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E-Learning by Design, 2nd Edition

Book Description

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

Table of Contents

  1. Cover Page
  2. Title Page
  3. Copyright
  4. Preface
  5. Contents
  6. Chapter 1: Designing e-learning
    1. WHAT IS E-LEARNING?
    2. WHAT IS E-LEARNING DESIGN?
    3. DESIGN QUICKLY AND RELIABLY
    4. THEN REDESIGN AGAIN AND AGAIN
    5. IN CLOSING …
  7. Chapter 2: Absorb-type activities
    1. ABOUT ABSORB ACTIVITIES
    2. PRESENTATIONS
    3. READINGS
    4. STORIES BY A TEACHER
    5. FIELD TRIPS
    6. IN CLOSING …
  8. Chapter 3: Do-type activities
    1. ABOUT DO ACTIVITIES
    2. PRACTICE ACTIVITIES
    3. DISCOVERY ACTIVITIES
    4. GAMES AND SIMULATIONS
    5. IN CLOSING …
  9. Chapter 4: Connect-type activities
    1. ABOUT CONNECT ACTIVITIES
    2. PONDER ACTIVITIES
    3. QUESTIONING ACTIVITIES
    4. STORIES BY LEARNERS
    5. JOB AIDS
    6. RESEARCH ACTIVITIES
    7. ORIGINAL-WORK ACTIVITIES
    8. IN CLOSING …
  10. Chapter 5: Tests
    1. DECIDE WHY YOU ARE TESTING
    2. MEASURE ACCOMPLISHMENT OF OBJECTIVES
    3. SELECT THE RIGHT TYPE OF “QUESTION”
    4. WRITE EFFECTIVE QUESTIONS
    5. COMBINE QUESTIONS EFFECTIVELY
    6. GIVE SIGNIFICANT FEEDBACK
    7. ADVANCE YOUR TESTING
    8. EXPLAIN THE TEST
    9. CONSIDER ALTERNATIVES TO FORMAL TESTS
    10. IN CLOSING …
  11. Chapter 6: Topics
    1. WHAT ARE TOPICS?
    2. DESIGN THE COMPONENTS OF THE TOPIC
    3. DESIGN REUSABLE TOPICS
    4. INTEGRATE FOREIGN MODULES
    5. IN CLOSING …
    6. TEMPLATES FOR TOPICS
  12. Chapter 7: Games and simulations
    1. GAMES AND SIMULATIONS FOR LEARNING
    2. WHY GAMES
    3. TYPES OF LEARNING GAMES
    4. DESIGN GAMES FOR LEARNING
    5. CREATE A MICRO-WORLD
    6. SPECIFY THE DETAILS
    7. ENGAGE LEARNERS
    8. TEACH THROUGH FEEDBACK
    9. PROGRESSIVELY CHALLENGE LEARNERS
    10. MANAGE GAME COMPLEXITY
    11. SIMPLIFY LEARNING THE GAME
    12. DESIGN COACHED TASK SIMULATIONS
    13. DESIGN BRANCHING-SCENARIO GAMES
    14. USE GAMES AS E-LEARNING COURSES
    15. IN CLOSING …
  13. Chapter 8: Social learning
    1. WHAT IS SOCIAL LEARNING?
    2. HOW DO WE “DESIGN” SOCIAL LEARNING?
    3. DECIDE WHERE AND WHEN TO USE SOCIAL LEARNING
    4. WHAT SOCIAL LEARNING REQUIRES
    5. PATTERNS OF INTERACTION
    6. SOCIAL CAPABILITIES OF SOFTWARE
    7. FACILITATE RATHER THAN TEACH
    8. GRADE FAIRLY IN SOCIAL LEARNING
    9. EXTEND CONVENTIONAL ACTIVITIES FOR SOCIAL LEARNING
    10. USE PROVEN SOCIAL ACTIVITIES
    11. ENCOURAGE MEANINGFUL DISCUSSIONS
    12. PROMOTE TEAM LEARNING
    13. IN CLOSING
  14. Chapter 9: Mobile learning
    1. WHAT IS MOBILE LEARNING?
    2. START WITH WORTHY GOALS
    3. ADAPT EXISTING LEARNING FOR MOBILE LEARNERS
    4. USE THE CAPABILITIES OF THE DEVICE
    5. DESIGN FOR THE LEARNER, ENVIRONMENT, AND DEVICE
    6. DESIGN GUIDELINES FOR OVERCOMING LIMITATIONS
    7. REAL MOBILE LEARNING
    8. EXTEND CONVENTIONAL ACTIVITIES FOR MOBILE LEARNING
    9. IN CLOSING …
  15. Chapter 10: Design for the virtual classroom
    1. CREATE A VIRTUAL CLASSROOM
    2. SELECT AND USE COLLABORATION TOOLS
    3. CONDUCT ONLINE MEETINGS
    4. DESIGN WEBINARS
    5. DESIGN VIRTUAL-CLASSROOM COURSES
    6. IN CLOSING …
  16. Chapter 11: Conclusion
    1. HOW WE WILL LEARN
    2. WHAT HAS TO HAPPEN
    3. SECRETS OF E-LEARNING DESIGN
    4. JUST THE BEGINNING
  17. Appendix: Essentialism
    1. ESSENTIAL ESSENTIALISM
    2. SET UP THE TEST
    3. SUPERVISE THE TEST
    4. ANALYZE TEST RESULTS
    5. MAKE TESTING BETTER
    6. RECAP: MASTER THE ESSENTIALS OF ESSENTIALISM
  18. Index