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e-Learning by Design 2e
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Table of Contents

1 Designing e-learning 1

What is e-learning? 1

Definition of e-learning 1

Varieties of e-learning 2

What is e-learning design? 2

Start with good instructional design 3

Apply design to all units of e-learning 5

Design quickly and reliably 8

Identify your underlying goal 10

Analyze learners’ needs and abilities 13

Identify what to teach 14

Set learning objectives 16

Identify prerequisites 26

Pick the approach to meet each objective 35

Decide the teaching sequence of your objectives 42

Create objects to accomplish objectives 47

Create tests 50

Select learning activities 51

Choose media 61

Then redesign again and again 64

Re-design but do not repeat 65

Not your sequential ADDIE process 65

Make steady progress 65

In closing 66

Summary 66

For more 66

2 Absorb-Type Activities 67

About Absorb activities 67

Common types of Absorb activities 68

When to feature Absorb activities 68

Presentations 69

About presentations 69

Types of presentations 70

Best practices for presentations 84

Extend presentation activities 92

Readings 93

About reading activities 93

Assign individual documents 95

Create an online library 98

Rely on Internet resources 99

Best practices for reading activities 101

Extend reading activities 103

Stories by a teacher 105

About sharing stories 105

Tell stories that apply to learners 107

Best practices for stories by a teacher 110

Extend stories by a teacher 111

Field trips 112

About field trips 113

Guided tours 113

Virtual museums 119

Best practices for field trips 123

Extend field-trip activities 126

In closing 127

Summary 127

Pick Absorb activities to accomplish objectives 127

For more 128

3 Do-Type Activities 129

About Do activities 129

Common types of Do activities 129

When to feature Do activities 130

Practice activities 130

About practice activities 130

Drill-and-practice activities 132

Hands-on activities 133

Guided-analysis activities 137

Best practices for practice activities 143

Extend practice activities 144

Discovery activities 146

About discovery activities 146

Virtual-laboratory activities 147

Case studies 152

Best practices for discovery activities 155

Extend discovery activities 156

Games and simulations 157

Use games as single activities 157

Extend game activities 160

In closing 161

Summary 161

Pick Do activities to accomplish learning objectives 162

For more 162

4 Connect-Type Activities 163

About Connect activities 163

Common types of Connect activities 164

When to feature Connect activities 164

Ponder activities 166

About ponder activities 166

Rhetorical questions 167

Meditation activities 168

Cite-example activities 171

Evaluation activities 172

Summary activities 174

Extend ponder activities 175

Questioning activities 176

Why use questioning activities? 177

Encourage learners to ask the right people 177

Encourage good questions 179

Insist on good answers 180

Best practices in questioning activities 181

Mechanism for asking questions 181

Enable questioning at the right time 182

Assess learners and learning 182

Extend questioning activities 183

Stories by learners 184

Have learners tell stories 184

Good stories are hard to tell 185

Evaluate storytelling fairly 185

Best practices for storytelling activities 186

Extend storytelling activities 186

Job aids 187

About job aids 187

Glossaries 188

Calculators 192

E-consultants 193

Best practices for job aids 194

Extend job aids 195

Research activities 196

About research activities 196

Scavenger hunts 198

Guided research 200

Best practices for research activities 203

Extend research activities 206

Original-work activities 207

About original-work activities 207

Decision activities 208

Work-document activities 208

Journal activities 210

Best practices for original-work activities 211

Extend original-work activities 212

In closing 213

Summary 213

Pick Connect activities to accomplish learning objectives 213

For more 214

5 Tests 215

Decide why you are testing 215

When are formal tests needed? 216

Why are you testing? 216

What do you hope to accomplish? 217

What do you want to measure? 218

Measure accomplishment of objectives 219

Select the right type of “question” 220

Consider the type question you need 220

Common types of test questions 221

True/false questions 222

Pick-one questions 225

Pick-multiple questions 228

Fill-in-the-blanks questions 231

Matching-list questions 234

Sequence-type questions 235

Composition questions 237

Performance questions 240

Pick type question by type objective 242

Write effective questions 243

Follow the standard question format 243

Ask questions simply and directly 244

Make answering meaningful 255

Challenge test-takers 258

Combine questions effectively 260

Ask enough questions 261

Make sure one question does not answer another 261

Sequence test questions effectively 262

Vary the form of questions and answers 262

Give significant feedback 263

Report test scores simply 263

Provide complete information 263

Gently correct wrong answers 265

Avoid wimpy feedback 266

Give feedback at the right time 266

Advance your testing 269

Hint first 269

Use advanced testing capabilities 269

Monitor results 273

Make tests fair to all learners 273

Test early and often 275

Set the right passing score 276

Define a scale of grades 278

Pre-test to propel learners 278

Explain the test 280

Prepare learners to take the test 280

Keep learners in control 281

Consider alternatives to formal tests 281

Use more than formal, graded tests 282

Help learners build portfolios 282

Have learners collect tokens 282

