E-learning by design /

"E-Learning by Design provides a comprehensive, detailed look at the concepts and processes of developing, creating and implementing a successful e-Learning program. Horton's practical, down-to-earth approach offers clear information and instruction without over simplifying. Readers will l...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Κύριος συγγραφέας: Horton, William K. (William Kendall)
Μορφή: Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: San Francisco, CA : Pfeiffer, [2012]
Έκδοση:2nd ed.
Σειρά:Pfeiffer essential resources for training and HR professionals.
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
Πίνακας περιεχομένων:
  • Machine generated contents note: 1.Designing e-learning
  • What is e-learning?
  • Definition of e-learning
  • Varieties of e-learning
  • What is e-learning design?
  • Start with good instructional design
  • Apply design to all units of e-learning
  • Design quickly and reliably
  • Identify your underlying goal
  • Analyze learners' needs and abilities
  • Identify what to teach
  • Set learning objectives
  • Identify prerequisites
  • Pick the approach to meet each objective
  • Decide the teaching sequence of your objectives
  • Create objects to accomplish objectives
  • Create tests
  • Select learning activities
  • Choose media
  • Then redesign again and again
  • Re-design but do not repeat
  • Not your sequential ADDIE process
  • Make steady progress
  • In closing ...
  • Summary
  • For more ...
  • 2.Absorb-type activities
  • About Absorb activities
  • Common types of Absorb activities
  • When to feature Absorb activities
  • Presentations
  • About presentations
  • Types of presentations
  • Best practices for presentations
  • Extend presentation activities
  • Readings
  • About reading activities
  • Assign individual documents
  • Create an online library
  • Rely on Internet resources
  • Best practices for reading activities
  • Extend reading activities
  • Stories by a teacher
  • About sharing stories
  • Tell stories that apply to learners
  • Best practices for stories by a teacher
  • Extend stories by a teacher
  • Field trips
  • About field trips
  • Guided tours
  • Virtual museums
  • Best practices for field trips
  • Extend field-trip activities
  • In closing ...
  • Summary
  • Pick Absorb activities to accomplish objectives
  • For more ...
  • 3.Do-type activities
  • About Do activities
  • Common types of Do activities
  • When to feature Do activities
  • Practice activities
  • About practice activities
  • Drill-and-practice activities
  • Hands-on activities
  • Guided-analysis activities
  • Best practices for practice activities
  • Extend practice activities
  • Discovery activities
  • About discovery activities
  • Virtual-laboratory activities
  • Case studies
  • Best practices for discovery activities
  • Extend discovery activities
  • Games and simulations
  • Use games as single activities
  • Extend game activities
  • In closing ...
  • Summary
  • Pick Do activity to accomplish learning objective
  • For more ...
  • 4.Connect-type activities
  • About Connect activities
  • Common types of Connect activities
  • When to feature Connect activities
  • Ponder activities
  • About ponder activities
  • Rhetorical questions
  • Meditation activities
  • Cite-example activities
  • Evaluation activities
  • Summary activities
  • Extend ponder activities
  • Questioning activities
  • Why use questioning activities?
  • Encourage learners to ask the right people
  • Encourage good questions
  • Insist on good answers
  • Best practices in questioning activities
  • Mechanism for asking questions
  • Enable questioning at the right time
  • Assess learners and learning
  • Extend questioning activities
  • Stories by learners
  • Have learners tell stories
  • Good stories are hard to tell
  • Evaluate storytelling fairly
  • Best practices for storytelling activities
  • Extend storytelling activities
  • Job aids
  • About job aids
  • Glossaries
  • Calculators
  • E-consultants
  • Best practices for job aids
  • Extend job aids
  • Research activities
  • About research activities
  • Scavenger hunts
  • Guided research
  • Best practices for research activities
  • Extend research activities
  • Original-work activities
  • About original-work activities
  • Decision activities
  • Work-document activities
  • Journal activities
  • Best practices for original-work activities
  • Extend original-work activities
  • In closing ...
  • Summary
  • Pick Connect activities to accomplish learning objectives
  • For more ...
  • 5.Tests
  • Decide why you are testing
  • When are formal tests needed?
  • Why are you testing?
  • What do you hope to accomplish?
  • What do you want to measure?
  • Measure accomplishment of objectives
  • Select the right type of "question"
  • Consider the type question you need
  • Common types of test questions
  • True/false questions
  • Pick-one questions
  • Pick-multiple questions
  • Fill-in-the-blanks questions
  • Matching-list questions
  • Sequence-type questions
  • Composition questions
  • Performance questions
  • Pick type question by type objective
  • Write effective questions
  • Follow the standard question format
  • Ask questions simply and directly
  • Make answering meaningful
  • Challenge test-takers
  • Combine questions effectively
  • Ask enough questions
  • Make sure one question does not answer another
  • Sequence test questions effectively
  • Vary the form of questions and answers
  • Give significant feedback
  • Report test scores simply
  • Provide complete information
  • Gently correct wrong answers
  • Avoid wimpy feedback
  • Give feedback at the right time
  • Advance your testing
  • Hint first
  • Use advanced testing capabilities
  • Monitor results
  • Make tests fair to all learners
  • Test early and often
  • Set the right passing score
  • Define a scale of grades
  • Pre-test to propel learners
  • Explain the test
  • Prepare learners to take the test
  • Keep learners in control
  • Consider alternatives to formal tests
  • Use more than formal, graded tests
  • Help learners build portfolios
  • Have learners collect tokens
  • Adapt testing to social learning
  • Adapt testing to mobile learning
  • In closing ...
