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e-Learning by Design 2nd edition [Pehme köide]

  • Formaat: Paperback / softback, 640 pages, kõrgus x laius x paksus: 234x203x48 mm, kaal: 1021 g
  • Ilmumisaeg: 18-Nov-2011
  • Kirjastus: Pfeiffer
  • ISBN-10: 0470900024
  • ISBN-13: 9780470900024
  • Formaat: Paperback / softback, 640 pages, kõrgus x laius x paksus: 234x203x48 mm, kaal: 1021 g
  • Ilmumisaeg: 18-Nov-2011
  • Kirjastus: Pfeiffer
  • ISBN-10: 0470900024
  • ISBN-13: 9780470900024
"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 learn to build customized e-Learning programs from scratch, building on core principles of instructional design to:[ bullet] develop meaningful activities and lessons[ bullet] create and administer online tests and assessments[ bullet] design learning games and simulations, and[ bullet] effectively implement an individualized programThe second edition will feature chapter-by-chapter revisions and add new sections and updates that address: new delivery technologies, including social networking, mobile learning, and the use of other new mobile devices; learning from available content; repurposing content; setting and following quality Standards, a revised Catalyst Model and Examples, How We Will Learn Modeland Examples, and designing for International and Multi-cultural Audiences, as well as all-new contemporary case studies, examples, and activities. New edition will also include two free online resources: a downloadable instructor's manual, and a premiumcontent site featuring additional examples and case studies, tools and resources"--

Provided by publisher.

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 learn to 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

•      effectively implement an individualized program

The second edition will feature chapter-by-chapter revisions and add new sections and updates that address: new delivery technologies, including social networking, mobile learning, and the use of other new mobile devices; learning from available content; repurposing content; setting and following quality Standards, a revised Catalyst Model and Examples, How We Will Learn Model and Examples, and designing for International and Multi-cultural Audiences, as well as all-new contemporary case studies, examples, and activities. New edition will also include two free online resources: a downloadable instructor's manual, and a premium content site featuring additional examples and case studies, tools and resources.

1 Designing e-learning
1(66)
What is e-learning?
1(1)
Definition of e-learning
1(1)
Varieties of e-learning
2(1)
What is e-learning design?
2(6)
Start with good instructional design
3(2)
Apply design to all units of e-learning
5(3)
Design quickly and reliably
8(56)
Identify your underlying goal
10(3)
Analyze learners' needs and abilities
13(1)
Identify what to teach
14(2)
Set learning objectives
16(10)
Identify prerequisites
26(9)
Pick the approach to meet each objective
35(7)
Decide the teaching sequence of your objectives
42(5)
Create objects to accomplish objectives
47(3)
Create tests
50(1)
Select learning activities
51(10)
Choose media
61(3)
Then redesign again and again
64(2)
Re-design but do not repeat
65(1)
Not your sequential ADDIE process
65(1)
Make steady progress
65(1)
In closing ...
66(1)
Summary
66(1)
For more ...
66(1)
2 Absorb-type activities
67(62)
About Absorb activities
67(2)
Common types of Absorb activities
68(1)
When to feature Absorb activities
68(1)
Presentations
69(24)
About presentations
69(1)
Types of presentations
70(14)
Best practices for presentations
84(8)
Extend presentation activities
92(1)
Readings
93(12)
About reading activities
93(2)
Assign individual documents
95(3)
Create an online library
98(1)
Rely on Internet resources
99(2)
Best practices for reading activities
101(2)
Extend reading activities
103(2)
Stories by a teacher
105(7)
About sharing stories
105(2)
Tell stories that apply to learners
107(3)
Best practices for stories by a teacher
110(1)
Extend stories by a teacher
111(1)
Field trips
112(15)
About field trips
113(1)
Guided tours
113(6)
Virtual museums
119(4)
Best practices for field trips
123(3)
Extend field-trip activities
126(1)
In closing ...
127(2)
Summary
127(1)
Pick Absorb activities to accomplish objectives
127(1)
For more ...
