Social Learning Theory
A theory that suggests people learn behaviors, skills, and attitudes through observing and imitating others, as well as through direct experiences.
A theory that suggests people learn behaviors, skills, and attitudes through observing and imitating others, as well as through direct experiences.
A phenomenon where people are more likely to remember information when they are in the same state of consciousness as when they learned it.
The process of tailoring a product or experience to meet the individual needs and preferences of users.
The ability to use learned knowledge and experience, often increasing with age and accumulated learning.
User Experience (UX) refers to the overall experience of a person using a product, system, or service, encompassing all aspects of the end-user's interaction.
The ability to perform actions or behaviors automatically due to learning, repetition, and practice.
Zone of Proximal Development (ZPD) is a concept in educational psychology that describes the difference between what a learner can do independently and what they can achieve with guidance and support.
Customer Experience Management (CEM) is the process of managing and improving the interactions and experiences customers have with a brand across all touchpoints.
Generative Pre-trained Transformer (GPT) is a type of AI model that uses deep learning to generate human-like text based on given input.