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e-Learning by Design [electronic resource].

By: Material type: Computer fileComputer filePublisher number: 9780470900024Publication details: Hoboken : John Wiley & Sons, 2011.Edition: 2nd edISBN:
  • 9781118118368
Subject(s): Genre/Form: Additional physical formats: Print version:: e-Learning by DesignDDC classification:
  • 658.3/124040285
LOC classification:
  • HF5549.5.T7H6357 2011
Online resources:
Contents:
E-Learning by Design, Second Edition; Contents; Chapter 1: Designing e-learning; WHAT IS E-LEARNING?; WHAT IS E-LEARNING DESIGN?; DESIGN QUICKLY AND RELIABLY; THEN REDESIGN AGAIN AND AGAIN; IN CLOSING ; Chapter 2: Absorb-type activities; ABOUT ABSORB ACTIVITIES; PRESENTATIONS; READINGS; STORIES BY A TEACHER; FIELD TRIPS; IN CLOSING ; Chapter 3: Do-type activities; ABOUT DO ACTIVITIES; PRACTICE ACTIVITIES; DISCOVERY ACTIVITIES; GAMES AND SIMULATIONS; IN CLOSING ; Chapter 4: Connect-type activities; ABOUT CONNECT ACTIVITIES; PONDER ACTIVITIES; QUESTIONING ACTIVITIES; STORIES BY LEARNERS
GRADE FAIRLY IN SOCIAL LEARNINGEXTEND CONVENTIONAL ACTIVITIES FOR SOCIAL LEARNING; USE PROVEN SOCIAL ACTIVITIES; ENCOURAGE MEANINGFUL DISCUSSIONS; PROMOTE TEAM LEARNING; IN CLOSING; Chapter 9: Mobile learning; WHAT IS MOBILE LEARNING?; START WITH WORTHY GOALS; ADAPT EXISTING LEARNING FOR MOBILE LEARNERS; USE THE CAPABILITIES OF THE DEVICE; DESIGN FOR THE LEARNER, ENVIRONMENT, AND DEVICE; DESIGN GUIDELINES FOR OVERCOMING LIMITATIONS; REAL MOBILE LEARNING; EXTEND CONVENTIONAL ACTIVITIES FOR MOBILE LEARNING; IN CLOSING; Chapter 10: Design for the virtual classroom; CREATE A VIRTUAL CLASSROOM
JOB AIDSRESEARCH ACTIVITIES; ORIGINAL-WORK ACTIVITIES; IN CLOSING ; Chapter 5: Tests; DECIDE WHY YOU ARE TESTING; MEASURE ACCOMPLISHMENT OF OBJECTIVES; SELECT THE RIGHT TYPE OF "QUESTION"; WRITE EFFECTIVE QUESTIONS; COMBINE QUESTIONS EFFECTIVELY; GIVE SIGNIFICANT FEEDBACK; ADVANCE YOUR TESTING; EXPLAIN THE TEST; CONSIDER ALTERNATIVES TO FORMAL TESTS; IN CLOSING ; Chapter 6: Topics; WHAT ARE TOPICS?; DESIGN THE COMPONENTS OF THE TOPIC; DESIGN REUSABLE TOPICS; INTEGRATE FOREIGN MODULES; IN CLOSING ; TEMPLATES FOR TOPICS; Chapter 7: Games and simulations; GAMES AND SIMULATIONS FOR LEARNING
SELECT AND USE COLLABORATION TOOLSCONDUCT ONLINE MEETINGS; DESIGN WEBINARS; DESIGN VIRTUAL-CLASSROOM COURSES; IN CLOSING; Chapter 11: Conclusion; HOW WE WILL LEARN; WHAT HAS TO HAPPEN; SECRETS OF E-LEARNING DESIGN; JUST THE BEGINNING; Appendix: Essentialism; ESSENTIAL ESSENTIALISM; SET UP THE TEST; SUPERVISE THE TEST; ANALYZE TEST RESULTS; MAKE TESTING BETTER; RECAP: MASTER THE ESSENTIALS OF ESSENTIALISM; Index
WHY GAMES?TYPES OF LEARNING GAMES; DESIGN GAMES FOR LEARNING; CREATE A MICRO-WORLD; SPECIFY THE DETAILS; ENGAGE LEARNERS; TEACH THROUGH FEEDBACK; PROGRESSIVELY CHALLENGE LEARNERS; MANAGE GAME COMPLEXITY; SIMPLIFY LEARNING THE GAME; DESIGN COACHED TASK SIMULATIONS; DESIGN BRANCHING-SCENARIO GAMES; USE GAMES AS E-LEARNING COURSES; IN CLOSING; Chapter 8: Social learning; WHAT IS SOCIAL LEARNING?; HOW DO WE "DESIGN" SOCIAL LEARNING?; DECIDE WHERE AND WHEN TO USE SOCIAL LEARNING; WHAT SOCIAL LEARNING REQUIRES; PATTERNS OF INTERACTION; SOCIAL CAPABILITIES OF SOFTWARE; FACILITATE RATHER THAN TEACH
Summary: 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 bu
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Item type Home library Call number Status Date due Barcode Item holds
Electronic Resource Electronic Resource UH Online Library Ebooks Not for loan
Total holds: 0

Enhanced descriptions from Syndetics:

Description based upon print version of record.

