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Foreword | |
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Acknowledgments | |
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The Business Perspective | |
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Plain Talk | |
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The e-Learning Myth | |
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Who's Kidding Whom? | |
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Entertaining Doesn't Mean Good | |
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Effective versus Boring--Pick a Circle | |
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This Just In: Good e-Learning Is Possible and Practical | |
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Ineffective Training Is Costly | |
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What You Don't Know Can Kill Your e-Learning | |
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Unplanned On-the-Job Training: A Toxic Elixir for Poor Training | |
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Good Training Is Possible | |
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Where Does e-Learning Fit? | |
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Cognitive Skills | |
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Soft Skills | |
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Psychomotor Skills | |
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You Have Choices | |
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Smart e-Learning | |
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Partnerships | |
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Management Participation | |
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Subject-Matter Expert Participation | |
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Learner Participation | |
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How This Book Can Help | |
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Part 1 Overview | |
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Part 2 Overview | |
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My Mission | |
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Get It Here | |
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Knowing versus Succeeding | |
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Summary | |
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Context--The Possibility of Success | |
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Unrecognized Context Factors | |
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Change Is Necessary | |
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Prerequisites to Success | |
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Performer Competency Is the Problem | |
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Good Performance Is Possible | |
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Incentives Exist for Good Performance | |
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There Are No Penalties for Good Performance | |
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Essential Resources for e-Learning Solutions Are Available | |
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Why Do We Do Things That We Know Are Wrong? | |
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How to Do the Right Thing | |
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Design--the Means to Success | |
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e-Learning or Bust | |
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Quick and Easy | |
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Learning Objects | |
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Art or Science? | |
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Art + Science = Creative Experiments | |
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Problems Applying Research Results | |
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A Pragmatic Approach | |
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Summary | |
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The Essence of Good Design | |
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Design versus Technology | |
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The Three Priorities for Training Success | |
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Ensuring That Learners Are Highly Motivated to Learn | |
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Guiding Learners to Appropriate Content | |
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Providing Meaningful and Memorable Learning Experiences | |
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e-Learning--A Tool for All Three | |
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Primary Components of e-Learning Applications | |
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My Guarantee | |
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Learner Motivation | |
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How Does Knowing about Motivation Help? | |
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Motivation Levels Can Be Modified | |
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It Can Go Either Way | |
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Learner Interface | |
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The Interface Is the Computer | |
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The Primary Responsibilities of Learner-Interface Design | |
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Interface Creativity in e-Learning | |
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Don't Replicate Failures (Even If Everyone Else Does) | |
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Importance of Good Interface Design for e-Learning | |
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Effects of Poor Interface Design | |
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Content Structure and Sequencing | |
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What Is Content? | |
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Who Cares? | |
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Content-Centric Design | |
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Learner-Centric Design | |
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Content-Centric versus Learner-Centric Design Examples | |
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Sequencing for Learning | |
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A Simple Approach | |
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Structuring Events | |
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Three Pitfalls | |
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Navigation | |
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Instructional Interactivity | |
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A Functional Definition | |
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Beneficial Activities | |
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Using It Wisely | |
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Unique Characteristics of Interactivity | |
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Making Good Interactivity Happen | |
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Summary | |
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Getting There through Successive Approximation | |
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A Multifaceted Challenge | |
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Constraints | |
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Dealing with Design Challenges | |
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Can We Learn from the Past? | |
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Of Camels, Horses, and Committees | |
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Persistence versus Genius | |
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Genius versus Persistence | |
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Is There a Viable Solution to e-Learning Development? | |
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An Issue of Process | |
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What Should Have Worked But Didn't: The ISD Tradition | |
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A Fatally Flawed Process | |
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Iterations Make Geniuses | |
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The Gospel of Successive Approximation | |
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No e-Learning Application Is Perfect | |
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Functional Prototypes Are Better than Storyboards and Design Specs | |
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Quick and Dirty Is Beautiful | |
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It's Catching On | |
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It's Not Catching On | |
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Change Requires Leadership | |
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Savvy--A Successful Program of Successive Approximation | |
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A Savvy Start | |
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Recent Learners as Designers | |
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Typical Learner Testing | |
