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| Designing E-Learning | |
| What is e-learning? Definition of e-learning | |
| Varieties of e-learning | |
| What is e-learning design? Start with good instructional design | |
| Apply design to all units of e-learning | |
| Design quickly and reliably | |
| Identify your underlying goal | |
| Analyze learners' needs and abilities | |
| Identify what to teach | |
| Set learning objectives | |
| Identify prerequisites | |
| Pick the approach to meet each objective | |
| Decide the teaching sequence of your objectives | |
| Create objects to accomplish objectives | |
| Create tests | |
| Select learning activities | |
| Choose media | |
| Then redesign again and again | |
| Re-design but do not repeat | |
| Not your sequential ADDIE process | |
| Make steady progress | |
| In closing | |
| Summary | |
| For more | |
| Absorb-Type Activities | |
| About Absorb activities | |
| Common types of Absorb activities | |
| When to feature Absorb activities | |
| Presentations | |
| About presentations | |
| Types of presentations | |
| Best practices for presentations | |
| Extend presentation activities | |
| Readings | |
| About reading activities | |
| Assign individual documents | |
| Create an online library | |
| Rely on Internet resources | |
| Best practices for reading activities | |
| Extend reading activities | |
| Stories by a teacher | |
| About sharing stories | |
| Tell stories that apply to learners | |
| Best practices for stories by a teacher | |
| Extend stories by a teacher | |
| Field trips | |
| About field trips | |
| Guided tours | |
| Virtual museums | |
| Best practices for field trips | |
| Extend field-trip activities | |
| In closing | |
| Summary | |
| Pick Absorb activities to accomplish objectives | |
| For more | |
| Do-Type Activities | |
| About Do activities | |
| Common types of Do activities | |
| When to feature Do activities | |
| Practice activities | |
| About practice activities | |
| Drill-and-practice activities | |
| Hands-on activities | |
| Guided-analysis activities | |
| Best practices for practice activities | |
| Extend practice activities | |
| Discovery activities | |
| About discovery activities | |
| Virtual-laboratory activities | |
| Case studies | |
| Best practices for discovery activities | |
| Extend discovery activities | |
| Games and simulations | |
| Use games as single activities | |
| Extend game activities | |
| In closing | |
| Summary | |
| Pick Do activity to accomplish learning objective | |
| For more | |
| Connect-Type Activities | |
| About Connect activities | |
| Common types of Connect activities | |
| When to feature Connect activities | |
| Ponder activities | |
| About ponder activities | |
| Rhetorical questions | |
| Meditation activities | |
| Cite-example activities | |
| Evaluation activities | |
| Summary activities | |
| Extend ponder activities | |
| Questioning activities | |
| Why use questioning activities? Encourage learners to ask the right people | |
| Encourage good questions | |
| Insist on good answers | |
| Best practices in questioning activities | |
| Mechanism for asking questions | |
| Enable questioning at the right time | |
| Assess learners and learning | |
| Extend questioning activities | |
| Stories by learners | |
| Have learners tell stories | |
| Good stories are hard to tell | |
| Evaluate storytelling fairly | |
| Best practices for storytelling activities | |
| Extend storytelling activities | |
| Job aids | |
| About job aids | |
| Glossaries | |
| Calculators | |
| E-consultants | |
| Best practices for job aids | |
| Extend job aids | |
| Research activities | |
| About research activities | |
| Scavenger hunts | |
| Guided research | |
| Best practices for research activities | |
| Extend research activities | |
| Original-work activities | |
| About original-work activities | |
| Decision activities | |
| Work-document activities | |
| Journal activities | |
| Best practices for original-work activities | |
| Extend original-work activities | |
| In closing | |
| Summary | |
| Pick Connect activities to accomplish learning objectives | |
| For more | |
| Tests | |
| Decide why you are testing | |
| When are formal tests needed? Why are you testing? What do you hope to accomplish? What do you want to measure? Measure accomplishment of objectives | |
| Select the right type of "question" | |
| Consider the type question you need | |
| Common types of test questions | |
| True/false questions | |
| Pick-one questions | |
| Pick-multiple questions | |
| Fill-in-the-blanks questions | |
| Matching-list questions | |
| Sequence-type questions | |
| Composition questions | |
| Performance questions | |
| Pick type question by type objective | |
| Write effective questions | |
| Follow the standard question format | |
| Ask questions simply and directly | |
| Make answering meaningful | |
| Challenge test-takers | |
| Combine questions effectively | |
| Ask enough questions | |
| Make sure one question does not answer another | |
| Sequence test questions effectively | |
| Vary the form of questions and answers | |
| Give significant feedback | |
| Report test scores simply | |
| Provide complete information | |
| Gently correct wrong answers | |
| Avoid wimpy feedback | |
| Give feedback at the right time | |
| Advance your testing | |
| Hint first | |
| Use advanced testing capabilities | |
| Monitor results | |
| Make tests fair to all learners | |
| Test early and often | |
