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Rapid Instructional Design: Learning ID Fast and Right, 3rd Edition

Book Description

The classic guide to instructional design, fully updated for the new ways we learn

Rapid Instructional Design is the industry standard guide to creating effective instructional materials, providing no-nonsense practicality rather than theory-driven text. Beginning with a look at what "instructional design" really means, readers are guided step-by-step through the ADDIE model to explore techniques for analysis, design, development, intervention, and evaluation. This new third edition has been updated to cover new applications, technologies, and concepts, and includes many new templates, real-life examples, and additional instructor materials. Instruction delivery has expanded rapidly in the nine years since the second edition's publication, and this update covers all the major advances in the field. The major instructional models are expanded to apply to e-learning, MOOCs, mobile learning, and social network-based learning. Informal learning and communities of practice are examined, as well.

Instructional design is the systematic process by which instructional materials are designed, developed, and delivered. Designers must determine the learner's current state and needs, define the end goals of the instruction, and create an intervention to assist in the transition. This book is a complete guide to the process, helping readers design efficient, effective materials.

  • Learn the ins and outs of the ADDIE model

  • Discover shortcuts for rapid design

  • Design for e-learning, Millennials, and MOOCs

  • Investigate methods for emerging avenues of instruction

  • This book does exactly what a well-designed course should do, providing relevant guidance for anyone who wants to know how to apply good instructional design. Eminently practical and fully up-to-date, Rapid Instructional Design is the one-stop guide to more effective instruction.

