Author: Ray Jimenez
Publisher: Lulu.com
ISBN: 0979184746
Category : Computers
Languages : en
Pages : 216
Book Description
Scenario-based Learning
Author: Ray Jimenez
Publisher: Lulu.com
ISBN: 0979184746
Category : Computers
Languages : en
Pages : 216
Book Description
Publisher: Lulu.com
ISBN: 0979184746
Category : Computers
Languages : en
Pages : 216
Book Description
Scenario-based e-Learning
Author: Ruth C. Clark
Publisher: John Wiley & Sons
ISBN: 1118127250
Category : Business & Economics
Languages : en
Pages : 278
Book Description
Scenario-Based e-Learning Scenario-Based e-Learning offers a new instructional design approach that can accelerate expertise, build critical thinking skills, and promote transfer of learning. This book focuses on the what, when, and how of scenario-based e-learning for workforce learning. Throughout the book, Clark defines and demystifies scenario-based e-learning by offering a practical design model illustrated with examples from veterinary science, automotive troubleshooting, sales and loan analysis among other industries. Filled with helpful guidelines and a wealth of illustrative screen shots, this book offers you the information needed to: Identify the benefits of a SBeL design for learners and learning outcomes Determine when SBeL might be appropriate for your needs Identify specific outcomes of SBeL relevant to common organizational goals Classify specific instructional goals into one or more learning domains Apply a design model to present content in a task-centered context Evaluate outcomes from SBeL lessons Identify tacit expert knowledge using cognitive task analysis techniques Make a business case for SBeL in your organization Praise for Scenario-Based e-Learning "Clark has done it again—with her uncanny ability to make complex ideas accessible to practitioners, the guidelines in this book provide an important resource for you to build your own online, problem-centered instructional strategies." —M. David Merrill, professor emeritus at Utah State University; author, First Principles of Instruction "Clark's wonderful book provides a solid explanation of the how, what, and why of scenario-based e-learning. The tools, techniques, and resources in this book provide a roadmap for creating engaging, informative scenarios that lead to tangible, measurable learning outcomes. If you want to design more engaging e-learning, you need to read this book." —Karl M. Kapp, Professor of Instructional Technology, Bloomsburg University; author, The Gamification of Learning and Instruction
Publisher: John Wiley & Sons
ISBN: 1118127250
Category : Business & Economics
Languages : en
Pages : 278
Book Description
Scenario-Based e-Learning Scenario-Based e-Learning offers a new instructional design approach that can accelerate expertise, build critical thinking skills, and promote transfer of learning. This book focuses on the what, when, and how of scenario-based e-learning for workforce learning. Throughout the book, Clark defines and demystifies scenario-based e-learning by offering a practical design model illustrated with examples from veterinary science, automotive troubleshooting, sales and loan analysis among other industries. Filled with helpful guidelines and a wealth of illustrative screen shots, this book offers you the information needed to: Identify the benefits of a SBeL design for learners and learning outcomes Determine when SBeL might be appropriate for your needs Identify specific outcomes of SBeL relevant to common organizational goals Classify specific instructional goals into one or more learning domains Apply a design model to present content in a task-centered context Evaluate outcomes from SBeL lessons Identify tacit expert knowledge using cognitive task analysis techniques Make a business case for SBeL in your organization Praise for Scenario-Based e-Learning "Clark has done it again—with her uncanny ability to make complex ideas accessible to practitioners, the guidelines in this book provide an important resource for you to build your own online, problem-centered instructional strategies." —M. David Merrill, professor emeritus at Utah State University; author, First Principles of Instruction "Clark's wonderful book provides a solid explanation of the how, what, and why of scenario-based e-learning. The tools, techniques, and resources in this book provide a roadmap for creating engaging, informative scenarios that lead to tangible, measurable learning outcomes. If you want to design more engaging e-learning, you need to read this book." —Karl M. Kapp, Professor of Instructional Technology, Bloomsburg University; author, The Gamification of Learning and Instruction
Instructional Story Design
Author: Rance Greene
Publisher: Association for Talent Development
ISBN: 1950496600
Category : Business & Economics
Languages : en
Pages : 274
Book Description
Once Upon a Time, Storytelling Met Instructional Design From children to adults, everybody likes a good story. Stories are memorable, actionable, and emotional. We are constantly making sense of the world by forming stories, and that makes them perfect for instructional design. Instructional Story Design is a practical guide to writing and developing stories for training. It takes what you already know about a story’s power to connect with people and offers a clear methodology for the otherwise daunting process of creating a compelling story. Master story designer Rance Greene shares his powerful yet familiar process to discover, design, and deliver instructional stories. He presents the two essential elements that must be present to tell a story for training: relatable characters and strong conflict. These elements create a desire for resolution and grab learners’ attention. This book offers advice for unearthing the root of the performance problem, creating action lists for learners, and convincing stakeholders about the effectiveness of stories. Case studies from household companies such as Pizza Hut, Southwest Airlines, and PepsiCo show story design in action. Job aids and resources include an audience profile questionnaire, character description worksheet, storyboard template, and tips for developing stories using graphics, audio, and video. With this book, you’ll: Sharpen your analysis skills to discover potential training stories. Design relatable stories that concretely connect with learning objectives. Easily develop captivating stories with tools you already own. Plan your next steps to implement your instructional story.
