Index

Action-consequence learning

Activity, as instructional interactivity component

ADDIE method. See Instructional systems design (ISD)

Allen Interactions

American Society for Training and Development (ASTD)

Assessments:

in individualized instruction
as instructional program component
via navigation functions

Authorware

Behavior change:

assessment of
via e-learning/training programs
incentives for
interactivity as means to
and learner activity
objectives for
performance context for

Blended learning

Bonetti, Bill

Books, versus e-learning applications

Boredom factor:

in instructional programs
in skills hierarchy

Brainstorming:

role of
in Savvy program
techniques for

Breeze Thru Windows 95 application

Budget. See also Cost

constraints of
effect on training
priorities for
in successive approximation projects

Business problems:

identifying
training as solution for

Case studies, as training device

CD-ROM, as e-learning medium

Challenge:

as instructional interactivity component
stacked

Client education, importance of

Code, reusable

Cognitive apprenticeship, as training device

Cognitive skills:

e-learning applications for
in learning process

Common instruction

Competition, as motivator

Computer:

human response to
as user interface

Computer-assisted instruction (CAI)

Computer-based instruction:

early efforts in
e-learning as
as individualized

Constructivism

Content:

in breadth-over-depth design approach
versus context
definitions of
design of
effect on learner motivation
as e-learning application component
guided access to
learner review of
linked
sequence of
sources of
structure of
using models for

Context:

as instructional interactivity component
as motivator
for training

Control Data Corporation (CDC)

Cooking with Flair instructional program

Corrective feedback paradigm (CFP)

Cost. See also Budget

of e-learning applications
estimating
of instructional interactivity
of prototypes
reusability to reduce
of software development
in successive approximation design approach

Crapko, Jim

Creativity:

design role of
nature of

Culinary Techniques “Bringing Up Baby” application

DaimlerChrysler Electrical Diagnosis II (EDII)

DaimlerChrysler Quality Institute

DaimlerChrysler Statistical Process Control (SPC) instructional interactivity example

Design:

approach to (see also Successive approximation)
constraints on
of content
conventions used in
deceptiveness of
excellence in
instructional systems (ISD)
of interactivity
intrinsic feedback in
of learner interface
learner role in
model use in
motivational factors in
of navigational structures
priorities for
Savvy program
of software
studio structure for
teamwork in (see Teams)
technology role in
traditional versus nontraditional

Designers:

constraints on
genius versus persistence in
level of involvement of
recent learners as
resources for
role in e-learning

Design specifications, versus functional prototypes

Discovery, as interactivity paradigm

Drill and practice, as interactivity paradigm

Dugdale, Sharon

e-Learning applications. See also Instructional programs; Training

aesthetics of
anticipated outcomes of
approach to
benefits of
versus books
budget for
in competitive environments
components of
content for (see Content)
context for
continuous availability of
control when using
costs of
definition of
design of (see Design)
evaluation of
goals of
and human interaction
hybrid
individualized
interactivity in (see Instructional interactivity)
learning experiences in (see Learning experiences)
look and feel of
managerial considerations for
misconceptions about
motivation in using (see Learner motivation)
movement toward
navigating in (see Navigation)
objectives for
participants in
reusable components in
success factors in
types of
user interface for (see Learner interface)

Electronic performance support systems (EPSSs)

Entertainment factor, in instructional programs

Evaluation:

of e-learning application
of functional prototypes
of learner

Fading (learning technique)

Feedback:

corrective
extrinsic
immediate versus delayed
as instructional interactivity component
instructive
intrinsic
from learners
in multistep task sequence
in test-and-tell approach

Games:

risk as component of
skill assessment via

Genius, design role of

Getting up to Speed on E-Learning (Werner)

Goal Analysis (Mager)

Guided discovery, as training device

Hybrid instructional applications

Hypertext

I-learning

Incentives:

for behavior change
to motivate performance

Individual Retirement Account (IRA) application

Instructional interactivity. See also e-Learning applications; Instructional programs

components of
definition of
versus EPSSs
examples of
good versus bad
hybrid applications for
navigation role in
paradigms for
versus question-answer activity
role of
of storyboards

Instructional objectives

Instructional programs. See also e-Learning applications; Instructional interactivity; Training

boredom factor in
creation of (see also Design)
delivery system for
entertainment factor in
individualized
navigating through (see Navigation)
novelty factor in
personality built into
skill sequence in

Instructional systems design (ISD)

Instructor-led training

Interactive learning:

nature of
repurposed material in

Interactive multimedia:

to convey learning objectives
as e-learning applications base
performance incentives via
purpose of

Interactivity. See also Instructional interactivity

characteristics of
as e-learning application component
of functional prototypes
function of
inadequate
and learner motivation
versus navigation

Internet:

as e-learning medium
as resource

Job-based training

Jonassen, David

Just Ducky application

Just-in-time training

Kinesthetic association, as learning device

Knowledge sharing:

haphazard
versus instruction
at start of design process

Learner interface:

design of
as e-learning application component
feedback about
function of
hypertext as tool of

Learner motivation:

in common instruction
as design issue
as e-learning application component
keys to (see Magic Keys to learner motivation)
levels of
stimulating

Learners:

application control exercised by
content focus on
creating experiences for
degree of participation by
design role of
and failure
feedback from
guidance needed by
input gestures made by
judging competency of
orientation within application
time estimates for

Learning content management systems (LCMSs)

Learning environments:

effective
electronic interactivity in (see also Instructional interactivity)
natural interactivity in
private versus social

Learning experiences:

action-consequence
designing
versus information presentations
initial impression of
navigation as component of
novelty factor in
from question-answer activities
through repetition
teachers as providers of
and user interface

Learning management systems (LMSs)

Machine Beauty (Gelernter)

Macromedia, Inc.

