0%

Book Description

Explore effective learning programs with the father of e-learning

Michael Allen's Guide to e-Learning: Building Interactive, Fun, and Effective Learning Programs for Any Company, Second Edition presents best practices for building interactive, fun, and effective online learning programs. This engaging text offers insight regarding what makes great e-learning, particularly from the perspectives of motivation and interactivity, and features history lessons that assist you in avoiding common pitfalls and guide you in the direction of e-learning success. This updated edition also considers changes in technology and tools that facilitate the implementation of the strategies, guidelines, and techniques it presents.

E-learning has experienced a surge in popularity over the past ten years, with education professionals around the world leveraging technology to facilitate instruction. From hybrid courses that integrate technology into traditional classroom instruction to full online courses that are conducted solely on the internet, a range of e-learning models is available. The key to creating a successful e-learning program lies in understanding how to use the tools at your disposal to create an interactive, engaging, and effective learning experience.

  • Gain a new perspective on e-learning, and how technology can facilitate education
  • Explore updated content, including coverage regarding learner interface, gamification, mobile learning, and individualization
  • Discuss the experiences of others via targeted case studies, which cover good and not so good e-learning projects
  • Understand key concepts through new examples that reinforce essential ideas and demonstrate their practical application

Michael Allen's Guide to e-Learning: Building Interactive, Fun, and Effective Learning Programs for Any Company, Second Edition is an essential resource if you are studying for the e-Learning Instructional Design Certificate Program.

Table of Contents

  1. Title Page
  2. Copyright
  3. Dedication
  4. Foreword by Tony Bingham
  5. Preface
  6. Acknowledgments
  7. Chapter 1: What's New?
    1. What's new in our field? What's new in this second edition of the Guide?
    2. Nothing Has Changed
    3. Everything Has Changed!
    4. Can This Book Make Sense of It All?
  8. Part I: The Business Perspective
    1. Chapter 2: Plain Talk
      1. Success is getting people to do the right thing at the right time!
      2. The e-Learning Dream
      3. Rationale for Reduced Quality
      4. This Just In: Effective e-Learning Is Practical
      5. Want Proof?
    2. Chapter 3: What You Don't Know Can Kill (Your e-Learning)
      1. To-Do-List Projects
      2. Informal On-the-Job Training: A Toxic Elixir for Poor Training
      3. An Example
      4. The Takeaways
    3. Chapter 4: Making Success Possible
      1. Unrecognized Contextual Factors
      2. Change Is Necessary
      3. Prerequisites to Success
      4. Is Performer Competency the Problem?
      5. Throw Some Training at It
      6. Nonperformance Problems
      7. Just Do It—It's Easy
      8. Disguised Competency Problems
      9. Good Performance Is Possible
      10. Incentives Exist for Good Performance
      11. Use Training to Fix the Performance Environment
      12. There Are No Penalties for Good Performance
      13. Essential Resources for e-Learning Solutions Are Available
      14. Why Do We Do Things That We Know Are Wrong?
      15. How to Do the Right Thing
      16. Design—The Means to Success
      17. e-Learning or Bust
      18. Quick and Easy
      19. Learning Objects
      20. Art or Science?
      21. Problems Applying Research Results
      22. A Pragmatic Approach
      23. The Takeaways
    4. Chapter 5: Executive's Guide to Good e-Learning
      1. Design versus Technology
      2. Three Priorities for Training Success
    5. Chapter 6: Where Does e-Learning Fit?
      1. Fitting Strategy to Targeted Outcomes
      2. Type of Content
      3. You Have Choices
      4. Partnerships
      5. The Takeaways
  9. Part II: Great e-Learning Design
    1. Chapter 7: Seven Simple Success Strategies
      1. As Simple as Possible
      2. The Takeaways
    2. Chapter 8: The Serious e-Learning Manifesto
      1. Quality Obligations
      2. Page Turners
      3. Basic Principles
      4. Design Values
      5. The Principles
      6. A Goal to Strive For
      7. The Takeaways
    3. Chapter 9: Motivation in Learning
      1. The e-Learning Equation
      2. E-Learning Design Can Heighten as Well as Stifle Motivation
    4. Chapter 10: Seven Magic Keys to Motivational e-Learning
      1. Using the Magic Keys
      2. Magic Key 1: Build on Anticipated Outcomes
      3. Magic Key 2: Put the Learner at Risk
      4. Magic Key 3: Select the Right Content for Each Learner
      5. Magic Key 4: Use an Appealing Context
      6. Magic Key 5: Have the Learner Perform Multistep Tasks
      7. Magic Key 6: Provide Intrinsic Feedback
      8. Magic Key 7: Delay Judgment
      9. The Takeaways
    5. Chapter 11: Navigation
      1. Victim or Master?
      2. Navigation Services
      3. Reusable Navigation
      4. Learning Management Systems
      5. Navigation Imperatives
      6. Additional Learner-Interface Ideas
      7. Navigation Examples
      8. Navigational Metaphors
      9. The Takeaways
    6. Chapter 12: CCAF and Interactive Instruction
      1. Supernatural Powers
      2. Instructional Interactivity Defined
      3. Anatomy of Good Interactions
      4. The Elusive Essence of Good Interactivity
      5. Pseudo Interactivity
      6. Questioning versus Interactivity
      7. The Takeaways
    7. Chapter 13: Interactivity Paradigms That Work
      1. Trapdoor Hints
      2. Task Model
      3. Enhanced Drill and Practice
      4. Problem-Solving Investigation
      5. Discovery
      6. Storytelling
      7. The Takeaways
    8. Chapter 14: Successive Approximation and SAM
      1. A Multifaceted Challenge
      2. Successive Approximation
      3. Change Requires Leadership
      4. Successive Approximation Model (SAM)
      5. Three-Phase SAM
      6. More Help
      7. The Takeaways
  10. Part III: Serious Learning Games
    1. Chapter 15: Serious Learning Games: Where Rules Rule
      1. Fun and Learning
      2. The Essence of Serious Learning Games
      3. The Fundamentals
      4. Making a Serious Learning Game
      5. The Takeaways
    2. Chapter 16: Integrating Instructional Content and Games
      1. Types of Games
      2. Fun in Learning
      3. Building Serious Learning Games
      4. The Takeaways
    3. Chapter 17: Learning Games, Serious or Not?
      1. Selecting the Best Framework
      2. Instructional Thinking
      3. Theoretical Frameworks
      4. Intrigue
      5. The Takeaways
  11. About the Author
  12. References
  13. Additional Resources
  14. Index
  15. End User License Agreement
44.200.140.218