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.
Best Practices in Engaging Online Learners Through Active and Experiential Learning Strategies
Author: Stephanie Smith Budhai
Publisher: Routledge
ISBN: 1000411710
Category : Education
Languages : en
Pages : 119
Book Description
Best Practices in Engaging Online Learners Through Active and Experiential Learning Strategies, Second Edition, is a practical guide for all instructors, instructional designers, and online learning administrators designing, developing, teaching, and leading online, hybrid and blended learning courses and programs, who seek to provide supportive, engaging, and interactive learner experiences. This book explores the integration of active and experiential learning approaches and activities including simulations, gamification, social media integration, project-based learning, scenario-based learning, virtual tours, and online micro-credentialing as they relate to the development of authentic skill-building, communication, problem-solving, and critical-thinking in learners. New and emerging learning technologies of virtual and augmented reality along with artificial intelligence are included in this updated edition with examples of how instructors can actively use them in online courses to engage learners in experiential experiences. Readers will find guidelines for the development of participatory and peer-learning, competency-based learning, field-based experiences, clinical experiences, and service-learning opportunities in the online classroom. In addition, the authors provide effective learning strategies, discipline-specific examples, templates, and additional resources that align learner engagement with assessment practices and course outcomes.
Publisher: Routledge
ISBN: 1000411710
Category : Education
Languages : en
Pages : 119
Book Description
Best Practices in Engaging Online Learners Through Active and Experiential Learning Strategies, Second Edition, is a practical guide for all instructors, instructional designers, and online learning administrators designing, developing, teaching, and leading online, hybrid and blended learning courses and programs, who seek to provide supportive, engaging, and interactive learner experiences. This book explores the integration of active and experiential learning approaches and activities including simulations, gamification, social media integration, project-based learning, scenario-based learning, virtual tours, and online micro-credentialing as they relate to the development of authentic skill-building, communication, problem-solving, and critical-thinking in learners. New and emerging learning technologies of virtual and augmented reality along with artificial intelligence are included in this updated edition with examples of how instructors can actively use them in online courses to engage learners in experiential experiences. Readers will find guidelines for the development of participatory and peer-learning, competency-based learning, field-based experiences, clinical experiences, and service-learning opportunities in the online classroom. In addition, the authors provide effective learning strategies, discipline-specific examples, templates, and additional resources that align learner engagement with assessment practices and course outcomes.
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.
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.
Teaching as the Art of Staging
Author: Anthony Weston
Publisher:
ISBN: 9781003447368
Category : Active learning
Languages : en
Pages : 0
Book Description
College teachers all too often still play Sage on the Stage - lecturing to rooms full of passive and supposedly absorbed students. The cutting-edge opposite is still supposed to be the Guide on the Side - facilitating wherever students themselves are already going, mentoring and coaching them along the way. But who says that these are the only - or the best - alternatives? This book advances another and sharply different model: the Impresario with a Scenario, a teacher who serves as class mobilizer, improviser, and energizer, staging dramatic, often unexpected and self-unfolding learning challenges and adventures with students.In this book, the author argues that to pose a single alternative to lecturing is profoundly limiting. In fact, he says there is no reason to have to choose between "student-centered" and "teacher-centered" pedagogies. The best ways to teach and learn are both. The same applies to the false choice between "active" students and "active" teachers - there can be more than enough activity for everyone. In particular, the author argues that we need a model in which the teacher is notably pro-active - a kind of activity for which certain theatrical metaphors seem especially appropriate.Picture a college teacher who regularly sets up classroom scenarios - challenging problems, unscripted dramas, role-plays, simulations, and the like - such that the scenario itself frames and drives most of the action and learning that follows. For teaching as staging, the primary work of the teacher is staging such scenarios. The basic goal is to put students into an urgently engaging and self-unfolding scenario, trusting them to carry it forward, while being prepared to join in as needed.This book offers a conceptual and practical framework for Teaching as Staging, grounding the approach with illustrative and sometimes provocative narrative from the literature as well as the author's own practice.Teaching as the Art of Staging offers a visionary challenge to the prevailing models of pedagogy. The book presents a thoroughly practical model that opens up new possibilities for anyone interested in dramatic new directions in teaching and learning.
