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The second edition of the bestselling book E-Learning by Design offers a comprehensive look at the concepts and processes of developing, creating, and implementing a successful e-learning program. This practical, down-to-earth resource is filled with clear information and instruction without over simplification. The book helps instructors build customized e-learning programs from scratch-building on core principles of instructional design to: develop meaningful activities and lessons; create and administer online tests and assessments; design learning games and simulations; and implement an individualized program.
"Every newcomer to the field will find this edition indispensable, while professionals will find much needed contemporary information to manage the rapid changes happening in our field. Even if you own the first edition, buy this update as soon as possible."
-Michael W. Allen, CEO of Allen Interactions, Inc.; author, Michael Allen's e-Learning Library Series
"Covers the full range of options for presenting learning materials online-including designing useful topics, engaging activities, and reliable tests-and it takes into account the realities and issues of today's instructional designers, such as social learning and mobile learning."
-Saul Carliner, associate professor, Concordia University; author, The E-Learning Handbook
"Horton nails it! Perfectly timed, robust, and practical, this second edition of brings together the latest strategies for learning without losing its critical premise-technology enables e-learning, but great design makes it work."
-Marc J. Rosenberg, e-learning strategist; author, Beyond E-Learning
"An e-learning encyclopedia loaded with detailed guidelines and examples ranging from basic instructional design techniques to the latest applications in games, social media, and mobile-learning. An essential reference for anyone involved in e-learning design, development, or evaluation"
-Ruth Colvin Clark, author, e-Learning and the Science of Instruction
The second edition of the bestselling book E-Learning by Design offers a comprehensive look at the concepts and processes of developing, creating, and implementing a successful e-learning program. This practical, down-to-earth resource is filled with clear information and instruction without over simplification. The book helps instructors build customized e-learning programs from scratch-building on core principles of instructional design to: develop meaningful activities and lessons; create and administer online tests and assessments; design learning games and simulations; and implement an individualized program.
"Every newcomer to the field will find this edition indispensable, while professionals will find much needed contemporary information to manage the rapid changes happening in our field. Even if you own the first edition, buy this update as soon as possible."
-Michael W. Allen, CEO of Allen Interactions, Inc.; author, Michael Allen's e-Learning Library Series
"Covers the full range of options for presenting learning materials online-including designing useful topics, engaging activities, and reliable tests-and it takes into account the realities and issues of today's instructional designers, such as social learning and mobile learning."
-Saul Carliner, associate professor, Concordia University; author, The E-Learning Handbook
"Horton nails it! Perfectly timed, robust, and practical, this second edition of brings together the latest strategies for learning without losing its critical premise-technology enables e-learning, but great design makes it work."
-Marc J. Rosenberg, e-learning strategist; author, Beyond E-Learning
"An e-learning encyclopedia loaded with detailed guidelines and examples ranging from basic instructional design techniques to the latest applications in games, social media, and mobile-learning. An essential reference for anyone involved in e-learning design, development, or evaluation"
-Ruth Colvin Clark, author, e-Learning and the Science of Instruction
1 Designing e-learning 1
What is e-learning? 1
Definition of e-learning 1
Varieties of e-learning 2
What is e-learning design? 2
Start with good instructional design 3
Apply design to all units of e-learning 5
Design quickly and reliably 8
Identify your underlying goal 10
Analyze learners' needs and abilities 13
Identify what to teach 14
Set learning objectives 16
Identify prerequisites 26
Pick the approach to meet each objective 35
Decide the teaching sequence of your objectives 42
Create objects to accomplish objectives 47
Create tests 50
Select learning activities 51
Choose media 61
Then redesign again and again 64
Re-design but do not repeat 65
Not your sequential ADDIE process 65
Make steady progress 65
In closing 66
Summary 66
For more 66
2 Absorb-Type Activities 67
About Absorb activities 67
Common types of Absorb activities 68
When to feature Absorb activities 68
Presentations 69
About presentations 69
Types of presentations 70
Best practices for presentations 84
Extend presentation activities 92
Readings 93
About reading activities 93
Assign individual documents 95
Create an online library 98
Rely on Internet resources 99
Best practices for reading activities 101
Extend reading activities 103
Stories by a teacher 105
About sharing stories 105
Tell stories that apply to learners 107
Best practices for stories by a teacher 110
Extend stories by a teacher 111
Field trips 112
About field trips 113
Guided tours 113
Virtual museums 119
Best practices for field trips 123
Extend field-trip activities 126
In closing 127
Summary 127
Pick Absorb activities to accomplish objectives 127
For more 128
3 Do-Type Activities 129
About Do activities 129
Common types of Do activities 129
When to feature Do activities 130
Practice activities 130
About practice activities 130
Drill-and-practice activities 132
Hands-on activities 133
