You are previewing Michael Allen's Guide to E-Learning: Building Interactive, Fun, and Effective Learning Programs for Any Company.
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Michael Allen's Guide to E-Learning: Building Interactive, Fun, and Effective Learning Programs for Any Company

Book Description

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.

Note: The ebook version does not provide access to the companion files.

Table of Contents

  1. Cover
  2. Contents
  3. Title
  4. Copyright
  5. Dedication
  6. Foreword
  7. Acknowledgments
  8. Part 1: The Business Perspective
    1. Chapter One: Plain Talk
      1. The e-Learning Myth
      2. Effective versus Boring—Pick a Circle
      3. Where Does e-Learning Fit?
      4. You Have Choices
      5. How This Book Can Help
      6. Get It Here
      7. Knowing versus Succeeding
      8. Summary
    2. Chapter Two: Context—The Possibility of Success
      1. Unrecognized Context Factors
      2. Change Is Necessary
      3. Prerequisites to Success
      4. Why Do We Do Things That We Know Are Wrong?
      5. How to Do the Right Thing
      6. Design—the Means to Success
      7. e-Learning or Bust
      8. A Pragmatic Approach
      9. Summary
    3. Chapter Three: The Essence of Good Design
      1. Design versus Technology
      2. The Three Priorities for Training Success
      3. Primary Components of e-Learning Applications
      4. My Guarantee
      5. Learner Motivation
      6. Learner Interface
      7. Content Structure and Sequencing
      8. Navigation
      9. Instructional Interactivity
      10. Summary
    4. Chapter Four: Getting There through Successive Approximation
      1. A Multifaceted Challenge
      2. Constraints
      3. Dealing with Design Challenges
      4. An Issue of Process
      5. The Gospel of Successive Approximation
      6. Savvy—A Successful Program of Successive Approximation
      7. Summary
  9. Part 2: Design
    1. Background
    2. No Reason for Poor e-Learning
    3. Buyer Beware
    4. You Don’t Have to Count on Luck
    5. Chapter Five: Learner Motivation
      1. The e-Learning Equation
      2. e-Learning Design Can Heighten as Well as Stifle Motivation
      3. Seven Magic Keys to Motivating e-Learning
      4. Using the Magic Keys
      5. Magic Key 1: Build on Anticipated Outcomes
      6. Magic Key 2: Put the Learner at Risk
      7. Magic Key 3: Select the Right Content for Each Learner
      8. Magic Key 4: Use an Appealing Context
      9. Magic Key 5: Have the Learner Perform Multistep Tasks
      10. Magic Key 6: Provide Intrinsic Feedback
      11. Magic Key 7: Delay Judgment
      12. Summary
    6. Chapter Six: Navigation
      1. Victim or Master?
      2. Navigation Services
      3. Reusable Navigation
      4. Navigation Imperatives
      5. Additional Learner-Interface Ideas
      6. Examples
      7. Navigational Metaphors
      8. Summary
    7. Chapter Seven: Instructional Interactivity
      1. Supernatural Powers
      2. Natural Learning Environments
      3. e-Learning Environments and Rehearsal
      4. Instructional Interactivity Defined
      5. Examples
      6. Anatomy of Good Interactions
      7. The Elusive Essence of Good Interactivity
      8. Interactivity’s Mistaken Identities
      9. Interactivity Paradigms That Work
      10. Summary
  10. References
  11. Index
  12. Credits
  13. About the Author