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Library | Item Barcode | Call Number | Material Type | Item Category 1 | Status |
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Searching... | 30000010018600 | HF5549.5.T7 A46 2003 | Open Access Book | Book | Searching... |
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Summary
Summary
An industry leader speaks out against boring, ineffective, costly e-learning and provides practical guidelines for creation of powerful, e-learning-based performance solutions.
e-Learning is emerging rapidly in schools, businesses, and at home. Millions are being invested in this new, widely available technology purported as the solution to learning challenges. Dr. Michael Allen, commonly considered the father of modern interactive learning, raises concerns about misuses of the technology, missed opportunities, and money wasted on boring, ineffective e-learning. The book offers specific, pragmatic, common-sense approaches to guide the development of successful technology-assisted learning. A free CD-ROM is packed with sample applications. Michael Allen's Guide to e-Learning enables business executives to become discerning e-learning investors and instructional designers to create meaningful performance solutions.
Author Notes
Michael W. Allen is currently Chairman and CEO of Allen Interactions Inc., which builds interactive learning systems, develops custom courseware, and provides multimedia consulting and training.
Table of Contents
Foreword | p. xxv |
Acknowledgments | p. xxix |
Part 1 The Business Perspective | p. 1 |
Chapter 1 Plain Talk | p. 3 |
The e-Learning Myth | p. 4 |
Who's Kidding Whom? | |
Entertaining Doesn't Mean Good | |
Effective versus Boring--Pick a Circle | p. 6 |
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? | p. 17 |
Cognitive Skills | |
Soft Skills | |
Psychomotor Skills | |
You Have Choices | p. 18 |
Smart e-Learning | |
Partnerships | |
Management Participation | |
Subject-Matter Expert Participation | |
Learner Participation | |
How This Book Can Help | p. 23 |
Part 1 Overview | |
Part 2 Overview | |
My Mission | |
Get It Here | p. 25 |
Knowing versus Succeeding | p. 25 |
Summary | p. 26 |
Chapter 2 Context--The Possibility of Success | p. 29 |
Unrecognized Context Factors | p. 30 |
Change Is Necessary | p. 30 |
Prerequisites to Success | p. 31 |
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? | p. 47 |
How to Do the Right Thing | p. 48 |
Design--the Means to Success | p. 49 |
e-Learning or Bust | p. 49 |
Quick and Easy | |
Learning Objects | |
Art or Science? | |
Art + Science = Creative Experiments | |
Problems Applying Research Results | |
A Pragmatic Approach | p. 55 |
Summary | p. 55 |
Chapter 3 The Essence of Good Design | p. 57 |
Design versus Technology | p. 58 |
The Three Priorities for Training Success | p. 58 |
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 | p. 62 |
My Guarantee | p. 63 |
Learner Motivation | p. 63 |
How Does Knowing about Motivation Help? | |
Motivation Levels Can Be Modified | |
It Can Go Either Way | |
Learner Interface | p. 68 |
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 | p. 75 |
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 | p. 91 |
Instructional Interactivity | p. 93 |
A Functional Definition | |
Beneficial Activities | |
Using It Wisely | |
Unique Characteristics of Interactivity | |
Making Good Interactivity Happen | |
Summary | p. 98 |
Chapter 4 Getting There through Successive Approximation | p. 99 |
A Multifaceted Challenge | p. 99 |
Constraints | p. 100 |
Dealing with Design Challenges | p. 101 |
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 | p. 109 |
What Should Have Worked But Didn't: The ISD Tradition | |
A Fatally Flawed Process | |
Iterations Make Geniuses | |
The Gospel of Successive Approximation | p. 112 |
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 | p. 123 |
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 | p. 142 |
Part 2 Design | p. 143 |
Background | p. 144 |
No Reason for Poor e-Learning | p. 145 |
Buyer Beware | p. 146 |
You Don't Have to Count on Luck | p. 146 |
Chapter 5 Learner Motivation | p. 149 |
The e-Learning Equation | p. 150 |
Motivation and Perception | |
Motivation and Persistence | |
Instructional Design Priorities | |
e-Learning Design Can Heighten as Well as Stifle Motivation | p. 153 |
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 | p. 156 |
Using the Magic Keys | p. 157 |
Magic Key 1 Build on Anticipated Outcomes | p. 158 |
Instructional Objectives | |
Lists of Objectives Are Not Motivating! | |
How about Better-Written Objectives? | |
Don't List Objectives | |
Example 1 Put the Learner to Work | |
Example 2 Drama | |
Example 3 Game Quiz | |
Magic Key 2 Put the Learner at Risk | p. 169 |
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 | |
Magic Key 3 Select the Right Content for Each Learner | p. 179 |
Individualization | |
Examples | |
Put the Test First | |
Magic Key 4 Use an Appealing Context | p. 193 |
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! | |
Magic Key 5 Have the Learner Perform Multistep Tasks | p. 209 |
Have Learners Perform Authentic Tasks | |
Example | |
Magic Key 6 Provide Intrinsic Feedback | p. 214 |
Don't Tell Learners If They Are Right or Wrong | |
Example | |
Magic Key 7 Delay Judgment | p. 220 |
A-ha! | |
Valuable U-Turns | |
Resist Telling Learners If They Are Right or Wrong | |
Example 000 | |
Summary | p. 226 |
Chapter 6 Navigation | p. 229 |
Victim or Master? | p. 229 |
Navigation Services | p. 230 |
Reusable Navigation | p. 231 |
Navigation Imperatives | p. 232 |
Imperative 1 Let Learners See the Boundaries of Their Universe | |
Imperative 2 Let Learners See How the Contents Are Organized | |
Imperative 3 Let Learners See Where They Are | |
Imperative 4 Let Learners Go Forward | |
Imperative 5 Let Learners Back Up | |
Imperative 6 Let Learners Correct Themselves | |
The Imperatives | |
Additional Learner-Interface Ideas | p. 238 |
Examples | p. 239 |
WorldTutor | |
What's the Secret? | |
Hypertext | |
Navigational Metaphors | p. 249 |
Some Concerns | |
Simplicity Is Best | |
Summary | p. 251 |
Chapter 7 Instructional Interactivity | p. 253 |
Supernatural Powers | p. 254 |
Natural Learning Environments | p. 254 |
e-Learning Environments and Rehearsal | p. 254 |
Instructional Interactivity Defined | p. 255 |
Examples | p. 256 |
Example 1 Supervisor Effectiveness | |
Analysis of Example 1 | |
Example 2 Statistical Process Control (SPC) | |
Analysis of Example 2 | |
Anatomy of Good Interactions | p. 270 |
Context | |
Challenge | |
Activity | |
Feedback | |
Good and Bad Interactivity Components | |
The Elusive Essence of Good Interactivity | p. 276 |
Interactivity's Mistaken Identities | p. 276 |
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 | p. 285 |
Trapdoor Hints | |
Task Model | |
Drill and Practice | |
Problem-Solving Investigation | |
Discovery | |
Storytelling | |
Summary | p. 313 |
References | p. 315 |
Index | p. 319 |
Credits | p. 325 |
About the Author | p. 327 |