E-Learning by Design, Second Edition; Contents; Chapter 1: Designing e-learning; WHAT IS E-LEARNING?; WHAT IS E-LEARNING DESIGN?; DESIGN QUICKLY AND RELIABLY; THEN REDESIGN AGAIN AND AGAIN; IN CLOSING ; Chapter 2: Absorb-type activities; ABOUT ABSORB ACTIVITIES; PRESENTATIONS; READINGS; STORIES BY A TEACHER; FIELD TRIPS; IN CLOSING ; Chapter 3: Do-type activities; ABOUT DO ACTIVITIES; PRACTICE ACTIVITIES; DISCOVERY ACTIVITIES; GAMES AND SIMULATIONS; IN CLOSING ; Chapter 4: Connect-type activities; ABOUT CONNECT ACTIVITIES; PONDER ACTIVITIES; QUESTIONING ACTIVITIES; STORIES BY LEARNERS

GRADE FAIRLY IN SOCIAL LEARNINGEXTEND CONVENTIONAL ACTIVITIES FOR SOCIAL LEARNING; USE PROVEN SOCIAL ACTIVITIES; ENCOURAGE MEANINGFUL DISCUSSIONS; PROMOTE TEAM LEARNING; IN CLOSING; Chapter 9: Mobile learning; WHAT IS MOBILE LEARNING?; START WITH WORTHY GOALS; ADAPT EXISTING LEARNING FOR MOBILE LEARNERS; USE THE CAPABILITIES OF THE DEVICE; DESIGN FOR THE LEARNER, ENVIRONMENT, AND DEVICE; DESIGN GUIDELINES FOR OVERCOMING LIMITATIONS; REAL MOBILE LEARNING; EXTEND CONVENTIONAL ACTIVITIES FOR MOBILE LEARNING; IN CLOSING; Chapter 10: Design for the virtual classroom; CREATE A VIRTUAL CLASSROOM

JOB AIDSRESEARCH ACTIVITIES; ORIGINAL-WORK ACTIVITIES; IN CLOSING ; Chapter 5: Tests; DECIDE WHY YOU ARE TESTING; MEASURE ACCOMPLISHMENT OF OBJECTIVES; SELECT THE RIGHT TYPE OF "QUESTION"; WRITE EFFECTIVE QUESTIONS; COMBINE QUESTIONS EFFECTIVELY; GIVE SIGNIFICANT FEEDBACK; ADVANCE YOUR TESTING; EXPLAIN THE TEST; CONSIDER ALTERNATIVES TO FORMAL TESTS; IN CLOSING ; Chapter 6: Topics; WHAT ARE TOPICS?; DESIGN THE COMPONENTS OF THE TOPIC; DESIGN REUSABLE TOPICS; INTEGRATE FOREIGN MODULES; IN CLOSING ; TEMPLATES FOR TOPICS; Chapter 7: Games and simulations; GAMES AND SIMULATIONS FOR LEARNING

SELECT AND USE COLLABORATION TOOLSCONDUCT ONLINE MEETINGS; DESIGN WEBINARS; DESIGN VIRTUAL-CLASSROOM COURSES; IN CLOSING; Chapter 11: Conclusion; HOW WE WILL LEARN; WHAT HAS TO HAPPEN; SECRETS OF E-LEARNING DESIGN; JUST THE BEGINNING; Appendix: Essentialism; ESSENTIAL ESSENTIALISM; SET UP THE TEST; SUPERVISE THE TEST; ANALYZE TEST RESULTS; MAKE TESTING BETTER; RECAP: MASTER THE ESSENTIALS OF ESSENTIALISM; Index

WHY GAMES?TYPES OF LEARNING GAMES; DESIGN GAMES FOR LEARNING; CREATE A MICRO-WORLD; SPECIFY THE DETAILS; ENGAGE LEARNERS; TEACH THROUGH FEEDBACK; PROGRESSIVELY CHALLENGE LEARNERS; MANAGE GAME COMPLEXITY; SIMPLIFY LEARNING THE GAME; DESIGN COACHED TASK SIMULATIONS; DESIGN BRANCHING-SCENARIO GAMES; USE GAMES AS E-LEARNING COURSES; IN CLOSING; Chapter 8: Social learning; WHAT IS SOCIAL LEARNING?; HOW DO WE "DESIGN" SOCIAL LEARNING?; DECIDE WHERE AND WHEN TO USE SOCIAL LEARNING; WHAT SOCIAL LEARNING REQUIRES; PATTERNS OF INTERACTION; SOCIAL CAPABILITIES OF SOFTWARE; FACILITATE RATHER THAN TEACH

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 bu