128(1)
3 Do-type activities
129(34)
About Do activities
129(1)
Common types of Do activities
129(1)
When to feature Do activities
130(1)
Practice activities
130(16)
About practice activities
130(2)
Drill-and-practice activities
132(1)
Hands-on activities
133(4)
Guided-analysis activities
137(6)
Best practices for practice activities
143(1)
Extend practice activities
144(2)
Discovery activities
146(11)
About discovery activities
146(1)
Virtual-laboratory activities
147(5)
Case studies
152(3)
Best practices for discovery activities
155(1)
Extend discovery activities
156(1)
Games and simulations
157(4)
Use games as single activities
157(3)
Extend game activities
160(1)
In closing ...
161(2)
Summary
161(1)
Pick Do activity to accomplish learning objective
162(1)
For more ...
162(1)
4 Connect-type activities
163(52)
About Connect activities
163(3)
Common types of Connect activities
164(1)
When to feature Connect activities
164(2)
Ponder activities
166(10)
About ponder activities
166(1)
Rhetorical questions
167(1)
Meditation activities
168(3)
Cite-example activities
171(1)
Evaluation activities
172(2)
Summary activities
174(1)
Extend ponder activities
175(1)
Questioning activities
176(8)
Why use questioning activities?
177(1)
Encourage learners to ask the right people
177(2)
Encourage good questions
179(1)
Insist on good answers
180(1)
Best practices in questioning activities
181(1)
Mechanism for asking questions
181(1)
Enable questioning at the right time
182(1)
Assess learners and learning
182(1)
Extend questioning activities
183(1)
Stories by learners
184(3)
Have learners tell stories
184(1)
Good stories are hard to tell
185(1)
Evaluate storytelling fairly
185(1)
Best practices for storytelling activities
186(1)
Extend storytelling activities
186(1)
Job aids
187(9)
About job aids
187(1)
Glossaries
188(4)
Calculators
192(1)
E-consultants
193(1)
Best practices for job aids
194(1)
Extend job aids
195(1)
Research activities
196(11)
About research activities
196(2)
Scavenger hunts
198(2)
Guided research
200(3)
Best practices for research activities
203(3)
Extend research activities
206(1)
Original-work activities
207(6)
About original-work activities
207(1)
Decision activities
208(1)
Work-document activities
208(2)
Journal activities
210(1)
Best practices for original-work activities
211(1)
Extend original-work activities
212(1)
In closing ...
213(2)
Summary
213(1)
Pick Connect activities to accomplish learning objectives
213(1)
For more ...
214(1)
5 Tests
215(70)
Decide why you are testing
215(4)
When are formal tests needed?
216(1)
Why are you testing?
216(1)
What do you hope to accomplish?
217(1)
What do you want to measure?
218(1)
Measure accomplishment of objectives
219(1)
Select the right type of "question"
220(23)
Consider the type question you need
220(1)
Common types of test questions
221(1)
True/false questions
222(3)
Pick-one questions
225(3)
Pick-multiple questions
228(3)
Fill-in-the-blanks questions
231(3)
Matching-list questions
234(1)
Sequence-type questions
235(2)
Composition questions
237(3)
Performance questions
240(2)
Pick type question by type objective
242(1)
Write effective questions
243(17)
Follow the standard question format
243(1)
Ask questions simply and directly
244(11)
Make answering meaningful
255(3)
Challenge test-takers
258(2)
Combine questions effectively
260(3)
Ask enough questions
261(1)
Make sure one question does not answer another
261(1)
Sequence test questions effectively
262(1)
Vary the form of questions and answers
262(1)
Give significant feedback
263(6)
Report test scores simply
263(1)
Provide complete information
263(2)
Gently correct wrong answers
265(1)
Avoid wimpy feedback
266(1)
Give feedback at the right time
266(3)
Advance your testing
269(11)
Hint first
269(1)
Use advanced testing capabilities
269(4)
Monitor results
273(1)
Make tests fair to all learners
273(2)
Test early and often
275(1)
Set the right passing score
276(2)
Define a scale of grades
278(1)
Pre-test to propel learners
278(2)
Explain the test
280(1)
Prepare learners to take the test
280(1)
Keep learners in control
281(1)
Consider alternatives to formal tests
281(2)
Use more than formal, graded tests
282(1)
Help learners build portfolios
282(1)
Have learners collect tokens
282(1)
Adapt testing to social learning
282(1)
Adapt testing to mobile learning
283(1)
In closing ...