  • Summary
  • For more ...
  • 6.Topics
  • What are topics?
  • Topics are learning objects
  • Examples of topics
  • Anatomy of a topic
  • Design the components of the topic
  • Title the topic
  • Introduce the topic
  • Test learning in the topic
  • Specify learning activities for the topic
  • Summarize the topic
  • Link to related material
  • Write metadata
  • Design components logically and economically
  • Design reusable topics
  • Craft recombinant building blocks
  • Design consistent topics
  • Avoid the "as-shown-above" syndrome
  • Integrate foreign modules
  • Example of a docking module
  • What to include in a docking module
  • In closing ...
  • Summary
  • Templates for topics
  • For more ...
  • -- 7.Games and simulations
  • Games and simulations for learning
  • Example of a learning game
  • How are games, tests, and simulations related?
  • Do you call it a game or a simulation?
  • Demos are not true simulations
  • How do games and simulations work?
  • What do we mean design?
  • Why games?
  • What can games do for us?
  • When to use games
  • Types of learning games
  • Quiz-show games
  • Word games
  • Jigsaw puzzles
  • Branching scenarios
  • Task simulations
  • Personal-response simulations
  • Environmental simulations
  • Immersive role-playing games
  • Design games for learning
  • Design to accomplish learning objectives
  • Express the goal as a specific task
  • Pick the right sized game
  • Emphasize learning, not just doing
  • Specify challenge and motivation
  • Manage competitiveness
  • Provide multiple ways to learn
  • Create a micro-world
  • Specify the game's world
  • Specify characters and important objects
  • Create a storyline
  • Create a back story
  • Specify the game structure
  • Assign the learner's role
  • Make the game meaningfully realistic
  • Specify rules of the game
  • Design a rich, realistic environment
  • Provide a deep, unifying challenge
  • Define indicators of game state and feedback
  • Specify the details
  • Sketch out the user interface
  • Write the words
  • Specify the graphical style
  • Specify other media
  • Engage learners
  • Hook the learner
  • Ask learners to suspend disbelief
  • Set the context
  • Provide real-world prompting and support
  • Present solvable problems
  • Adapt to the learner's needs
  • Challenge with time limits
  • Let learners try multiple strategies
  • Program variety into the game
  • Involve the learner
  • Teach through feedback
  • Provide intrinsic feedback
  • Inject educational feedback where needed
  • Provide continual feedback
  • But give crucial feedback immediately
  • Confront bad behavior and choices
  • Defer lengthy feedback
  • Anticipate feedback (feedforward?)
  • Enable learning through a variety of experiences
  • Provide complete, detailed feedback
  • Help learners correct mistakes
  • Offer abundant practice
  • Acknowledge achievement
  • Progressively challenge learners
  • Challenge learners
  • Ratchet up the challenge
  • Give closure between phases
  • Control the rhythm of difficulty
  • Require consolidating small steps
  • Manage game complexity
  • Beware combinatorial explosion
  • Menu excursions
  • Mission-sequential structure
  • Short-leash strategy
  • Safari structure
  • Breakthrough structure
  • Simplify learning the game
  • Guide actions with instructions
  • Explain the game clearly
  • Start with training wheels
  • Assist when needed
  • Show solution after a few attempts
  • Let learners request assistance
  • Include pertinent hints
  • Simplify the display for quick response
  • Minimize distractions
  • Accept all successful actions
  • Design coached task simulations
  • Plan progressive interactivity
  • Architecture of coach-me activities
  • Let the learner control coaching
  • Design branching-scenario games
  • Harvest storyline ideas
  • Pick a situation
  • Map objectives to scenes
  • Derive specific objectives to teach
  • Translate objectives to a story
  • Specify each scene
  • Thread together the scenes
  • Add context-setting scenes
  • Use games as e-learning courses
  • In closing ...
  • Summary
  • For more ...
  • 8.Social learning
  • What is social learning?
  • A definition, sort of
  • So what?
  • Consider the varieties of social learning
  • What is not social learning?
  • What is the group?
  • How do we "design" social learning?
  • What do we mean by design?