Guided-analysis activities 137
Best practices for practice activities 143
Extend practice activities 144
Discovery activities 146
About discovery activities 146
Virtual-laboratory activities 147
Case studies 152
Best practices for discovery activities 155
Extend discovery activities 156
Games and simulations 157
Use games as single activities 157
Extend game activities 160
In closing 161
Summary 161
Pick Do activities to accomplish learning objectives 162
For more 162
4 Connect-Type Activities 163
About Connect activities 163
Common types of Connect activities 164
When to feature Connect activities 164
Ponder activities 166
About ponder activities 166
Rhetorical questions 167
Meditation activities 168
Cite-example activities 171
Evaluation activities 172
Summary activities 174
Extend ponder activities 175
Questioning activities 176
Why use questioning activities? 177
Encourage learners to ask the right people 177
Encourage good questions 179
Insist on good answers 180
Best practices in questioning activities 181
Mechanism for asking questions 181
Enable questioning at the right time 182
Assess learners and learning 182
Extend questioning activities 183
Stories by learners 184
Have learners tell stories 184
Good stories are hard to tell 185
Evaluate storytelling fairly 185
Best practices for storytelling activities 186
Extend storytelling activities 186
Job aids 187
About job aids 187
Glossaries 188
Calculators 192
E-consultants 193
Best practices for job aids 194
Extend job aids 195
Research activities 196
About research activities 196
Scavenger hunts 198
Guided research 200
Best practices for research activities 203
Extend research activities 206
Original-work activities 207
About original-work activities 207
Decision activities 208
Work-document activities 208
Journal activities 210
Best practices for original-work activities 211
Extend original-work activities 212
In closing 213
Summary 213
Pick Connect activities to accomplish learning objectives 213
For more 214
5 Tests 215
Decide why you are testing 215
When are formal tests needed? 216
Why are you testing? 216
What do you hope to accomplish? 217
What do you want to measure? 218
Measure accomplishment of objectives 219
Select the right type of "question" 220
Consider the type question you need 220
Common types of test questions 221
True/false questions 222
Pick-one questions 225
Pick-multiple questions 228
Fill-in-the-blanks questions 231
Matching-list questions 234
Sequence-type questions 235
Composition questions 237
Performance questions 240
Pick type question by type objective 242
Write effective questions 243
Follow the standard question format 243
Ask questions simply and directly 244
Make answering meaningful 255
Challenge test-takers 258
Combine questions effectively 260
Ask enough questions 261
Make sure one question does not answer another 261
Sequence test questions effectively 262
Vary the form of questions and answers 262
Give significant feedback 263
Report test scores simply 263
Provide complete information 263
Gently correct wrong answers 265
Avoid wimpy feedback 266
Give feedback at the right time 266
Advance your testing 269
Hint first 269
Use advanced testing capabilities 269
Monitor results 273
Make tests fair to all learners 273
Test early and often 275
Set the right passing score 276
Define a scale of grades 278
Pre-test to propel learners 278
Explain the test 280
Prepare learners to take the test 280
Keep learners in control 281
Consider alternatives to formal tests 281
Use more than formal, graded tests 282
Help learners build portfolios 282
Have learners collect tokens 282
Adapt testing to social learning 282
Adapt testing to mobile learning 283
In closing 283
Summary 283
For more 284
6 Topics 285
What are topics? 285
Topics are learning objects 285
Examples of topics 286
Anatomy of a topic 293
Design the components of the topic 294
Title the topic 294
Introduce the topic 296
Test learning in the topic 299
Specify learning activities for the topic 301
Summarize the topic 303
Link to related material 305
Write metadata 307
Design components logically and economically 310
Design reusable topics 313
Craft recombinant building blocks 313
Design consistent topics 314
Avoid the "as-shown-above" syndrome 314
Integrate foreign modules 315
Example of a docking module 316
What to include in a docking module 317
In closing 318
Summary 318
Templates for topics 319
For more 322
7 Games and Simulations 323
Games and simulations for learning 323
Example of a learning game 324
How are games, tests, and simulations related? 325
Do you call it a game or a simulation? 325
Demos are not true simulations 326
How do games and simulations work? 327
What do we mean design? 328
Why games? 328
What can games do for us? 328
When to use games 329
Types of learning games 330
Quiz-show games 331
Word games 332
Jigsaw puzzles 333
Branching scenarios 334
Task simulations 335
Personal-response simulations 337
Environmental simulations 340
Immersive role-playing games 341
Design games for learning 342
Design to accomplish learning objectives 342
Express the goal as a specific task 344
Pick the right sized game 344
Emphasize learning, not just doing 345
Specify challenge and motivation 345
Manage competitiveness 345
Provide multiple ways to learn 345
Create a micro-world 346
Specify the game's world 346
Specify characters and important objects 347
Create a storyline 349
Create a back story 349
Specify the game structure 350
Assign the learner's role 350
Make the game meaningfully realistic 350
Specify rules of the game 351
Design a rich, realistic environment 351
Provide a deep, unifying challenge 352
Define indicators of game state and feedback 352
Specify the details 353
Sketch out the user interface 353
Write the words 353
Specify the graphical style 353
Specify other media 354
Engage learners 354
Hook the learner 354
Ask learners to suspend disbelief 355
Set the...