Publisher: Association for Talent Development
ISBN: 1950496600
Category : Business & Economics
Languages : en
Pages : 274
Book Description
Once Upon a Time, Storytelling Met Instructional Design From children to adults, everybody likes a good story. Stories are memorable, actionable, and emotional. We are constantly making sense of the world by forming stories, and that makes them perfect for instructional design. Instructional Story Design is a practical guide to writing and developing stories for training. It takes what you already know about a story’s power to connect with people and offers a clear methodology for the otherwise daunting process of creating a compelling story. Master story designer Rance Greene shares his powerful yet familiar process to discover, design, and deliver instructional stories. He presents the two essential elements that must be present to tell a story for training: relatable characters and strong conflict. These elements create a desire for resolution and grab learners’ attention. This book offers advice for unearthing the root of the performance problem, creating action lists for learners, and convincing stakeholders about the effectiveness of stories. Case studies from household companies such as Pizza Hut, Southwest Airlines, and PepsiCo show story design in action. Job aids and resources include an audience profile questionnaire, character description worksheet, storyboard template, and tips for developing stories using graphics, audio, and video. With this book, you’ll: Sharpen your analysis skills to discover potential training stories. Design relatable stories that concretely connect with learning objectives. Easily develop captivating stories with tools you already own. Plan your next steps to implement your instructional story.
Short Sims
Author: Clark Aldrich
Publisher: CRC Press
ISBN: 1000036359
Category : Computers
Languages : en
Pages : 284
Book Description
Short Sims: A Game Changer explores the design concepts, dialogue, and formatting of interactive simulations. Interactivity is the key to effective educational media in schools, corporations, the military, and government. However, challenges like ineffective linear content or expenses can derail the product. This book provides a proven methodology to guide anyone through the steps of quickly creating highly engaging and responsive content. The process combines decades of research and implementations with leading organizations (Bill & Melinda Gates Foundation, Harvard Business School Publishing, Visa, State Department) with new tools that have just emerged. Key Features This book provides numerous code examples to illustrate how to put the techniques into practice. It includes expanded introductions to mathematics fundamental to computer graphics and game development. Graphics and physics are covered in introductory overviews. Author Bio Clark Aldrich is an education technology thought leader—the author of six books and developer of patent and award-winning projects. He currently builds custom Short Sims for organizations using a revolutionary methodology he has pioneered, or helps them build their own, through www.shortsims.com. He is also the host of an audio series called Education X Media (www.edbymedia.com) about evolving pedagogy in academics, corporations, and the military. He has been called a "guru" by Fortune Magazine and a "maverick" by CNN. Aldrich and his work have been featured in hundreds of other sources, including CBS, ABC, The New York Times, USA Today, the Associated Press, Wall Street Journal, NPR, CNET, Business 2.0, BusinessWeek, and U.S. News and World Report. He has written monthly columns for Training Magazine and Online Learning Magazine. Previously, he was the founder and former director of research for Gartner’s e-learning coverage. Earlier in his career, he worked on special projects for Xerox' executive team. He also served for many years as the Governor's representative on the education task force Joint Committee on Educational Technology, volunteered on several non-profit organizations aimed at child advocacy, and has served on numerous boards. He earned from Brown University a degree in cognitive science (during which he also taught at a leading environmental education foundation). He grew up in Concord, Massachusetts, and is the ninth great-grandson of Governors John Winthrop and Thomas Dudley, first and second governors of the Massachusetts Bay Colony, and Captain Walter Neale, the first colonial governor of lower New Hampshire.