| Set the right passing score | |
| Define a scale of grades | |
| Pre-test to propel learners | |
| Explain the test | |
| Prepare learners to take the test | |
| Keep learners in control | |
| Consider alternatives to formal tests | |
| Use more than formal, graded tests | |
| Help learners build portfolios | |
| Have learners collect tokens | |
| Adapt testing to social learning | |
| Adapt testing to mobile learning | |
| In closing | |
| Summary | |
| For more | |
| Topics | |
| What are topics? Topics are learning objects | |
| Examples of topics | |
| Anatomy of a topic | |
| Design the components of the topic | |
| Title the topic | |
| Introduce the topic | |
| Test learning in the topic | |
| Specify learning activities for the topic | |
| Summarize the topic | |
| Link to related material | |
| Write metadata | |
| Design components logically and economically | |
| Design reusable topics | |
| Craft recombinant building blocks | |
| Design consistent topics | |
| Avoid the "as-shown-above" syndrome | |
| Integrate foreign modules | |
| Example of a docking module | |
| What to include in a docking module | |
| In closing | |
| Summary | |
| Templates for topics | |
| For more | |
| Games And Simulations | |
| Games and simulations for learning | |
| Example of a learning game | |
| How are games, tests, and simulations related? Do you call it a game or a simulation? Demos are not true simulations | |
| How do games and simulations work? What do we mean design? Why games? What can games do for us? When to use games | |
| Types of learning games | |
| Quiz-show games | |
| Word games | |
| Jigsaw puzzles | |
| Branching scenarios | |
| Task simulations | |
| Personal-response simulations | |
| Environmental simulations | |
| Immersive role-playing games | |
| Design games for learning | |
| Design to accomplish learning objectives | |
| Express the goal as a specific task | |
| Pick the right sized game | |
| Emphasize learning, not just doing | |
| Specify challenge and motivation | |
| Manage competitiveness | |
| Provide multiple ways to learn | |
| Create a micro-world | |
| Specify the game's world | |
| Specify characters and important objects | |
| Create a storyline | |
| Create a back story | |
| Specify the game structure | |
| Assign the learner's role | |
| Make the game meaningfully realistic | |
| Specify rules of the game | |
| Design a rich, realistic environment | |
| Provide a deep, unifying challenge | |
| Define indicators of game state and feedback | |
| Specify the details | |
| Sketch out the user interface | |
| Write the words | |
| Specify the graphical style | |
| Specify other media | |
| Engage learners | |
| Hook the learner | |
| Ask learners to suspend disbelief | |
| Set the context | |
| Provide real-world prompting and support | |
| Present solvable problems | |
| Adapt to the learner's needs | |
| Challenge with time limits | |
| Let learners try multiple strategies | |
| Program variety into the game | |
| Involve the learner | |
| Teach through feedback | |
| Provide intrinsic feedback | |
| Inject educational feedback where needed | |
| Provide continual feedback | |
| But give crucial feedback immediately | |
| Confront bad behavior and choices | |
| Defer lengthy feedback | |
| Anticipate feedback (feedforward?) | |
| Enable learning through a variety of experiences | |
| Provide complete, detailed feedback | |
| Help learners correct mistakes | |
| Offer abundant practice | |
| Acknowledge achievement | |
| Progressively challenge learners | |
| Challenge learners | |
| Ratchet up the challenge | |
| Give closure between phases | |
| Control the rhythm of difficulty | |
| Require consolidating small steps | |
| Manage game complexity | |
| Beware combinatorial explosion | |
| Menu excursions | |
| Mission-sequential structure | |
| Short-leash strategy | |
| Safari structure | |
| Breakthrough structure | |
| Simplify learning the game | |
| Guide actions with instructions | |
| Explain the game clearly | |
| Start with training wheels | |
| Assist when needed | |
| Show solution after a few attempts | |
| Let learners request assistance | |
| Include pertinent hints | |
| Simplify the display for quick response | |
| Minimize distractions | |
| Accept all successful actions | |
| Design coached task simulations | |
| Plan progressive interactivity | |
| Architecture of coach-me activities | |
| Let the learner control coaching | |
| Design branching-scenario games | |
| Harvest storyline ideas | |
| Pick a situation | |
| Map objectives to scenes | |
| Derive specific objectives to teach | |
| Translate objectives to a story | |
| Specify each scene | |
| Thread together the scenes | |
| Add context-setting scenes | |
| Use games as e-learning courses | |
| In closing | |
| Summary | |
| For more | |
| Social Learning | |
| What is social learning? A definition, sort of So what? Consider the varieties of social learning | |
| What is not social learning? What is the group? How do we "design" social learning? What do we mean by design? The role of the designer | |
| Decide where and when to use social learning | |
| Make learning more reliable | |
| Make learning more enjoyable | |
| Teach difficult subjects | |
| Implement learning quickly and inexpensively | |
| Build a network to support the learning in the future | |
| What social learning requires | |
| What is required of learners | |
| What is required of the organization | |
| Patterns of interaction | |
| The elements of social learning | |