Adapt testing to social learning 282

Adapt testing to mobile learning 283

In closing 283

Summary 283

For more 284

6 Topics 285

What are topics? 285

Topics are learning objects 285

Examples of topics 286

Anatomy of a topic 293

Design the components of the topic 294

Title the topic 294

Introduce the topic 296

Test learning in the topic 299

Specify learning activities for the topic 301

Summarize the topic 303

Link to related material 305

Write metadata 307

Design components logically and economically 310

Design reusable topics 313

Craft recombinant building blocks 313

Design consistent topics 314

Avoid the “as-shown-above” syndrome 314

Integrate foreign modules 315

Example of a docking module 316

What to include in a docking module 317

In closing 318

Summary 318

Templates for topics 319

For more 322

7 Games and Simulations 323

Games and simulations for learning 323

Example of a learning game 324

How are games, tests, and simulations related? 325

Do you call it a game or a simulation? 325

Demos are not true simulations 326

How do games and simulations work? 327

What do we mean design? 328

Why games? 328

What can games do for us? 328

When to use games 329

Types of learning games 330

Quiz-show games 331

Word games 332

Jigsaw puzzles 333

Branching scenarios 334

Task simulations 335

Personal-response simulations 337

Environmental simulations 340

Immersive role-playing games 341

Design games for learning 342

Design to accomplish learning objectives 342

Express the goal as a specific task 344

Pick the right sized game 344

Emphasize learning, not just doing 345

Specify challenge and motivation 345

Manage competitiveness 345

Provide multiple ways to learn 345

Create a micro-world 346

Specify the game’s world 346

Specify characters and important objects 347

Create a storyline 349

Create a back story 349

Specify the game structure 350

Assign the learner’s role 350

Make the game meaningfully realistic 350

Specify rules of the game 351

Design a rich, realistic environment 351

Provide a deep, unifying challenge 352

Define indicators of game state and feedback 352

Specify the details 353

Sketch out the user interface 353

Write the words 353

Specify the graphical style 353

Specify other media 354

Engage learners 354

Hook the learner 354

Ask learners to suspend disbelief 355

Set the context 356

Provide real-world prompting and support 356

Present solvable problems 357

Adapt to the learner’s needs 357

Challenge with time limits 358

Let learners try multiple strategies 359

Program variety into the game 359

Involve the learner 359

Teach through feedback 359

Provide intrinsic feedback 359

Inject educational feedback where needed 361

Provide continual feedback 361

But give crucial feedback immediately 362

Confront bad behavior and choices 363

Defer lengthy feedback 364

Anticipate feedback (feedforward?) 364

Enable learning through a variety of experiences 365

Provide complete, detailed feedback 366

Help learners correct mistakes 367

Offer abundant practice 367

Acknowledge achievement 368

Progressively challenge learners 369

Challenge learners 369

Ratchet up the challenge 370

Give closure between phases 371

Control the rhythm of difficulty 372

Require consolidating small steps 372

Manage game complexity 373

Beware combinatorial explosion 373

Menu excursions 374

Mission-sequential structure 376

Short-leash strategy 377

Safari structure 378

Breakthrough structure 378

Simplify learning the game 380

Guide actions with instructions 380

Explain the game clearly 380

Start with training wheels 381

Assist when needed 382

Show solution after a few attempts 383

Let learners request assistance 384

Include pertinent hints 384

Simplify the display for quick response 385

Minimize distractions 385

Accept all successful actions 386

Design coached task simulations 386

Plan progressive interactivity 387

Architecture of coach-me activities 387

Let the learner control coaching 389

Design branching-scenario games 390

Harvest storyline ideas 390

Pick a situation 390

Map objectives to scenes 391

Derive specific objectives to teach 391

Translate objectives to a story 392

Specify each scene 394

Thread together the scenes 395

Add context-setting scenes 396

Use games as e-learning courses 396

In closing 398

Summary 398

For more 398

8 Social Learning 399

What is social learning? 399

A definition, sort of 399

So what? 400

Consider the varieties of social learning 400

What is not social learning? 401

What is the group? 401

How do we “design” social learning? 402

What do we mean by design? 402

The role of the designer 402

Decide where and when to use social learning 404

Make learning more reliable 404

Make learning more enjoyable 404

Teach difficult subjects 405

Implement learning quickly and inexpensively 405

Build a network to support the learning in the future 406

What social learning requires 406

What is required of learners 406

What is required of the organization 408

Patterns of interaction 410

The elements of social learning 410

Combine patterns for complete activities 414

Social capabilities of software 415

Send targeted messages 416

Meet real-time 418

Discuss asynchronously 425

Broadcast sporadic messages 426

Post message sequences 428

Collaboratively create documents 433

Share creations 440

Vote and rate 446

Filter messages 450

Establish a point of contact 450

Set up and administer a team or other group 453

Facilitate rather than teach 454

Define the duties of the facilitator 454

Establish a code of conduct 455

Intervene in cases of bad behavior 456

Grade fairly in social learning 463

Assess against objectives 464

Use available evidence 464

Ways to assess learners 464

Set criteria for messages and posts 465

