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