Erscheinungsjahr: | 2011 |
---|---|
Fachbereich: | Betriebswirtschaft |
Genre: | Wirtschaft |
Rubrik: | Recht & Wirtschaft |
Medium: | Taschenbuch |
Inhalt: | 640 S. |
ISBN-13: | 9780470900024 |
ISBN-10: | 0470900024 |
Sprache: | Englisch |
Herstellernummer: | 14590002000 |
Einband: | Kartoniert / Broschiert |
Autor: | Horton, William |
Auflage: | 2nd edition |
Hersteller: |
Wiley
John Wiley & Sons |
Maße: | 254 x 203 x 34 mm |
Von/Mit: | William Horton |
Erscheinungsdatum: | 11.10.2011 |
Gewicht: | 1,342 kg |
1 Designing e-learning 1
What is e-learning? 1
Definition of e-learning 1
Varieties of e-learning 2
What is e-learning design? 2
Start with good instructional design 3
Apply design to all units of e-learning 5
Design quickly and reliably 8
Identify your underlying goal 10
Analyze learners' needs and abilities 13
Identify what to teach 14
Set learning objectives 16
Identify prerequisites 26
Pick the approach to meet each objective 35
Decide the teaching sequence of your objectives 42
Create objects to accomplish objectives 47
Create tests 50
Select learning activities 51
Choose media 61
Then redesign again and again 64
Re-design but do not repeat 65
Not your sequential ADDIE process 65
Make steady progress 65
In closing 66
Summary 66
For more 66
2 Absorb-Type Activities 67
About Absorb activities 67
Common types of Absorb activities 68
When to feature Absorb activities 68
Presentations 69
About presentations 69
Types of presentations 70
Best practices for presentations 84
Extend presentation activities 92
Readings 93
About reading activities 93
Assign individual documents 95
Create an online library 98
Rely on Internet resources 99
Best practices for reading activities 101
Extend reading activities 103
Stories by a teacher 105
About sharing stories 105
Tell stories that apply to learners 107
Best practices for stories by a teacher 110
Extend stories by a teacher 111
Field trips 112
About field trips 113
Guided tours 113
Virtual museums 119
Best practices for field trips 123
Extend field-trip activities 126
In closing 127
Summary 127
Pick Absorb activities to accomplish objectives 127
For more 128
3 Do-Type Activities 129
About Do activities 129
Common types of Do activities 129
When to feature Do activities 130
Practice activities 130
About practice activities 130
Drill-and-practice activities 132
Hands-on activities 133
Guided-analysis activities 137
Best practices for practice activities 143
Extend practice activities 144
Discovery activities 146
About discovery activities 146
Virtual-laboratory activities 147
Case studies 152
Best practices for discovery activities 155
Extend discovery activities 156
Games and simulations 157
Use games as single activities 157
Extend game activities 160
In closing 161
Summary 161
Pick Do activities to accomplish learning objectives 162
For more 162
4 Connect-Type Activities 163
About Connect activities 163
Common types of Connect activities 164
When to feature Connect activities 164
Ponder activities 166
About ponder activities 166
Rhetorical questions 167
Meditation activities 168
Cite-example activities 171
Evaluation activities 172
Summary activities 174
Extend ponder activities 175
Questioning activities 176
Why use questioning activities? 177
Encourage learners to ask the right people 177
Encourage good questions 179
Insist on good answers 180
Best practices in questioning activities 181
Mechanism for asking questions 181
Enable questioning at the right time 182
Assess learners and learning 182
Extend questioning activities 183
Stories by learners 184
Have learners tell stories 184
Good stories are hard to tell 185
Evaluate storytelling fairly 185
Best practices for storytelling activities 186
Extend storytelling activities 186
Job aids 187
About job aids 187
Glossaries 188
Calculators 192
E-consultants 193
Best practices for job aids 194
Extend job aids 195
Research activities 196
About research activities 196
Scavenger hunts 198
Guided research 200
Best practices for research activities 203
Extend research activities 206
Original-work activities 207
About original-work activities 207
Decision activities 208
Work-document activities 208
Journal activities 210
Best practices for original-work activities 211
Extend original-work activities 212
In closing 213
Summary 213
Pick Connect activities to accomplish learning objectives 213
For more 214
5 Tests 215
Decide why you are testing 215