| Combine patterns for complete activities | |
| Social capabilities of software | |
| Send targeted messages | |
| Meet real-time | |
| Discuss asynchronously | |
| Broadcast sporadic messages | |
| Post message sequences | |
| Collaboratively create documents | |
| Share creations | |
| Vote and rate | |
| Filter messages | |
| Establish a point of contact | |
| Set up and administer a team or other group | |
| Facilitate rather than teach | |
| Define the duties of the facilitator | |
| Establish a code of conduct | |
| Intervene in cases of bad behavior | |
| Grade fairly in social learning | |
| Assess against objectives | |
| Use available evidence | |
| Ways to assess learners | |
| Set criteria for messages and posts | |
| Or, forego individual assessment | |
| Extend conventional activities for social learning | |
| Extend Absorb activities for social learning | |
| Extend Do activities for social learning | |
| Extend Connect activities for social learning | |
| Use proven social activities | |
| Share what you learn | |
| Back channel for presentations | |
| Brainstorming activities | |
| Team-task activities | |
| Role-playing scenarios | |
| Comparison activities | |
| Group-critique activities | |
| Encourage meaningful discussions | |
| Design discussion activities | |
| Ensure learners have necessary skills | |
| Moderate discussion activities | |
| Perform message maintenance | |
| Promote team learning | |
| Meet the requirements of a successful team | |
| Form a team from individuals | |
| Align goals of team members | |
| Learn who can do what | |
| Adopt team roles | |
| Pick a leader, at least to start | |
| Team processes | |
| Set norms of behavior | |
| Team warm-up activities | |
| Fade out support | |
| Design activities for teams | |
| Engage in open inquiry | |
| In closing | |
| Summary | |
| For more | |
| Mobile Learning | |
| What is mobile learning? Start with worthy goals | |
| Learn from the whole world | |
| Take advantage of teachable moments | |
| Teach in the context of application | |
| Teach "outdoor" subjects | |
| Make learning healthier | |
| Learn more of the time | |
| Enable virtual attendance | |
| Reduce infrastructure costs | |
| Prepare for an increasingly mobile world | |
| Adapt existing learning for mobile learners | |
| Enable participation in classroom learning | |
| Accommodate mobile learners in the virtual classroom | |
| Let mobile learners take standalone e-learning | |
| Make social learning mobile | |
| Performance support | |
| Use the capabilities of the device | |
| Design for the learner, environment, and device | |
| Design for the mobile learner | |
| Design for the environment where learning occurs | |
| Design for the mobile device | |
| Design guidelines for overcoming limitations | |
| Design for easy reading | |
| Maintain contact with learners | |
| Design for the devices learners already have | |
| Use learners' time efficiently | |
| Fit text and graphics to the display | |
| Provide low-bandwidth alternatives | |
| Design for imperfect network connections | |
| Enable "download and go" | |
| Simplify entering text | |
| Follow established user-interface guidelines | |
| Remember, paper is a mobile device | |
| Reuse existing content | |
| Real mobile learning | |
| Mobile discovery learning | |
| Distance apprenticeship program | |
| Architecture tour | |
| Inject mobile activities into other forms of learning | |
| Extend conventional activities for mobile learning | |
| Extend Absorb activities for mobile learning | |
| Extend Do activities for mobile learning | |
| Extend Connect activities for mobile learning | |
| In closing | |
| Summary | |
| For more | |
| Design for the Virtual Classroom | |
| Create a virtual classroom | |
| Why create a virtual classroom? What are Webinars and virtual-classroom courses? Decide whether you need a live meeting | |
| Select and use collaboration tools | |
| Select your collaboration tools | |
| Slide shows | |
| Breakout rooms | |
| Conduct online meetings | |
| Plan the meeting | |
| Prepare for the meeting | |
| Announce the meeting | |
| Manage the live online meeting | |
| Activate meetings | |
| Include follow-up activities | |
| Design Webinars | |
| When to use Webinars | |
| Pick activities to teach | |
| Design virtual-classroom courses | |
| Select a qualified teacher | |
| Teach the class, don't just let it happen | |
| Plan predictable learning cycles | |
| Respond to learners | |
| Provide complete instructions | |
| Simplify tasks for learners | |
| Deal with problem learners | |
| Follow up after the course | |
| In closing | |
| Summary | |
| For more | |
| Conclusion | |
| How we will learn | |
| Where we are headed | |
| How we will get there | |
| What has to happen | |
| Secrets of e-learning design | |
| Just the beginning | |
| Appendix Essentialism | |
| Essential essentialism | |
| Set up the test | |
| Supervise the test | |
| The role of test subjects | |
| The role of the expert | |
| Role of the test conductor | |
| Analyze test results | |
| Record needed learning | |
| Identify the learning approach | |
| Infer design principles | |
| Make testing better | |
| Overcome the Hawthorne effect | |
| Leave the lab-coat behind | |
| Test a twosome | |
| Provide all real resources | |
| Reassure test subjects | |
| Watch the video fully | |
| Conduct enough tests | |
| Pick valid test subjects | |
| Recap: Master the essentials of essentialism | |
| Index | |
| Table of Contents provided by Publisher. All Rights Reserved. |