Or, forego individual assessment 466

Extend conventional activities for social learning 466

Extend Absorb activities for social learning 466

Extend Do activities for social learning 467

Extend Connect activities for social learning 467

Use proven social activities 468

Share what you learn 468

Back channel for presentations 469

Brainstorming activities 472

Team-task activities 474

Role-playing scenarios 476

Comparison activities 480

Group-critique activities 481

Encourage meaningful discussions 483

Design discussion activities 484

Ensure learners have necessary skills 486

Moderate discussion activities 487

Perform message maintenance 490

Promote team learning 490

Meet the requirements of a successful team 491

Form a team from individuals 492

Align goals of team members 492

Learn who can do what 493

Adopt team roles 495

Pick a leader, at least to start 496

Team processes 497

Set norms of behavior 497

Team warm-up activities 497

Fade out support 498

Design activities for teams 498

Engage in open inquiry 499

In closing 500

Summary 500

For more 500

9 Mobile Learning 501

What is mobile learning? 501

Start with worthy goals 501

Learn from the whole world 502

Take advantage of teachable moments 502

Teach in the context of application 502

Teach “outdoor” subjects 502

Make learning healthier 503

Learn more of the time 503

Enable virtual attendance 504

Reduce infrastructure costs 504

Prepare for an increasingly mobile world 504

Adapt existing learning for mobile learners 505

Enable participation in classroom learning 505

Accommodate mobile learners in the virtual classroom 506

Let mobile learners take standalone e-learning 506

Make social learning mobile 506

Performance support 507

Use the capabilities of the device 507

Design for the learner, environment, and device 515

Design for the mobile learner 516

Design for the environment where learning occurs 517

Design for the mobile device 519

Design guidelines for overcoming limitations 520

Design for easy reading 520

Maintain contact with learners 521

Design for the devices learners already have 522

Use learners’ time efficiently 522

Fit text and graphics to the display 523

Provide low-bandwidth alternatives 524

Design for imperfect network connections 525

Enable “download and go” 525

Simplify entering text 526

Follow established user-interface guidelines 526

Remember, paper is a mobile device 526

Reuse existing content 527

Real mobile learning 528

Mobile discovery learning 528

Distance apprenticeship program 530

Architecture tour 532

Inject mobile activities into other forms of learning 536

Extend conventional activities for mobile learning 536

Extend Absorb activities for mobile learning 536

Extend Do activities for mobile learning 537

Extend Connect activities for mobile learning 537

In closing 538

Summary 538

For more 538

10 Design For the Virtual Classroom 539

Create a virtual classroom 540

Why create a virtual classroom? 540

What are Webinars and virtual-classroom courses? 540

Decide whether you need a live meeting 541

Select and use collaboration tools 542

Select your collaboration tools 542

Slide shows 545

Breakout rooms 547

Conduct online meetings 548

Plan the meeting 548

Decide roles 548

Prepare for the meeting 552

Announce the meeting 556

Manage the live online meeting 556

Activate meetings 558

Include follow-up activities 560

Design Webinars 560

When to use Webinars 561

Pick activities to teach 561

Design virtual-classroom courses 563

Select a qualified teacher 563

Teach the class, don’t just let it happen 565

Plan predictable learning cycles 566

Respond to learners 568

Provide complete instructions 568

Simplify tasks for learners 575

Deal with problem learners 577

Follow up after the course 580

In closing 581

Summary 581

For more 582

11 Conclusion 583

How we will learn 583

Where we are headed 583

How we will get there 584

What has to happen 585

Secrets of e-learning design 585

Just the beginning 586

Appendix Essentialism 587

Essential essentialism 587

Set up the test 588

Supervise the test 588

The role of test subjects 589

The role of the expert 590

Role of the test conductor 591

Analyze test results 591

Record needed learning 591

Identify the learning approach 593

Infer design principles 594

Make testing better 595

Overcome the Hawthorne effect 595

Leave the lab-coat behind 595

Test a twosome 596

Provide all real resources 596

Reassure test subjects 597

Watch the video fully 597

Conduct enough tests 597

Pick valid test subjects 598

Recap: Master the essentials of essentialism 598

Index 599

1 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. 2 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. 3 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. 4 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. 5 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. 6 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. 7 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. 8 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. 9 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. 10 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. 11 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.

About the Author

William Horton is a leading e-learning consultant and president of William Horton Consulting, Inc. He is the author or co-author of numerous books including E-learning by Design , Designing and Writing Online Documentation , Leading E-learning , Evaluating E-learning , Using E-learning , Secrets of User-Seductive Documents , E-learning Tools and Technologies , Getting Started in Online Learning , and The Web Page Design Cookbook .

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