When are formal tests needed? 216
Why are you testing? 216
What do you hope to accomplish? 217
What do you want to measure? 218
Measure accomplishment of objectives 219
Select the right type of "question" 220
Consider the type question you need 220
Common types of test questions 221
True/false questions 222
Pick-one questions 225
Pick-multiple questions 228
Fill-in-the-blanks questions 231
Matching-list questions 234
Sequence-type questions 235
Composition questions 237
Performance questions 240
Pick type question by type objective 242
Write effective questions 243
Follow the standard question format 243
Ask questions simply and directly 244
Make answering meaningful 255
Challenge test-takers 258
Combine questions effectively 260
Ask enough questions 261
Make sure one question does not answer another 261
Sequence test questions effectively 262
Vary the form of questions and answers 262
Give significant feedback 263
Report test scores simply 263
Provide complete information 263
Gently correct wrong answers 265
Avoid wimpy feedback 266
Give feedback at the right time 266
Advance your testing 269
Hint first 269
Use advanced testing capabilities 269
Monitor results 273
Make tests fair to all learners 273
Test early and often 275
Set the right passing score 276
Define a scale of grades 278
Pre-test to propel learners 278
Explain the test 280
Prepare learners to take the test 280
Keep learners in control 281
Consider alternatives to formal tests 281
Use more than formal, graded tests 282
Help learners build portfolios 282
Have learners collect tokens 282
Adapt testing to social learning 282
Adapt testing to mobile learning 283
In closing 283
Summary 283
For more 284
6 Topics 285
What are topics? 285
Topics are learning objects 285
Examples of topics 286
Anatomy of a topic 293
Design the components of the topic 294
Title the topic 294
Introduce the topic 296
Test learning in the topic 299
Specify learning activities for the topic 301
Summarize the topic 303
Link to related material 305
Write metadata 307
Design components logically and economically 310
Design reusable topics 313
Craft recombinant building blocks 313
Design consistent topics 314
Avoid the "as-shown-above" syndrome 314
Integrate foreign modules 315
Example of a docking module 316
What to include in a docking module 317
In closing 318
Summary 318
Templates for topics 319
For more 322
7 Games and Simulations 323
Games and simulations for learning 323
Example of a learning game 324
How are games, tests, and simulations related? 325
Do you call it a game or a simulation? 325
Demos are not true simulations 326
How do games and simulations work? 327
What do we mean design? 328
Why games? 328
What can games do for us? 328
When to use games 329
Types of learning games 330
Quiz-show games 331
Word games 332
Jigsaw puzzles 333
Branching scenarios 334
Task simulations 335
Personal-response simulations 337
Environmental simulations 340
Immersive role-playing games 341
Design games for learning 342
Design to accomplish learning objectives 342
Express the goal as a specific task 344
Pick the right sized game 344
Emphasize learning, not just doing 345
Specify challenge and motivation 345
Manage competitiveness 345
Provide multiple ways to learn 345
Create a micro-world 346
Specify the game's world 346
Specify characters and important objects 347
Create a storyline 349
Create a back story 349
Specify the game structure 350
Assign the learner's role 350
Make the game meaningfully realistic 350
Specify rules of the game 351
Design a rich, realistic environment 351
Provide a deep, unifying challenge 352
Define indicators of game state and feedback 352
Specify the details 353
Sketch out the user interface 353
Write the words 353
Specify the graphical style 353
Specify other media 354
Engage learners 354
Hook the learner 354
Ask learners to suspend disbelief 355
Set the...
Erscheinungsjahr: | 2011 |
---|---|
Fachbereich: | Betriebswirtschaft |
Genre: | Wirtschaft |
Rubrik: | Recht & Wirtschaft |
Medium: | Taschenbuch |
Inhalt: | 640 S. |
ISBN-13: | 9780470900024 |
ISBN-10: | 0470900024 |
Sprache: | Englisch |
Herstellernummer: | 14590002000 |
Einband: | Kartoniert / Broschiert |
Autor: | Horton, William |
Auflage: | 2nd edition |
Hersteller: |
Wiley
John Wiley & Sons |
Maße: | 254 x 203 x 34 mm |
Von/Mit: | William Horton |
Erscheinungsdatum: | 11.10.2011 |
Gewicht: | 1,342 kg |