283(2)
Summary
283(1)
For more ...
284(1)
6 Topics
285(38)
What are topics?
285(9)
Topics are learning objects
285(1)
Examples of topics
286(7)
Anatomy of a topic
293(1)
Design the components of the topic
294(19)
Title the topic
294(2)
Introduce the topic
296(3)
Test learning in the topic
299(2)
Specify learning activities for the topic
301(2)
Summarize the topic
303(2)
Link to related material
305(2)
Write metadata
307(3)
Design components logically and economically
310(3)
Design reusable topics
313(2)
Craft recombinant building blocks
313(1)
Design consistent topics
314(1)
Avoid the "as-shown-above" syndrome
314(1)
Integrate foreign modules
315(3)
Example of a docking module
316(1)
What to include in a docking module
317(1)
In closing ...
318(1)
Summary
318(1)
Templates for topics
319(4)
For more ...
322(1)
7 Games and simulations
323(76)
Games and simulations for learning
323(5)
Example of a learning game
324(1)
How are games, tests, and simulations related?
325(1)
Do you call it a game or a simulation?
325(1)
Demos are not true simulations
326(1)
How do games and simulations work?
327(1)
What do we mean design?
328(1)
Why games?
328(2)
What can games do for us?
328(1)
When to use games
329(1)
Types of learning games
330(12)
Quiz-show games
331(1)
Word games
332(1)
Jigsaw puzzles
333(1)
Branching scenarios
334(1)
Task simulations
335(2)
Personal-response simulations
337(3)
Environmental simulations
340(1)
Immersive role-playing games
341(1)
Design games for learning
342(4)
Design to accomplish learning objectives
342(2)
Express the goal as a specific task
344(1)
Pick the right sized game
344(1)
Emphasize learning, not just doing
345(1)
Specify challenge and motivation
345(1)
Manage competitiveness
345(1)
Provide multiple ways to learn
345(1)
Create a micro-world
346(7)
Specify the game's world
346(1)
Specify characters and important objects
347(2)
Create a storyline
349(1)
Create a back story
349(1)
Specify the game structure
350(1)
Assign the learner's role
350(1)
Make the game meaningfully realistic
350(1)
Specify rules of the game
351(1)
Design a rich, realistic environment
351(1)
Provide a deep, unifying challenge
352(1)
Define indicators of game state and feedback
352(1)
Specify the details
353(1)
Sketch out the user interface
353(1)
Write the words
353(1)
Specify the graphical style
353(1)
Specify other media
354(1)
Engage learners
354(5)
Hook the learner
354(1)
Ask learners to suspend disbelief
355(1)
Set the context
356(1)
Provide real-world prompting and support
356(1)
Present solvable problems
357(1)
Adapt to the learner's needs
357(1)
Challenge with time limits
358(1)
Let learners try multiple strategies
359(1)
Program variety into the game
359(1)
Involve the learner
359(1)
Teach through feedback
359(10)
Provide intrinsic feedback
359(2)
Inject educational feedback where needed
361(1)
Provide continual feedback
361(1)
But give crucial feedback immediately
362(1)
Confront bad behavior and choices
363(1)
Defer lengthy feedback
364(1)
Anticipate feedback (feedforward?)