Publisher:
ISBN: 9781003447368
Category : Active learning
Languages : en
Pages : 0
Book Description
College teachers all too often still play Sage on the Stage - lecturing to rooms full of passive and supposedly absorbed students. The cutting-edge opposite is still supposed to be the Guide on the Side - facilitating wherever students themselves are already going, mentoring and coaching them along the way. But who says that these are the only - or the best - alternatives? This book advances another and sharply different model: the Impresario with a Scenario, a teacher who serves as class mobilizer, improviser, and energizer, staging dramatic, often unexpected and self-unfolding learning challenges and adventures with students.In this book, the author argues that to pose a single alternative to lecturing is profoundly limiting. In fact, he says there is no reason to have to choose between "student-centered" and "teacher-centered" pedagogies. The best ways to teach and learn are both. The same applies to the false choice between "active" students and "active" teachers - there can be more than enough activity for everyone. In particular, the author argues that we need a model in which the teacher is notably pro-active - a kind of activity for which certain theatrical metaphors seem especially appropriate.Picture a college teacher who regularly sets up classroom scenarios - challenging problems, unscripted dramas, role-plays, simulations, and the like - such that the scenario itself frames and drives most of the action and learning that follows. For teaching as staging, the primary work of the teacher is staging such scenarios. The basic goal is to put students into an urgently engaging and self-unfolding scenario, trusting them to carry it forward, while being prepared to join in as needed.This book offers a conceptual and practical framework for Teaching as Staging, grounding the approach with illustrative and sometimes provocative narrative from the literature as well as the author's own practice.Teaching as the Art of Staging offers a visionary challenge to the prevailing models of pedagogy. The book presents a thoroughly practical model that opens up new possibilities for anyone interested in dramatic new directions in teaching and learning.
Making Use
Author: John M. Carroll
Publisher: MIT Press
ISBN: 0262513889
Category : Computers
Languages : en
Pages : 766
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 : 766
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.
Handbook of Formative Assessment in the Disciplines
Author: Heidi L. Andrade
Publisher: Routledge
ISBN: 1351681478
Category : Education
Languages : en
Pages : 295
Book Description
The Handbook of Formative Assessment in the Disciplines meaningfully addresses current developments in the field, offering a unique and timely focus on domain dependency. Building from an updated definition of formative assessment, the book covers the integration of measurement principles into practice; the operationalization of formative assessment within specific domains, beyond generic strategies; evolving research directions including student involvement and self-regulation; and new approaches to the challenges of incorporating formative assessment training into pre-service and in-service educator training. As supporters of large-scale testing programs increasingly consider the potential of formative assessments to improve teaching and learning, this handbook advances the subject through novel frameworks, intersections of theory, research, and practice, and attention to discernible disciplines. Written for instructors, graduate students, researchers, and policymakers, each chapter provides expert perspectives on the procedures and evaluations that enable teachers to adapt teaching and learning in-process toward student achievement.
Publisher: Routledge
ISBN: 1351681478
Category : Education
Languages : en
Pages : 295
Book Description
The Handbook of Formative Assessment in the Disciplines meaningfully addresses current developments in the field, offering a unique and timely focus on domain dependency. Building from an updated definition of formative assessment, the book covers the integration of measurement principles into practice; the operationalization of formative assessment within specific domains, beyond generic strategies; evolving research directions including student involvement and self-regulation; and new approaches to the challenges of incorporating formative assessment training into pre-service and in-service educator training. As supporters of large-scale testing programs increasingly consider the potential of formative assessments to improve teaching and learning, this handbook advances the subject through novel frameworks, intersections of theory, research, and practice, and attention to discernible disciplines. Written for instructors, graduate students, researchers, and policymakers, each chapter provides expert perspectives on the procedures and evaluations that enable teachers to adapt teaching and learning in-process toward student achievement.
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.