backpack, it displays the skills of each person.
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Outdoor Training
A practice of outdoor experiential training, in an informal environment in which many minds are set in motion, providing participants with physical, psychological and emotional involvement (some examples of outdoor training are: rafting, free climbing, archery and survival techniques).
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P
Performance Management
A set of processes for measuring and checking a company’s performance. It plays a fundamental role for people’s development plans. Preparing assessors for managing meetings about assigning bjectives and feedback, motivating and clearly communicating the whole performance process to employees are fundamental actions for the success of the system.
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Pill Authoring Tool
The first web application for the dynamic assembly of Multimedia Training Pills. The company’s training staff become prosumers and can compose Educational Pills from Amicucci Formazione’s catalogue of over 1000 learning objects or by uploading the company’s training patrimony, which is thus appreciated and reused.
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POSTERLAB
An original format to organise mini workshops, involving a course of 40 minutes, which presents a topic on large interactive screens. It is an original model designed for the exploring eLearning event, the first national event on eLearning for companies (www.exploring-elearning.com)
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Project Work
myProjectWork is an app which makes training practical and measurable. It can also be used for the creation of projects for improvement.
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Q
Quality and Lean
Total quality, lean manufacturing, streamlined, six sigma: these are terms that must belong to a company’s everyday life. The search for constant improvement and excellence in processes, cutting waste, simplifying processes and procedures, rapid decision-making, and performance measurement are all factors that determine a company’s future in an environment that is characterised by constant change and high competitiveness.
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R
RECOMMENDATION SYSTEM
Recommendation Systems are data filtering systems used to analyse user preferences.
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Responsive Web Design
Design of web sites that allows automatic adaptation of the layout of web pages, useful for providing optimal viewing based on the device used (PC, tablet, smart phone).
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Reverse Coaching
A training method that involves younger colleagues teaching senior colleagues the specific skills in which they have more experience. In particular, it is applied to teaching of the web and of new technology.
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Role-Playing
With this technique, participants interpret the roles they are assigned (or have chosen) and they interact according to a more or less defined script. A situation is created that stimulates interaction between the participants who, by interpreting roles that are different from their usual status, lower the barriers of distrust and become more available and open.
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S
Sales-Force Training
Specific training, created for the sales network, on sales techniques and the basic skills that salespeople must continuously refine such as communication, personal organisation, reasoning, persuasion and negotiation.
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SCORM
Short for "Shareable Content Object Reference Model", in e-learning SCORM represents the standard of the re-use, tracking and cataloguing of didactic objects.
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Self training
Self training is a learning process in which the subject decides their own times and methods for training. This method has the advantage of being customised for the student’s specific needs and can be managed in the time decided by the individual, within a pre-established period of time. The use of this method requires a rigorous approach to the documentation of activities; it is necessary to clarify the training objectives that must be reached, the tools and self training courses, and to certify everything with a final report on the training acquired.
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SERIOUS GAMES
Digital games, accessible both via computers and from mobile devices, with a strong educational component: an approach halfway between play and education.
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SKILLA HUB
SkillaHUB is a platform created by Skilla, based on Moodle, for the complete management of blended learning, which supports and integrates the creation of multiple training activities such as the creation of online courses, classrooms and webinars. With SkillaHUB it is possible to manage an individual's training curriculum and create customised learning paths consisting of Multimedia Training Pills.


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SKILLA LIBRARY +
SkillaLibrary + is a catalogue of multimedia training pills on soft skills. It has been designed for all corporate employees and for individual professional families.


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SKILLABOARD
SkillaBoard is a cloud platform with a dedicated APP that allows you to design, organise and manage interactive classrooms or events through tools that amplify training.


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Smart Working
Smart Working (or telework) represents an organisational model that can keep pace with the evolution of today’s society and technology, where a company’s value is no longer tied to the physical presence of its employees in a certain place and for a certain period of time but rather with the flexibility and capacity to generate innovation regardless of time and space.
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SOCIAL LEARNING
Social learning is a phenomenon based on the idea that knowledge is a social phenomenon that feeds on social relationships, the sharing of ideas, experiences and knowledge.


