Each one of these words Model, View and Projection, represents one matrix 4x4 and are multiplied in that exact order to form a MVP Matrix.
In OpenGL this multiplication order is reversed because we are dealing with column-major order matrices). In DirectX (row-major order) we use the order M * V * P
Model matrix: defines the transform position, rotation and scale of the vertices of the model in the world.
View matrix: defines position and orientation of the "camera". Sometimes called eye matrix.
Projection matrix: Maps what the "camera" sees to NDC(Normalized Device Coordinates), taking care of aspect ratio and perspective.