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Michael Allen's Guide to E-Learning Building Interactive, Fun, and Effective Learning Programs for Any Company

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ISBN-10: 0471203025

ISBN-13: 9780471203025

Edition: 2003

Authors: Michael W. Allen

List price: $39.95
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Description:

Michael Allen offers a common-sense guide to e-learning. This book shows how institutions can look beyond the hype to the real challenges of effective e-learning and realize results through practical, goal-oriented applications.
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Book details

List price: $39.95
Copyright year: 2003
Publisher: John Wiley & Sons, Incorporated
Publication date: 1/2/2003
Binding: Paperback
Pages: 360
Size: 7.50" wide x 9.25" long x 1.00" tall
Weight: 1.342
Language: English

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