364(1)
Enable learning through a variety of experiences
365(1)
Provide complete, detailed feedback
366(1)
Help learners correct mistakes
367(1)
Offer abundant practice
367(1)
Acknowledge achievement
368(1)
Progressively challenge learners
369(4)
Challenge learners
369(1)
Ratchet up the challenge
370(1)
Give closure between phases
371(1)
Control the rhythm of difficulty
372(1)
Require consolidating small steps
372(1)
Manage game complexity
373(7)
Beware combinatorial explosion
373(1)
Menu excursions
374(2)
Mission-sequential structure
376(1)
Short-leash strategy
377(1)
Safari structure
378(1)
Breakthrough structure
378(2)
Simplify learning the game
380(6)
Guide actions with instructions
380(1)
Explain the game clearly
380(1)
Start with training wheels
381(1)
Assist when needed
382(1)
Show solution after a few attempts
383(1)
Let learners request assistance
384(1)
Include pertinent hints
384(1)
Simplify the display for quick response
385(1)
Minimize distractions
385(1)
Accept all successful actions
386(1)
Design coached task simulations
386(4)
Plan progressive interactivity
387(1)
Architecture of coach-me activities
387(2)
Let the learner control coaching
389(1)
Design branching-scenario games
390(6)
Harvest storyline ideas
390(1)
Pick a situation
390(1)
Map objectives to scenes
391(1)
Derive specific objectives to teach
391(1)
Translate objectives to a story
392(2)
Specify each scene
394(1)
Thread together the scenes
395(1)
Add context-setting scenes
396(1)
Use games as e-learning courses
396(2)
In closing ...
398(1)
Summary
398(1)
For more ...
398(1)
8 Social learning
399(102)
What is social learning?
399(3)
A definition, sort of
399(1)
So what?
400(1)
Consider the varieties of social learning
400(1)
What is not social learning?
401(1)
What is the group?
401(1)
How do we "design" social learning?
402(2)
What do we mean by design?
402(1)
The role of the designer
402(2)
Decide where and when to use social learning
404(2)
Make learning more reliable
404(1)
Make learning more enjoyable
404(1)
Teach difficult subjects
405(1)
Implement learning quickly and inexpensively
405(1)
Build a network to support the learning in the future
406(1)
What social learning requires
406(4)
What is required of learners
406(2)
What is required of the organization
408(2)
Patterns of interaction
410(5)
The elements of social learning
410(4)
Combine patterns for complete activities
414(1)
Social capabilities of software
415(39)
Send targeted messages
416(2)
Meet real-time
418(7)
Discuss asynchronously
425(1)
Broadcast sporadic messages
426(2)
Post message sequences
428(5)
Collaboratively create documents
433(7)
Share creations
440(6)
Vote and rate
446(4)
Filter messages
450(1)
Establish a point of contact
450(3)
Set up and administer a team or other group
453(1)
Facilitate rather than teach
454(9)
Define the duties of the facilitator
454(1)
Establish a code of conduct
455(1)
Intervene in cases of bad behavior
456(7)
Grade fairly in social learning
463(3)
Assess against objectives
464(1)
Use available evidence
464(1)
Ways to assess learners
464(1)
Set criteria for messages and posts
465(1)
Or, forego individual assessment
466(1)
Extend conventional activities for social learning
466(2)
Extend Absorb activities for social learning
466(1)
Extend Do activities for social learning
467(1)
Extend Connect activities for social learning
467(1)
Use proven social activities
468(15)
Share what you learn
468(1)
Back channel for presentations
469(3)
Brainstorming activities
472(2)
Team-task activities
474(2)
Role-playing scenarios
476(4)
Comparison activities
480(1)
Group-critique activities
481(2)
Encourage meaningful discussions
483(7)
Design discussion activities
484(2)
Ensure learners have necessary skills
486(1)
Moderate discussion activities
487(3)
Perform message maintenance
490(1)
Promote team learning
490(10)
Meet the requirements of a successful team
491(1)
Form a team from individuals
492(1)
Align goals of team members
492(1)
Learn who can do what
493(2)
Adopt team roles
495(1)
Pick a leader, at least to start
496(1)
Team processes
497(1)
Set norms of behavior
497(1)
Team warm-up activities
497(1)
Fade out support
498(1)
Design activities for teams
498(1)
Engage in open inquiry
499(1)
In closing ...
500(1)
Summary
500(1)
For more ...
500(1)
9 Mobile learning
501(38)
What is mobile learning?
