e-Learning by Design
Pfeiffer (Verlag)
978-0-470-90002-4 (ISBN)
Since the first edition of E-learning by Design, e-learning has evolved rapidly and fringe techniques have moved into the mainstream. Underlying and underwriting these changes in e–learning are advances in technology and changes in society. 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
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.
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 context 356
Provide real-world prompting and support 356
Present solvable problems 357
Adapt to the learner’s needs 357
Challenge with time limits 358
Let learners try multiple strategies 359
Program variety into the game 359
Involve the learner 359
Teach through feedback 359
Provide intrinsic feedback 359
Inject educational feedback where needed 361
Provide continual feedback 361
But give crucial feedback immediately 362
Confront bad behavior and choices 363
Defer lengthy feedback 364
Anticipate feedback (feedforward?) 364
Enable learning through a variety of experiences 365
Provide complete, detailed feedback 366
Help learners correct mistakes 367
Offer abundant practice 367
Acknowledge achievement 368
Progressively challenge learners 369
Challenge learners 369
Ratchet up the challenge 370
Give closure between phases 371
Control the rhythm of difficulty 372
Require consolidating small steps 372
Manage game complexity 373
Beware combinatorial explosion 373
Menu excursions 374
Mission-sequential structure 376
Short-leash strategy 377
Safari structure 378
Breakthrough structure 378
Simplify learning the game 380
Guide actions with instructions 380
Explain the game clearly 380
Start with training wheels 381
Assist when needed 382
Show solution after a few attempts 383
Let learners request assistance 384
Include pertinent hints 384
Simplify the display for quick response 385
Minimize distractions 385
Accept all successful actions 386
Design coached task simulations 386
Plan progressive interactivity 387
Architecture of coach-me activities 387
Let the learner control coaching 389
Design branching-scenario games 390
Harvest storyline ideas 390
Pick a situation 390
Map objectives to scenes 391
Derive specific objectives to teach 391
Translate objectives to a story 392
Specify each scene 394
Thread together the scenes 395
Add context-setting scenes 396
Use games as e-learning courses 396
In closing 398
Summary 398
For more 398
8 Social Learning 399
What is social learning? 399
A definition, sort of 399
So what? 400
Consider the varieties of social learning 400
What is not social learning? 401
What is the group? 401
How do we “design” social learning? 402
What do we mean by design? 402
The role of the designer 402
Decide where and when to use social learning 404
Make learning more reliable 404
Make learning more enjoyable 404
Teach difficult subjects 405
Implement learning quickly and inexpensively 405
Build a network to support the learning in the future 406
What social learning requires 406
What is required of learners 406
What is required of the organization 408
Patterns of interaction 410
The elements of social learning 410
Combine patterns for complete activities 414
Social capabilities of software 415
Send targeted messages 416
Meet real-time 418
Discuss asynchronously 425
Broadcast sporadic messages 426
Post message sequences 428
Collaboratively create documents 433
Share creations 440
Vote and rate 446
Filter messages 450
Establish a point of contact 450
Set up and administer a team or other group 453
Facilitate rather than teach 454
Define the duties of the facilitator 454
Establish a code of conduct 455
Intervene in cases of bad behavior 456
Grade fairly in social learning 463
Assess against objectives 464
Use available evidence 464
Ways to assess learners 464
Set criteria for messages and posts 465
Or, forego individual assessment 466
Extend conventional activities for social learning 466
Extend Absorb activities for social learning 466
Extend Do activities for social learning 467
Extend Connect activities for social learning 467
Use proven social activities 468
Share what you learn 468
Back channel for presentations 469
Brainstorming activities 472
Team-task activities 474
Role-playing scenarios 476
Comparison activities 480
Group-critique activities 481
Encourage meaningful discussions 483
Design discussion activities 484