Publisher: CRC Press
ISBN: 1000036359
Category : Computers
Languages : en
Pages : 284
Book Description
Short Sims: A Game Changer explores the design concepts, dialogue, and formatting of interactive simulations. Interactivity is the key to effective educational media in schools, corporations, the military, and government. However, challenges like ineffective linear content or expenses can derail the product. This book provides a proven methodology to guide anyone through the steps of quickly creating highly engaging and responsive content. The process combines decades of research and implementations with leading organizations (Bill & Melinda Gates Foundation, Harvard Business School Publishing, Visa, State Department) with new tools that have just emerged. Key Features This book provides numerous code examples to illustrate how to put the techniques into practice. It includes expanded introductions to mathematics fundamental to computer graphics and game development. Graphics and physics are covered in introductory overviews. Author Bio Clark Aldrich is an education technology thought leader—the author of six books and developer of patent and award-winning projects. He currently builds custom Short Sims for organizations using a revolutionary methodology he has pioneered, or helps them build their own, through www.shortsims.com. He is also the host of an audio series called Education X Media (www.edbymedia.com) about evolving pedagogy in academics, corporations, and the military. He has been called a "guru" by Fortune Magazine and a "maverick" by CNN. Aldrich and his work have been featured in hundreds of other sources, including CBS, ABC, The New York Times, USA Today, the Associated Press, Wall Street Journal, NPR, CNET, Business 2.0, BusinessWeek, and U.S. News and World Report. He has written monthly columns for Training Magazine and Online Learning Magazine. Previously, he was the founder and former director of research for Gartner’s e-learning coverage. Earlier in his career, he worked on special projects for Xerox' executive team. He also served for many years as the Governor's representative on the education task force Joint Committee on Educational Technology, volunteered on several non-profit organizations aimed at child advocacy, and has served on numerous boards. He earned from Brown University a degree in cognitive science (during which he also taught at a leading environmental education foundation). He grew up in Concord, Massachusetts, and is the ninth great-grandson of Governors John Winthrop and Thomas Dudley, first and second governors of the Massachusetts Bay Colony, and Captain Walter Neale, the first colonial governor of lower New Hampshire.
Best Practices in Engaging Online Learners Through Active and Experiential Learning Strategies
Author: Stephanie Smith Budhai
Publisher: Taylor & Francis
ISBN: 1317208153
Category : Education
Languages : en
Pages : 113
Book Description
Best Practices in Engaging Online Learners Through Active and Experiential Learning Strategies is a practical guide for all instructors and instructional designers working in online or blended learning environments who want to provide a supportive, engaging, and interactive learner experience. This book explores the integration of active and experiential learning approaches and activities including gamification, social media integration, and project- and scenario-based learning, as they relate to the development of authentic skill-building, communication, problem-solving, and critical-thinking skills in learners. Readers will find guidelines for the development of participatory peer-learning, cooperative education, and service learning opportunities in the online classroom. In addition, the authors provide effective learning strategies, resources, and tools that align learner engagement with course outcomes.
Publisher: Taylor & Francis
ISBN: 1317208153
Category : Education
Languages : en
Pages : 113
Book Description
Best Practices in Engaging Online Learners Through Active and Experiential Learning Strategies is a practical guide for all instructors and instructional designers working in online or blended learning environments who want to provide a supportive, engaging, and interactive learner experience. This book explores the integration of active and experiential learning approaches and activities including gamification, social media integration, and project- and scenario-based learning, as they relate to the development of authentic skill-building, communication, problem-solving, and critical-thinking skills in learners. Readers will find guidelines for the development of participatory peer-learning, cooperative education, and service learning opportunities in the online classroom. In addition, the authors provide effective learning strategies, resources, and tools that align learner engagement with course outcomes.
Promising Practices in Undergraduate Science, Technology, Engineering, and Mathematics Education
Author: National Research Council
Publisher: National Academies Press
ISBN: 0309212944
Category : Education
Languages : en
Pages : 96
Book Description
Numerous teaching, learning, assessment, and institutional innovations in undergraduate science, technology, engineering, and mathematics (STEM) education have emerged in the past decade. Because virtually all of these innovations have been developed independently of one another, their goals and purposes vary widely. Some focus on making science accessible and meaningful to the vast majority of students who will not pursue STEM majors or careers; others aim to increase the diversity of students who enroll and succeed in STEM courses and programs; still other efforts focus on reforming the overall curriculum in specific disciplines. In addition to this variation in focus, these innovations have been implemented at scales that range from individual classrooms to entire departments or institutions. By 2008, partly because of this wide variability, it was apparent that little was known about the feasibility of replicating individual innovations or about their potential for broader impact beyond the specific contexts in which they were created. The research base on innovations in undergraduate STEM education was expanding rapidly, but the process of synthesizing that knowledge base had not yet begun. If future investments were to be informed by the past, then the field clearly needed a retrospective look at the ways in which earlier innovations had influenced undergraduate STEM education. To address this need, the National Research Council (NRC) convened two public workshops to examine the impact and effectiveness of selected STEM undergraduate education innovations. This volume summarizes the workshops, which addressed such topics as the link between learning goals and evidence; promising practices at the individual faculty and institutional levels; classroom-based promising practices; and professional development for graduate students, new faculty, and veteran faculty. The workshops concluded with a broader examination of the barriers and opportunities associated with systemic change.