Mager, Robert

Magic Keys to learner motivation:

anticipated outcomes
content
context
intrinsic feedback
judgment
multistep tasks
risk

Management:

decision making by
role in e-learning
successive approximation used by

Measuring Instructional Results (Mager)

Mental images, versus verbal description

Mentoring

Metaphor, as navigational device

Mistakes:

learning from
mentor handling of
role in design process
timely correction of

Models:

for content
in design production
inappropriate use of
for instructional interactivity

Moments of Truth (Carlzon)

Motivation. See also Learner motivation

competition as
function of
incentives as
influences on
to learn
learned versus instinctive
levels of
sources of

Multimedia, interactive

National Food Service Management Institute (NFSMI)

Navigation:

design imperatives for
as e-learning application component
in e-learning application evaluation
example applications
function of
hypertext use in
versus interactivity
and learner control
metaphor use in
reusable structures for

Newton’s Apple TV program

Norris, William C.

Novelty factor, in instructional programs

Objectives:

defining
instructional
multiple
in project estimates
of training

Ojectives × Treatments Matrix

Ohio State University (OSU)

Operational success:

via e-learning
of training programs

Part-task training

Penalties, as performance incentive

Perception, effect on motivation

Performance:

delayed judgment of
determining details of
feedback on
incentives for
motivation of
strengthening reliability of
testing

Performance problems:

defining, in design process
training as solution for
and unrealistic expectations

Performance supervisors, in program design

Persistence:

design role of
in instructional interactivity
and motivation

Philabaum, Carl

PLATO learning system

Preparing Instructional Objectives (Mager)

Presentation, versus instruction

Pressey, Sidney

Problem solving:

as learning task
as motivator

Problem-solving investigation, as interactivity paradigm

Procedures, teaching of

Project management, successive approximation in

Prototypes, functional:

in breadth-over-depth approach
cost of
designing with
functions of
learner feedback on
number of
in Savvy program

Psychomotor skills, e-learning applications for

Question-answer activity, instructional utility of

Record keeping:

for individualized programs
in multistep task sequence

Remedial instruction

Repurposing

Research, design role of

Resources:

for e-learning programs
hyperlinked

Reusability:

of interactivity paradigms
models for
in navigation structures

Reusable learning objects (RLOs)

Risk:

as interactivity component
as motivator

Savvy program

Selective instruction

Sherwood, Bruce

Simulations:

example of
intrinsic feedback on
in task model for interactivity
as training device

Skill-based training

Skills hierarchy

Skills transfer

Skinner, B. F.

Smith, Stan

Soft skills:

and content-centric program design
e-learning applications for

Software:

design costs for
design iterations for

Stacked challenges, as motivator

Storyboards:

changes to
versus functional prototypes

Storytelling, as interactivity paradigm

Studios, as organizational paradigm

Subject-matter expertise:

communicating
e-learning role of
versus learner perspective
in program design

Successive approximation

breadth-over-depth approach to
in design process
versus ISD
model use in
tenets of
testing in

Supervisor Effectiveness instructional interactivity example

Task model, as interactivity paradigm

Task performance:

in instructional interactivity
multistep

Teachers:

and learning outcomes
preparation for
in program design

Teaching:

function of
pitfalls of

Teams:

versus committees
for e-learning application development
level of involvement of
necessity of using
prototype use by

Technology:

in application design
effect on learner motivation
for individualized instruction
initial expectations of
maximizing utility of
in social learning environment

Tell-and-test instructional paradigm

Test-and-tell instructional paradigm

Testing:

in common instruction
fear of
in individualized instruction
with learners
of navigational structures
of performance
of prototype

To-do list projects

Training. See also e-Learning applications; Instructional interactivity; Instructional programs

blended
budget effect on
as business problem solution
context for
corporate programs for
design priorities for
versus EPSSs
ineffective
instructor-led
job-based
objective of
on-the-job
part-task
versus presenting information
role in strategic program
skill-based
success factors in
target audience for
as to-do list project
Web-based

Trapdoor hints, as interactivity paradigm

Typing ball syndrome

User interface. See Learner interface

Verbal description, versus mental images

Virtual reality systems, in e-learning

Waterfall methodology

Web-based training (WBT)

What’s the Secret? program

Who Wants to Be a Miller? application

WorldTutor program

World Wide Web

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