  • The role of the designer
  • Decide where and when to use social learning
  • Make learning more reliable
  • Make learning more enjoyable
  • Teach difficult subjects
  • Note continued: Implement learning quickly and inexpensively
  • Build a network to support the learning in the future
  • What social learning requires
  • What is required of learners
  • What is required of the organization
  • Patterns of interaction
  • The elements of social learning
  • Combine patterns for complete activities
  • Social capabilities of software
  • Send targeted messages
  • Meet real-time
  • Discuss asynchronously
  • Broadcast sporadic messages
  • Post message sequences
  • Collaboratively create documents
  • Share creations
  • Vote and rate
  • Filter messages
  • Establish a point of contact
  • Set up and administer a team or other group
  • Facilitate rather than teach
  • Define the duties of the facilitator
  • Establish a code of conduct
  • Intervene in cases of bad behavior
  • Grade fairly in social learning
  • Assess against objectives
  • Use available evidence
  • Ways to assess learners
  • Set criteria for messages and posts
  • Or, forego individual assessment
  • Extend conventional activities for social learning
  • Extend Absorb activities for social learning
  • Extend Do activities for social learning
  • Extend Connect activities for social learning
  • Use proven social activities
  • Share what you learn
  • Back channel for presentations
  • Brainstorming activities
  • Team-task activities
  • Role-playing scenarios
  • Comparison activities
  • Group-critique activities
  • Encourage meaningful discussions
  • Design discussion activities
  • Ensure learners have necessary skills
  • Moderate discussion activities
  • Perform message maintenance
  • Promote team learning
  • Meet the requirements of a successful team
  • Form a team from individuals
  • Align goals of team members
  • Learn who can do what
  • Adopt team roles
  • Pick a leader, at least to start
  • Team processes
  • Set norms of behavior
  • Team warm-up activities
  • Fade out support
  • Design activities for teams
  • Engage in open inquiry
  • In closing ...
  • Summary
  • For more ...
  • 9.Mobile learning
  • What is mobile learning?
  • Start with worthy goals
  • Learn from the whole world
  • Take advantage of teachable moments
  • Teach in the context of application
  • Teach "outdoor" subjects
  • Make learning healthier
  • Learn more of the time
  • Enable virtual attendance
  • Reduce infrastructure costs
  • Prepare for an increasingly mobile world
  • Adapt existing learning for mobile learners
  • Enable participation in classroom learning
  • Accommodate mobile learners in the virtual classroom
  • Let mobile learners take standalone e-learning
  • Make social learning mobile
  • Performance support
  • Use the capabilities of the device
  • Design for the learner, environment, and device
  • Design for the mobile learner
  • Design for the environment where learning occurs
  • Design for the mobile device
  • Design guidelines for overcoming limitations
  • Design for easy reading
  • Maintain contact with learners
  • Design for the devices learners already have
  • Use learners' time efficiently
  • Fit text and graphics to the display
  • Provide low-bandwidth alternatives
  • Design for imperfect network connections
  • Enable "download and go"
  • Simplify entering text
  • Follow established user-interface guidelines
  • Remember, paper is a mobile device
  • Reuse existing content
  • Real mobile learning
  • Mobile discovery learning
  • Distance apprenticeship program
  • Architecture tour
  • Inject mobile activities into other forms of learning
  • Extend conventional activities for mobile learning
  • Extend Absorb activities for mobile learning
  • Extend Do activities for mobile learning
  • Extend Connect activities for mobile learning
  • In closing ...
  • Summary
  • For more ...
  • 10.Design for the virtual classroom
  • Create a virtual classroom
  • Why create a virtual classroom?
  • What are Webinars and virtual-classroom courses?
  • Decide whether you need a live meeting
  • Select and use collaboration tools
  • Select your collaboration tools
  • Slide shows
  • Breakout rooms
  • Conduct online meetings
  • Plan the meeting
  • Prepare for the meeting
  • Announce the meeting
  • Manage the live online meeting
  • Activate meetings
  • Include follow-up activities
  • Design Webinars
  • When to use Webinars
  • Pick activities to teach
  • Design virtual-classroom courses
  • Select a qualified teacher
  • Teach the class, don't just let it happen
  • Plan predictable learning cycles
  • Respond to learners
  • Provide complete instructions
  • Simplify tasks for learners
  • Deal with problem learners
  • Follow up after the course
  • In closing ...
  • Summary
  • For more ...
  • 11.Conclusion
  • How we will learn
  • Where we are headed
  • How we will get there
  • What has to happen
  • Secrets of e-learning design
  • Just the beginning
  • APPENDIX ESSENTIALISM
  • Essential essentialism
  • Set up the test
  • Supervise the test
  • The role of test subjects
  • The role of the expert
  • Role of the test conductor
  • Analyze test results
  • Record needed learning
  • Identify the learning approach
  • Infer design principles
  • Make testing better
  • Overcome the Hawthorne effect
  • Leave the lab-coat behind
  • Test a twosome
  • Provide all real resources
  • Reassure test subjects
  • Watch the video fully
  • Conduct enough tests
  • Pick valid test subjects
  • Recap: Master the essentials of essentialism.