Publisher: National Academies Press
ISBN: 0309212944
Category : Education
Languages : en
Pages : 96
Book Description
Numerous teaching, learning, assessment, and institutional innovations in undergraduate science, technology, engineering, and mathematics (STEM) education have emerged in the past decade. Because virtually all of these innovations have been developed independently of one another, their goals and purposes vary widely. Some focus on making science accessible and meaningful to the vast majority of students who will not pursue STEM majors or careers; others aim to increase the diversity of students who enroll and succeed in STEM courses and programs; still other efforts focus on reforming the overall curriculum in specific disciplines. In addition to this variation in focus, these innovations have been implemented at scales that range from individual classrooms to entire departments or institutions. By 2008, partly because of this wide variability, it was apparent that little was known about the feasibility of replicating individual innovations or about their potential for broader impact beyond the specific contexts in which they were created. The research base on innovations in undergraduate STEM education was expanding rapidly, but the process of synthesizing that knowledge base had not yet begun. If future investments were to be informed by the past, then the field clearly needed a retrospective look at the ways in which earlier innovations had influenced undergraduate STEM education. To address this need, the National Research Council (NRC) convened two public workshops to examine the impact and effectiveness of selected STEM undergraduate education innovations. This volume summarizes the workshops, which addressed such topics as the link between learning goals and evidence; promising practices at the individual faculty and institutional levels; classroom-based promising practices; and professional development for graduate students, new faculty, and veteran faculty. The workshops concluded with a broader examination of the barriers and opportunities associated with systemic change.
Interventions, Training, and Technologies for Improved Police Well-Being and Performance
Author: Arble, Eamonn Patrick
Publisher: IGI Global
ISBN: 1799868214
Category : Political Science
Languages : en
Pages : 278
Book Description
The need for evidence-based practice to enhance current and future police training and assessment has never been greater. This need focuses on the procedures and findings of research within the field of police work along with the philosophy guiding these research approaches and commentaries on the methods being used. With many future directions for the science of police training and assessment, the focus on new training techniques and technologies for improving performance is of the upmost importance to find the best current, evidence-based practices for policing. In addition to these practices, understanding the practical realities and challenges of implementing cutting-edge procedures is essential in gaining a holistic view on police well-being and performance. Interventions, Training, and Technologies for Improved Police Well-Being and Performance is a critical publication that explores new training methods and technologies. The future of policing is poised to change, making the need for developments in evidence-based practices more important than ever before. New technology and techniques for improving performance and the perception of the police force can guide the policies and practices of law enforcement, trainers and academies, government officials, policymakers, psychologists, psychiatrists, therapists, to a more effective implementation of training and procedures. Including the perspective of police officers within the publication, this text offers insight into an often neglected viewpoint when creating training and policies. This text is also be beneficial for researchers, academicians, and students interested in the new training techniques, technologies, and interventions for police performance and well-being.
Publisher: IGI Global
ISBN: 1799868214
Category : Political Science
Languages : en
Pages : 278
Book Description
The need for evidence-based practice to enhance current and future police training and assessment has never been greater. This need focuses on the procedures and findings of research within the field of police work along with the philosophy guiding these research approaches and commentaries on the methods being used. With many future directions for the science of police training and assessment, the focus on new training techniques and technologies for improving performance is of the upmost importance to find the best current, evidence-based practices for policing. In addition to these practices, understanding the practical realities and challenges of implementing cutting-edge procedures is essential in gaining a holistic view on police well-being and performance. Interventions, Training, and Technologies for Improved Police Well-Being and Performance is a critical publication that explores new training methods and technologies. The future of policing is poised to change, making the need for developments in evidence-based practices more important than ever before. New technology and techniques for improving performance and the perception of the police force can guide the policies and practices of law enforcement, trainers and academies, government officials, policymakers, psychologists, psychiatrists, therapists, to a more effective implementation of training and procedures. Including the perspective of police officers within the publication, this text offers insight into an often neglected viewpoint when creating training and policies. This text is also be beneficial for researchers, academicians, and students interested in the new training techniques, technologies, and interventions for police performance and well-being.
