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Michael Allens Guide to e–Learning: Building Interactive, Fun, and Effective Learning Programs for Any Company - ISBN 9781119046325

Michael Allens Guide to e–Learning: Building Interactive, Fun, and Effective Learning Programs for Any Company

ISBN 9781119046325

Autor: Michael W. Allen, Tony Bingham

Wydawca: Wiley

Dostępność: 3-6 tygodni

Cena: 211,05 zł

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ISBN13:      

9781119046325

ISBN10:      

1119046327

Autor:      

Michael W. Allen, Tony Bingham

Oprawa:      

Paperback

Rok Wydania:      

2016-11-11

Numer Wydania:      

2nd Edition

Ilość stron:      

432

Wymiary:      

232x181

Tematy:      

KM

Explore effective learning programs with the father of e–Learning

The Second Edition of Michael Allen′s Guide to e–Learning is filled with the best practices for trainers and facilitators who want to build interactive, fun, and effective online learning programs. Revised and updated, this edition offers vital information on the recent changes in technology and includes the methods and tools that can help implement winning strategies and techniques. Written in the author′s engaging style, the text reveals what makes great e–learning, with special emphasis given to motivation and interactivity. No matter if you are studying for the ATD e–Learning Instructional Design Certificate Program or simply want to supercharge your e–learning, Michael Allen′s Guide to e–Learning is the essential resource.

"Michael Allen nails it. This rework of classic is itself, an instant classic. If you want a book that will make you a better designer of instruction there is no other book."
Dr. Karl M. Kapp, professor of Instructional Technology, Bloomsburg University; author of The Gamification of Learning and Instruction

"Over a decade after the first edition, Michael Allen does it again with his second edition bringing practical, research–inspired wisdom to e–learning design. I can dive in anywhere in the book and find nugget after nugget of inspired practical insights."
Will Thalheimer, PhD, President of Work–Learning Research, Inc

"His ′Seven Magic Keys to Motivational e–Learning′ are worth the price of the book alone! This book is sure to be your go–to guide for everything ′e.′"
Elaine Biech, author Training and Development for Dummies and 101 Ways to Make Learning Active Beyond the Classroom; editor, ATD Handbook

"Michael′s Guide to e–Learning is a very pragmatic approach that provides a simple way to design instruction that is meaningful, memorable, and motivational, while painlessly implementing the best that research has to say about effective, efficient, and engaging instruction."
M. David Merrill, Emeritus Professor Utah State University; author, First Principles of Instruction



Part 1: The Business Perspective

Chapter 1 What s New?

What s new our field? What s new in this 2nd edition of the Guide?

Nothing!

Everything Has Changed

Can This Book Make Sense of It All?

Chapter 2 P L A I N 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

Unplanned On–the–Job Training: A Toxic Elixir for Poor Training

Stop Twisting My Arm. Show Me An Example

The Takeaways

Chapter 4 7 Simple Success Strategies

As Simple as Possible

Chapter 5 Executive s Guide to Good e–Learning

Differentiating the Good and the Bad

Design vs. Technology

Three Priorities for Training Success

Chapter 6 Where Does e–Learning Fit?

The Takeaways

Part 2: 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

Chapter 9 7 Magic Keys to Learner Motivation (Part 1)

The e–Learning Equation

E–Learning Design Can Heighten as Well as Stifle Motivation

Seven Magic Keys to Motivating e–Learning

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

Examples

Nav Imperative 1: Let Learners See What s Here

Nav Imperative 2: Let Learners See How the Content Is Organized

Nav Imperative 3: Let Learners See Where They Are

Nav Imperative 4: Let Learners Go Forward

Nav Imperative 5: Let Learners Back Up

Nav Imperative 6: Let Learners Correct Their Errors

Navigational Metaphors

The Takeaways

Chapter 10 Navigation

Victim or Master?

Navigation Services

Reusable Navigation

Navigation Imperatives

Is It Bigger than a Breadbox?

Nav Imperative 2: Let Learners See How the Content Is Organized

Nav Imperative 3: Let Learners See Where They Are

Nav Imperative 4: Let Learners Go Forward

Nav Imperative 5: Let Learners Back Up

Nav Imperative 6: Let Learners Correct Their Errors

The Imperatives

Chapter 11 CCAF and Interactive Instruction

Supernatural Powers

Instructional Interactivity Defined

Analysis of Example 1

Training Challenge

TARGET AUDIENCE

Anatomy of Good Interactions

The Elusive Essence of Good Interactivity

Interactivity s Mistaken Identities

Hybrid Applications: Using an EPSS for Instruction

The Takeaways

Chapter 12 Interactivity Paradigms That Work

Trapdoor Hints

Reusability

The Takeaways

Chapter 13 Successive Approximation and SAM

A Multifaceted Challenge

Successive Approximation Model (SAM)

Simple SAM Goes Commercial

Three–Phase SAM (Big SAM)

The Takeaways

Part 3: Serious Learning Games (SLG)

Chapter 14 Serious Learning Games: Where Rules Rule

Let s play! (And see what we can learn!)

It s Not Rocket Science

My Stance

Making e–Learning Worse

The Essence of Serious Learning Games (SLGs)

The Fundamentals

Making a Serious Learning Game

The Take Aways

Chapter 15 Instructional Content and Integrating Games

Learning in Games of Chance

Learning in Memory Games

Strategic vs. Non–strategic Games

Learning in Strategic Games

CCAF in Games

Maximized Integration of Content

Level–ups

Fun in Learning

Keeping the Fun: Keep Quiet and Reward Strategic Play

Building Serious Learning Games

The Takeaways

Chapter 16 Learning Games, Serious or Not?

Selecting the Best Framework

Intrinsic Learning Games

Gamification

Instructional Thinking

Theoretical Frameworks

Merrill s Classification

Bloom s Taxonomy

The Pure Performance Alternative

Keller s ARCS

Gagne s Taxonomy of Learning Outcomes

Intrigue

The Takeaways

About the Author

References

Endnotes



MICHAEL W. ALLEN is a recognized pioneer and leader in the design of interactive multimedia learning tools and applications. He is the founder and former chairman of Authorware, Inc. He is Chairman and CEO of Allen Interactions Inc., which builds interactive learning systems, develops custom courseware, and provides multimedia consulting and training.

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