    Table of Contents

    1. Cover Page
    2. Title Page
    3. Copyright
    4. Contents
    5. Tool List
    6. Preface for the Third Edition
    7. Introduction
    8. Chapter 1: What Is This Instructional Design Stuff Anyway?
      1. WHY INSTRUCTIONAL DESIGN?
      2. WHAT IS INSTRUCTIONAL DESIGN?
      3. A FEW DEFINITIONS
      4. ADVANTAGES OF INSTRUCTIONAL DESIGN
      5. DISADVANTAGES OF INSTRUCTIONAL DESIGN
    9. Chapter 2: Before You Do Anything: Pre-Instructional Design Activities
      1. ORGANIZATIONAL NEEDS
      2. PERFORMANCE ASSESSMENT
      3. ASSESSING TRAINING NEEDS
      4. CHOOSING NEEDS TO ADDRESS
      5. THE NEEDS ASSESSMENT REPORT
      6. QUICK AND DIRTY COST/BENEFIT ANALYSIS
      7. TRAINING NEEDS ANALYSIS
    10. Chapter 3: Do You Know What You Need to Do? Analysis
      1. DATA-COLLECTION METHODS
      2. WHY ANALYZE?
      3. TYPES OF ANALYSIS
      4. COMPUTER-AIDED ANALYSIS
    11. Chapter 4: How to Do It: Design
      1. MAKE THE RIGHT DECISION NOW
      2. DELIVERY DECISION
      3. OBJECTIVES
      4. DESIGN DOCUMENTS
      5. COURSE DESCRIPTIONS
      6. GATHERING CONTENT
      7. ADDING STRUCTURE: THE INSTRUCTIONAL PLAN
      8. TRAINEE EVALUATION (TEST QUESTIONS AND TESTS)
      9. HINTS FOR DESIGNING IN VARIOUS FORMATS
    12. Chapter 5: Doing It Right: Development
      1. END PRODUCTS OF DEVELOPMENT
      2. THE FACILITATOR GUIDE AS AN END PRODUCT
      3. SCRIPTS AND STORYBOARDS
      4. PARTICIPANT PACKAGES AND OTHER PRINT MATERIALS
      5. OTHER MEDIA
      6. HINTS FOR DEVELOPING MATERIAL
    13. Chapter 6: Getting It Where It Does the Most Good: Implementation
      1. BETA TESTS AND PILOTS
      2. REVIEWS REVISITED
      3. COMMON IMPLEMENTATION ISSUES
      4. OTHER INSTRUCTOR-LED CLASSROOM IMPLEMENTATION NEEDS
      5. HINTS FOR IMPLEMENTATION
      6. FIELD TRIPS
    14. Chapter 7: Did It Do Any Good? Evaluation
      1. WHY EVALUATION?
      2. THE KEY TO GOOD EVALUATION
      3. TYPES OF EVALUATION
      4. EVALUATION OF SELF-INSTRUCTION PROGRAMS
      5. REVISIONS: WHAT TO DO WITH WHAT YOU'VE LEARNED
      6. HINTS FOR EVALUATING
    15. Chapter 8: Doing It Faster: More Rapid Design Shortcuts
      1. SOFTWARE FOR INSTRUCTIONAL DESIGN
      2. ANALYSIS SOFTWARE
      3. TEST DEVELOPMENT SOFTWARE
      4. MISCELLANEOUS SOFTWARE
      5. RAPID PROTOTYPING
      6. LEARNING OBJECTS/GRANULAR TRAINING
      7. PUBLIC COURSES
      8. OFF-THE-SHELF PROGRAMS
      9. TECHNOLOGY VENDORS
      10. PERFORMANCE SUPPORT–BASED “TRAINING”
      11. PROBLEM-BASED LEARNING (PBL)
      12. TRAINING MANAGEMENT SYSTEMS/LEARNING MANAGEMENT SYSTEMS (LMS)/LEARNING CONTENT MANAGEMENT SYSTEMS (LCMS)
      13. DIGITAL CAMERAS
      14. WHAT DOES AN ID DO?
      15. MISCELLANEOUS
    16. Chapter 9: Asynchronous e-Learning Design
      1. DEFINITIONS
      2. CREATING AND IMPLEMENTING AN E-LEARNING SYSTEM
      3. DETERMINING A COMPREHENSIVE E-LEARNING STRATEGY
      4. DESIGNING AND DEVELOPING GOOD PROGRAMS
      5. LEARNING MANAGEMENT SYSTEMS AND LEARNING CONTENT MANAGEMENT SYSTEMS
      6. PREPARING THE ORGANIZATION GLOBALLY FOR E-LEARNING
      7. SELF-DIRECTION AND E-LEARNING
      8. PLANNING FOR A SMOOTH, SUCCESSFUL IMPLEMENTATION
      9. CREATING AN EFFECTIVE MONITORING AND EVALUATION PLAN
      10. ASYNCHRONOUS E-LEARNING DESIGN AND DEVELOPMENT
      11. ANALYSIS
      12. MATERIAL DEVELOPMENT
      13. LEARNER EVALUATION
      14. LEARNER INTERFACES
      15. BETA TESTS AND PILOTS
      16. SOFTWARE
      17. REPURPOSING
      18. EVALUATING ASYNCHRONOUS E-LEARNING PROGRAMS
      19. SUMMARY
    17. Chapter 10: Synchronous e-Learning Design
      1. ADVANTAGES
      2. DISADVANTAGES AND MISCONCEPTIONS
      3. DESIGN CONSIDERATIONS FOR SYNCHRONOUS E-LEARNING
      4. MINI-INTERACTIONS
      5. REPURPOSING AND REDESIGNING SYNCHRONOUS E-LEARNING PROGRAMS
      6. OTHER SYNCHRONOUS ACTIVITIES
      7. MORE DETAILED FACILITATOR GUIDES
      8. LEARNER GUIDE
      9. GENERAL TECHNOLOGY CONSIDERATIONS
      10. MEDIA
      11. DESIGNING CONTINUING INTERACTIONS
      12. AUDIENCE ANALYSIS
      13. IMPLEMENTATION
      14. ONLINE LEARNING: A SPECIAL TYPE OF E-LEARNING
      15. WHAT THE LEARNERS SAY
    18. Chapter 11: New Design Applications
      1. FLIPPED CLASSROOMS
      2. MOBILE LEARNING
      3. VIRTUAL LEARNING ENVIRONMENTS
      4. SOCIAL NETWORK–BASED LEARNING
      5. MASSIVE OPEN ONLINE COURSES (MOOCS)
      6. COMMUNITIES OF PRACTICE
      7. INFORMAL LEARNING
      8. THE CLOUD
    19. Glossary
    20. Suggested Readings
    21. Other Resources
    22. About the Author
    23. Index