Michael Allen′s Guide to e–Learning – Building Interactive, Fun, and Effective Learning Programs for Any Company 2e
Building Interactive, Fun, and Effective Learning Programs for Any Company
Paperback Engels 2016 9781119046325Samenvatting
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.
Specificaties
Lezersrecensies
Inhoudsopgave
<p>Preface xv</p>
<p>Acknowledgments xix</p>
<p>Chapter 1 What s New? 1</p>
<p>PART I THE BUSINESS PERSPECTIVE 15</p>
<p>Chapter 2 Plain Talk 17</p>
<p>Chapter 3 What You Don t Know Can Kill (Your e–Learning) 29</p>
<p>Chapter 4 Making Success Possible 41</p>
<p>Chapter 5 Executive s Guide to Good e–Learning 73</p>
<p>Chapter 6 Where Does e–Learning Fit? 83</p>
<p>PART II GREAT E–LEARNING DESIGN 95</p>
<p>Chapter 7 Seven Simple Success Strategies 97</p>
<p>Chapter 8 The Serious e–Learning Manifesto 109</p>
<p>Chapter 9 Motivation in Learning 121</p>
<p>Chapter 10 Seven Magic Keys to Motivational e–Learning 131</p>
<p>Magic Key 1: Build on Anticipated Outcomes 133</p>
<p>Magic Key 2: Put the Learner at Risk 144</p>
<p>Magic Key 3: Select the Right Content for Each Learner 156</p>
<p>Magic Key 4: Use an Appealing Context 171</p>
<p>Magic Key 5: Have the Learner Perform Multistep Tasks 192</p>
<p>Magic Key 6: Provide Intrinsic Feedback 198</p>
<p>Magic Key 7: Delay Judgment 201</p>
<p>Chapter 11 Navigation 211</p>
<p>Chapter 12 CCAF and Interactive Instruction 235</p>
<p>Chapter 13 Interactivity Paradigms That Work 267</p>
<p>Chapter 14 Successive Approximation and SAM 297</p>
<p>PART III SERIOUS LEARNING GAMES 327</p>
<p>Chapter 15 Serious Learning Games: Where Rules Rule 329</p>
<p>Chapter 16 Integrating Instructional Content and Games 341</p>
<p>Chapter 17 Learning Games, Serious or Not? 357</p>
<p>About the Author 379</p>
<p>References 381</p>
<p>Additional Resources 387</p>
<p>Index 389</p>
Rubrieken
- advisering
- algemeen management
- coaching en trainen
- communicatie en media
- economie
- financieel management
- inkoop en logistiek
- internet en social media
- it-management / ict
- juridisch
- leiderschap
- marketing
- mens en maatschappij
- non-profit
- ondernemen
- organisatiekunde
- personal finance
- personeelsmanagement
- persoonlijke effectiviteit
- projectmanagement
- psychologie
- reclame en verkoop
- strategisch management
- verandermanagement
- werk en loopbaan