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...
Main Author: | |
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Format: | eBook |
Language: | English |
Published: |
San Francisco, CA :
Pfeiffer,
[2012]
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Edition: | 2nd ed. |
Series: | Pfeiffer essential resources for training and HR professionals.
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Subjects: | |
Online Access: | Full Text via HEAL-Link |
Table of Contents:
- 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.