501(1)
Start with worthy goals
501(4)
Learn from the whole world
502(1)
Take advantage of teachable moments
502(1)
Teach in the context of application
502(1)
Teach "outdoor" subjects
502(1)
Make learning healthier
503(1)
Learn more of the time
503(1)
Enable virtual attendance
504(1)
Reduce infrastructure costs
504(1)
Prepare for an increasingly mobile world
504(1)
Adapt existing learning for mobile learners
505(2)
Enable participation in classroom learning
505(1)
Accommodate mobile learners in the virtual classroom
506(1)
Let mobile learners take standalone e-learning
506(1)
Make social learning mobile
506(1)
Performance support
507(1)
Use the capabilities of the device
507(8)
Design for the learner, environment, and device
515(5)
Design for the mobile learner
516(1)
Design for the environment where learning occurs
517(2)
Design for the mobile device
519(1)
Design guidelines for overcoming limitations
520(8)
Design for easy reading
520(1)
Maintain contact with learners
521(1)
Design for the devices learners already have
522(1)
Use learners' time efficiently
522(1)
Fit text and graphics to the display
523(1)
Provide low-bandwidth alternatives
524(1)
Design for imperfect network connections
525(1)
Enable "download and go"
525(1)
Simplify entering text
526(1)
Follow established user-interface guidelines
526(1)
Remember, paper is a mobile device
526(1)
Reuse existing content
527(1)
Real mobile learning
528(8)
Mobile discovery learning
528(2)
Distance apprenticeship program
530(2)
Architecture tour
532(4)
Inject mobile activities into other forms of learning
536(1)
Extend conventional activities for mobile learning
536(2)
Extend Absorb activities for mobile learning
536(1)
Extend Do activities for mobile learning
537(1)
Extend Connect activities for mobile learning
537(1)
In closing ...
538(1)
Summary
538(1)
For more ...
538(1)
10 Design for the virtual classroom
539(44)
Create a virtual classroom
540(2)
Why create a virtual classroom?
540(1)
What are Webinars and virtual-classroom courses?
540(1)
Decide whether you need a live meeting
541(1)
Select and use collaboration tools
542(6)
Select your collaboration tools
542(3)
Slide shows
545(2)
Breakout rooms
547(1)
Conduct online meetings
548(12)
Plan the meeting
548(4)
Prepare for the meeting
552(4)
Announce the meeting
556(1)
Manage the live online meeting
556(2)
Activate meetings
558(2)
Include follow-up activities
560(1)
Design Webinars
560(3)
When to use Webinars
561(1)
Pick activities to teach
561(2)
Design virtual-classroom courses
563(18)
Select a qualified teacher
563(2)
Teach the class, don't just let it happen
565(1)
Plan predictable learning cycles
566(2)
Respond to learners
568(1)
Provide complete instructions
568(7)
Simplify tasks for learners
575(2)
Deal with problem learners
577(3)
Follow up after the course
580(1)
In closing ...
581(2)
Summary
581(1)
For more ...
582(1)
11 Conclusion
583(4)
How we will learn
583(2)
Where we are headed
583(1)
How we will get there
584(1)
What has to happen
585(1)
Secrets of e-learning design
585(1)
Just the beginning
586(1)
APPENDIX ESSENTIALISM
587(12)
Essential essentialism
587(1)
Set up the test
588(1)
Supervise the test
588(3)
The role of test subjects
589(1)
The role of the expert
590(1)
Role of the test conductor
591(1)
Analyze test results
591(4)
Record needed learning
591(2)
Identify the learning approach
593(1)
Infer design principles
594(1)
Make testing better
595(3)
Overcome the Hawthorne effect
595(1)
Leave the lab-coat behind
595(1)
Test a twosome
596(1)
Provide all real resources
596(1)
Reassure test subjects
597(1)
Watch the video fully
597(1)
Conduct enough tests
597(1)
Pick valid test subjects
598(1)
Recap: Master the essentials of essentialism
598(1)
Index 599
William Horton is a leading e-learning consultant and president of William Horton Consulting, Inc. He is the author or co-author of numerous books including E-learning by Design, Designing and Writing Online Documentation, Leading E-learning, Evaluating E-learning, Using E-learning, Secrets of User-Seductive Documents, E-learning Tools and Technologies, Getting Started in Online Learning, and The Web Page Design Cookbook.