Making Use
Author: John M. Carroll
Publisher: MIT Press
ISBN: 0262513889
Category : Computers
Languages : en
Pages : 383
Book Description
John Carroll shows how a pervasive but underused element of design practice, the scenario, can transform information systems design. Difficult to learn and awkward to use, today's information systems often change our activities in ways that we do not need or want. The problem lies in the software development process. In this book John Carroll shows how a pervasive but underused element of design practice, the scenario, can transform information systems design. Traditional textbook approaches manage the complexity of the design process via abstraction, treating design problems as if they were composites of puzzles. Scenario-based design uses concretization. A scenario is a concrete story about use. For example: "A person turned on a computer; the screen displayed a button labeled Start; the person used the mouse to select the button." Scenarios are a vocabulary for coordinating the central tasks of system development—understanding people's needs, envisioning new activities and technologies, designing effective systems and software, and drawing general lessons from systems as they are developed and used. Instead of designing software by listing requirements, functions, and code modules, the designer focuses first on the activities that need to be supported and then allows descriptions of those activities to drive everything else. In addition to a comprehensive discussion of the principles of scenario-based design, the book includes in-depth examples of its application.
Publisher: MIT Press
ISBN: 0262513889
Category : Computers
Languages : en
Pages : 383
Book Description
John Carroll shows how a pervasive but underused element of design practice, the scenario, can transform information systems design. Difficult to learn and awkward to use, today's information systems often change our activities in ways that we do not need or want. The problem lies in the software development process. In this book John Carroll shows how a pervasive but underused element of design practice, the scenario, can transform information systems design. Traditional textbook approaches manage the complexity of the design process via abstraction, treating design problems as if they were composites of puzzles. Scenario-based design uses concretization. A scenario is a concrete story about use. For example: "A person turned on a computer; the screen displayed a button labeled Start; the person used the mouse to select the button." Scenarios are a vocabulary for coordinating the central tasks of system development—understanding people's needs, envisioning new activities and technologies, designing effective systems and software, and drawing general lessons from systems as they are developed and used. Instead of designing software by listing requirements, functions, and code modules, the designer focuses first on the activities that need to be supported and then allows descriptions of those activities to drive everything else. In addition to a comprehensive discussion of the principles of scenario-based design, the book includes in-depth examples of its application.
Millennials, Goldfish & Other Training Misconceptions
Author: Clark N. Quinn
Publisher: Association for Talent Development
ISBN: 1947308386
Category : Business & Economics
Languages : en
Pages : 177
Book Description
Can You Tell Learning Fact From Fiction? “Training should be tailored to individual learning styles.” “We only use 10 percent of our brain.” “Multitasking is as simple and efficient as flipping a switch.” Some myths and superstitions have their fervent believers. But unlike everyday misconceptions such as “Bats are blind” or “George Washington had wooden teeth,” these learning myths can cost you. Fortunately, trained skeptic Clark Quinn has once and for all laid them bare before the research and evidence. Now, myth busting has never been easier. Millennials, Goldfish, & Other Training Misconceptions debunks more than 30 common assumptions about good learning design to help you avoid wasting time, resources, and goodwill on unproven practices. Drawing on cognitive psychology and brain science, Clark arms you with the ammo to challenge the claims you’re likely to hear from peers and co-workers. Be a smart consumer, and stand behind the science of learning.
Publisher: Association for Talent Development
ISBN: 1947308386
Category : Business & Economics
Languages : en
Pages : 177
Book Description
Can You Tell Learning Fact From Fiction? “Training should be tailored to individual learning styles.” “We only use 10 percent of our brain.” “Multitasking is as simple and efficient as flipping a switch.” Some myths and superstitions have their fervent believers. But unlike everyday misconceptions such as “Bats are blind” or “George Washington had wooden teeth,” these learning myths can cost you. Fortunately, trained skeptic Clark Quinn has once and for all laid them bare before the research and evidence. Now, myth busting has never been easier. Millennials, Goldfish, & Other Training Misconceptions debunks more than 30 common assumptions about good learning design to help you avoid wasting time, resources, and goodwill on unproven practices. Drawing on cognitive psychology and brain science, Clark arms you with the ammo to challenge the claims you’re likely to hear from peers and co-workers. Be a smart consumer, and stand behind the science of learning.
Teaching in a Digital Age
Author: A. W Bates
Publisher:
ISBN: 9780995269231
Category :
Languages : en
Pages :
Book Description
Publisher:
ISBN: 9780995269231
Category :
Languages : en
Pages :
Book Description