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Soft Skills
All the personal skills that are essential in the workplace: cognitive (systemic vision, problem solving, analysis and synthesis...), relational (communication, management of interpersonal relationships, customer orientation, collaboration, negotiation...) and managerial (leadership, management and motivation of employees, ability to delegate...).
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Storytelling
A useful application for sharing stories and narratives in the company, in a training and social communication context. Participants are asked to tell stories, real or made up, for example
related to the application of a corporate value.
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Study Tour
A true study trip within business realities. They provide opportunities for lively, participatory learning which are rich in cognitive and emotional stimuli.
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Summer School
A model for reflecting and studying in a special context, through full immersion of 5/6 days, in selected locations outside of traditional training circuits.
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T
Teaching Materials Design
The creation of effective and engaging educational material both from a graphical and conceptual point of view that always ensures visibility, pleasantness, clarity, rapidity of use and multiplicity of languages.
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Technical e-Learning
E-learning courses useful for making any technical subject clear, pleasant and engaging (procedures, regulations, products, post-sales), adapting language and tools to specific technological cultures and environments, reducing the complexity of information in favour of simplicity and the company’s knowledge management.
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Training Educators
Training courses for designers and company teachers. The educator, who is required to have an increasingly important role in the innovation of training, evolves towards the role of “director” of the training program and learns all the methodologies applied in blended courses.
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Training Events
Moments of great cultural, cognitive and creative openness, accompanied by testimonials of excellence that strengthen people’s sense of belonging and identity within the company and its external image. They are designed to convey skills, company values and key messages, and can attain maximum involvement of employees using the language of theatre, music and sport.
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Training Gym
Practice and learn with the metaphor of sport. The training gym is an innovative type of classroom where at least 80% of the time is dedicated to experience and training of critical skills. The other 20% is dedicated to operational instructions and comments about performance. The training gym uses the sporting metaphor to accompany learning itineraries, overturning the logic of a traditional classroom.
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Training Newsletters
An email management service which, through sending periodic notifications (often accompanied by text and images), allows constant updates about educational initiatives, thoughts, useful information, tools, and events.
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Training on the job
It is a very popular training method and has always been used in organisations. It is implemented directly in the workplace. It partly concerns specific mentoring and coaching training programmes, and partly spontaneous learning experiences that put the learner in direct contact with working reality and therefore with doing things (learning by doing).
Numerous approaches are possible (Cognitive Apprenticeship, Action Learning, Project Work, Self-training), but in continuing changing environments, the key to making this methodology effective is a reflection on the experience (learning by thinking).
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Training Pills
Multimedia learning in small doses, using the Skilla method. The methodology of Training Pills Learning comes from a need to make e-learning training more attractive and engaging.
Every course, though short (from 10 to 15 minutes on average), is highly structured and fully develops every training topic. The Pills integrate with normal lessons and redefine them, allowing the creation of lessons in the classroom which are much shorter than the classical types.
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Training Webinars
Seminars held completely online, via software or a specific app and a computer connection to reach participants located in different zones. Useful for holding meetings, training courses or presentations.
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U
U-Theory
Professor Otto Scharmer’s U-Theory (also called the Theory of the blind point of leadership) is a useful starting point for reflecting on the ways in which companies, and organisations in general, react in moments of crisis.
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V
VIRTUAL REALITY
Virtual Reality is a simulated reality through which sensory perception is enhanced. The observer is placed into a three-dimensional environment, recreated by computer systems, in order to create a situation that is as close to reality as possible.


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Visual Thinking
Thought becomes a visual process and transforms concepts, ideas and programmes into images.
It is a technique for visually representing information, knowledge and processes, thus simplifying comprehension and remembering, that can also be used for didactic purposes.
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W
Welcome Kit
Entrance training systems for a quick and effective induction for new employees. The Welcome Kits provide a clear and immediate comprehension of the company’s values, history, identity, structure, processes, people, roles, products, services, target markets. They can make use of various multimedia tools to facilitate quick understanding of the company.
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Y
Yammer
A Microsoft social enterprise platform created to facilitate internal communication within companies and to share ideas and ongoing projects with colleagues.
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