Ensure learners have necessary skills 486
Moderate discussion activities 487
Perform message maintenance 490
Promote team learning 490
Meet the requirements of a successful team 491
Form a team from individuals 492
Align goals of team members 492
Learn who can do what 493
Adopt team roles 495
Pick a leader, at least to start 496
Team processes 497
Set norms of behavior 497
Team warm-up activities 497
Fade out support 498
Design activities for teams 498
Engage in open inquiry 499
In closing 500
Summary 500
For more 500
9 Mobile Learning 501
What is mobile learning? 501
Start with worthy goals 501
Learn from the whole world 502
Take advantage of teachable moments 502
Teach in the context of application 502
Teach “outdoor” subjects 502
Make learning healthier 503
Learn more of the time 503
Enable virtual attendance 504
Reduce infrastructure costs 504
Prepare for an increasingly mobile world 504
Adapt existing learning for mobile learners 505
Enable participation in classroom learning 505
Accommodate mobile learners in the virtual classroom 506
Let mobile learners take standalone e-learning 506
Make social learning mobile 506
Performance support 507
Use the capabilities of the device 507
Design for the learner, environment, and device 515
Design for the mobile learner 516
Design for the environment where learning occurs 517
Design for the mobile device 519
Design guidelines for overcoming limitations 520
Design for easy reading 520
Maintain contact with learners 521
Design for the devices learners already have 522
Use learners’ time efficiently 522
Fit text and graphics to the display 523
Provide low-bandwidth alternatives 524
Design for imperfect network connections 525
Enable “download and go” 525
Simplify entering text 526
Follow established user-interface guidelines 526
Remember, paper is a mobile device 526
Reuse existing content 527
Real mobile learning 528
Mobile discovery learning 528
Distance apprenticeship program 530
Architecture tour 532
Inject mobile activities into other forms of learning 536
Extend conventional activities for mobile learning 536
Extend Absorb activities for mobile learning 536
Extend Do activities for mobile learning 537
Extend Connect activities for mobile learning 537
In closing 538
Summary 538
For more 538
10 Design For the Virtual Classroom 539
Create a virtual classroom 540
Why create a virtual classroom? 540
What are Webinars and virtual-classroom courses? 540
Decide whether you need a live meeting 541
Select and use collaboration tools 542
Select your collaboration tools 542
Slide shows 545
Breakout rooms 547
Conduct online meetings 548
Plan the meeting 548
Decide roles 548
Prepare for the meeting 552
Announce the meeting 556
Manage the live online meeting 556
Activate meetings 558
Include follow-up activities 560
Design Webinars 560
When to use Webinars 561
Pick activities to teach 561
Design virtual-classroom courses 563
Select a qualified teacher 563
Teach the class, don’t just let it happen 565
Plan predictable learning cycles 566
Respond to learners 568
Provide complete instructions 568
Simplify tasks for learners 575
Deal with problem learners 577
Follow up after the course 580
In closing 581
Summary 581
For more 582
11 Conclusion 583
How we will learn 583
Where we are headed 583
How we will get there 584
What has to happen 585
Secrets of e-learning design 585
Just the beginning 586
Appendix Essentialism 587
Essential essentialism 587
Set up the test 588
Supervise the test 588
The role of test subjects 589
The role of the expert 590
Role of the test conductor 591
Analyze test results 591
Record needed learning 591
Identify the learning approach 593
Infer design principles 594
Make testing better 595
Overcome the Hawthorne effect 595
Leave the lab-coat behind 595
Test a twosome 596
Provide all real resources 596
Reassure test subjects 597
Watch the video fully 597
Conduct enough tests 597
Pick valid test subjects 598
Recap: Master the essentials of essentialism 598
Index 599
Sprache | englisch |
---|---|
Maße | 203 x 234 mm |
Gewicht | 1021 g |
Themenwelt | Schulbuch / Wörterbuch ► Unterrichtsvorbereitung ► Unterrichts-Handreichungen |
Sozialwissenschaften ► Pädagogik | |
Wirtschaft ► Betriebswirtschaft / Management | |
ISBN-10 | 0-470-90002-4 / 0470900024 |
ISBN-13 | 978-0-470-90002-4 / 9780470900024 |
Zustand | Neuware |
Haben Sie eine Frage zum Produkt? |
aus dem Bereich