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Breadth-over-Depth Sequencing of Design and Development Efforts | |
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Team Consistency and Ownership | |
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Production with Models | |
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Summary | |
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Design | |
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Background | |
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No Reason for Poor e-Learning | |
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Buyer Beware | |
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You Don't Have to Count on Luck | |
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Learner Motivation | |
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The e-Learning Equation | |
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Motivation and Perception | |
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Motivation and Persistence | |
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Instructional Design Priorities | |
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e-Learning Design Can Heighten as Well as Stifle Motivation | |
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e-Learning Dropouts | |
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Even Excellent Instruction Must Be Sold to the Learner | |
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It Isn't Bad News That Motivation Is Essential | |
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Motivation to Learn versus Motivation to Learn via e-Learning | |
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Seven Magic Keys to Motivating e-Learning | |
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Using the Magic Keys | |
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Build on Anticipated Outcomes | |
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Instructional Objectives | |
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Lists of Objectives Are Not Motivating! | |
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How about Better-Written Objectives? | |
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Don't List Objectives | |
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Put the Learner to Work | |
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Drama | |
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Game Quiz | |
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Put the Learner at Risk | |
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Problems with Risk as a Motivator | |
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Private versus Social Learning Environments | |
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Don't Baby Your Learners | |
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Avoiding Risk Negatives | |
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Example: Stacked Challenges | |
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Repetition and Goals | |
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Select the Right Content for Each Learner | |
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Individualization | |
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Examples | |
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Put the Test First | |
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Use an Appealing Context | |
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The Typing Ball Syndrome | |
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Novelty versus Reality | |
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Context Elements to Consider | |
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Learning Sequences and Learning Contexts | |
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Don't Start at the Bottom of the Skills Hierarchy | |
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Boring! | |
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Keep Your Eye on the Target | |
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A Great Learning Journey Starts...in the Middle! | |
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Have the Learner Perform Multistep Tasks | |
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Have Learners Perform Authentic Tasks | |
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Example | |
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Provide Intrinsic Feedback | |
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Don't Tell Learners If They Are Right or Wrong | |
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Example | |
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Delay Judgment | |
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A-ha! | |
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Valuable U-Turns | |
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Resist Telling Learners If They Are Right or Wrong | |
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Example 000 | |
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Summary | |
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Navigation | |
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Victim or Master? | |
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Navigation Services | |
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Reusable Navigation | |
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Navigation Imperatives | |
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Let Learners See the Boundaries of Their Universe | |
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Let Learners See How the Contents Are Organized | |
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Let Learners See Where They Are | |
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Let Learners Go Forward | |
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Let Learners Back Up | |
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Let Learners Correct Themselves | |
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The Imperatives | |
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Additional Learner-Interface Ideas | |
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Examples | |
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WorldTutor | |
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What's the Secret? | |
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Hypertext | |
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Navigational Metaphors | |
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Some Concerns | |
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Simplicity Is Best | |
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Summary | |
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Instructional Interactivity | |
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Supernatural Powers | |
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Natural Learning Environments | |
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e-Learning Environments and Rehearsal | |
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Instructional Interactivity Defined | |
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Examples | |
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Supervisor Effectiveness | |
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Analysis of Example 1 | |
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Statistical Process Control (SPC) | |
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Analysis of Example 2 | |
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Anatomy of Good Interactions | |
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Context | |
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Challenge | |
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Activity | |
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Feedback | |
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Good and Bad Interactivity Components | |
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The Elusive Essence of Good Interactivity | |
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Interactivity's Mistaken Identities | |
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Presentation versus Instruction | |
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Navigation versus Interactivity | |
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Electronic Performance Support Systems (EPSSs) versus Instructional Interactivity | |
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Hybrid Applications: Using an EPSS for Instruction | |
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Questioning versus Interactivity | |
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Interactivity Paradigms That Work | |
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Trapdoor Hints | |
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Task Model | |
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Drill and Practice | |
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Problem-Solving Investigation | |
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Discovery | |
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Storytelling | |
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Summary | |
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References | |
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Index | |
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Credits | |
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About the Author | |