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Part I: The Business Perspective
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Part I: The Business Perspective
by Tony Bingham, Michael W. Allen
Michael Allen's Guide to e-Learning, 2nd Edition
Title Page
Copyright
Dedication
Foreword by Tony Bingham
Preface
Acknowledgments
Chapter 1: What's New?
What's new in our field? What's new in this second edition of the Guide?
Nothing Has Changed
Everything Has Changed!
Can This Book Make Sense of It All?
Part I: The Business Perspective
Chapter 2: Plain Talk
Success is getting people to do the right thing at the right time!
The e-Learning Dream
Rationale for Reduced Quality
This Just In: Effective e-Learning Is Practical
Want Proof?
Chapter 3: What You Don't Know Can Kill (Your e-Learning)
To-Do-List Projects
Informal On-the-Job Training: A Toxic Elixir for Poor Training
An Example
The Takeaways
Chapter 4: Making Success Possible
Unrecognized Contextual Factors
Change Is Necessary
Prerequisites to Success
Is Performer Competency the Problem?
Throw Some Training at It
Nonperformance Problems
Just Do It—It's Easy
Disguised Competency Problems
Good Performance Is Possible
Incentives Exist for Good Performance
Use Training to Fix the Performance Environment
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?
Problems Applying Research Results
A Pragmatic Approach
The Takeaways
Chapter 5: Executive's Guide to Good e-Learning
Design versus Technology
Three Priorities for Training Success
Chapter 6: Where Does e-Learning Fit?
Fitting Strategy to Targeted Outcomes
Type of Content
You Have Choices
Partnerships
The Takeaways
Part II: Great e-Learning Design
Chapter 7: Seven Simple Success Strategies
As Simple as Possible
The Takeaways
Chapter 8: The Serious e-Learning Manifesto
Quality Obligations
Page Turners
Basic Principles
Design Values
The Principles
A Goal to Strive For
The Takeaways
Chapter 9: Motivation in Learning
The e-Learning Equation
E-Learning Design Can Heighten as Well as Stifle Motivation
Chapter 10: Seven Magic Keys to Motivational e-Learning
Using the Magic Keys
Magic Key 1: Build on Anticipated Outcomes
Magic Key 2: Put the Learner at Risk
Magic Key 3: Select the Right Content for Each Learner
Magic Key 4: Use an Appealing Context
Magic Key 5: Have the Learner Perform Multistep Tasks
Magic Key 6: Provide Intrinsic Feedback
Magic Key 7: Delay Judgment
The Takeaways
Chapter 11: Navigation
Victim or Master?
Navigation Services
Reusable Navigation
Learning Management Systems
Navigation Imperatives
Additional Learner-Interface Ideas
Navigation Examples
Navigational Metaphors
The Takeaways
Chapter 12: CCAF and Interactive Instruction
Supernatural Powers
Instructional Interactivity Defined
Anatomy of Good Interactions
The Elusive Essence of Good Interactivity
Pseudo Interactivity
Questioning versus Interactivity
The Takeaways
Chapter 13: Interactivity Paradigms That Work
Trapdoor Hints
Task Model
Enhanced Drill and Practice
Problem-Solving Investigation
Discovery
Storytelling
The Takeaways
Chapter 14: Successive Approximation and SAM
A Multifaceted Challenge
Successive Approximation
Change Requires Leadership
Successive Approximation Model (SAM)
Three-Phase SAM
More Help
The Takeaways
Part III: Serious Learning Games
Chapter 15: Serious Learning Games: Where Rules Rule
Fun and Learning
The Essence of Serious Learning Games
The Fundamentals
Making a Serious Learning Game
The Takeaways
Chapter 16: Integrating Instructional Content and Games
Types of Games
Fun in Learning
Building Serious Learning Games
The Takeaways
Chapter 17: Learning Games, Serious or Not?
Selecting the Best Framework
Instructional Thinking
Theoretical Frameworks
Intrigue
The Takeaways
About the Author
References
Additional Resources
Index
End User License Agreement
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Chapter 1: What's New?
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Chapter 2: Plain Talk
Part I
The Business Perspective
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