The Accidental Instructional Designer, 2nd Edition: Learning Design for the Digital Age
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
La Vergne
Association for Talent Development
2023
|
Online-Zugang: | DE-2070s |
Beschreibung: | Description based on publisher supplied metadata and other sources |
Beschreibung: | 1 Online-Ressource (272 Seiten) |
ISBN: | 9781957157016 |
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245 | 1 | 0 | |a The Accidental Instructional Designer, 2nd Edition |b Learning Design for the Digital Age |
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264 | 4 | |c ©2023 | |
300 | |a 1 Online-Ressource (272 Seiten) | ||
336 | |b txt |2 rdacontent | ||
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505 | 8 | |a Cover -- Copyright -- Content -- Acknowledgments -- INTRODUCTION: Once Upon a Time -- A Walking Accident -- My Path to Instructional Design -- What I Did Next -- What About You? -- Accidental ID-My Epiphany -- From Classroom Trainer to ELearning Instructional Designer -- Finding a Passion for E-Learning, by Accident! -- What I Do Today -- Why Accidents Will Keep Happening -- You Are Not Alone -- About This Book -- Part I -- CHAPTER 1: The Basics of Instructional Design -- What Do We Actually Do? -- Where Do We Come From? -- Figure 1-1. Dream Job Word Cloud -- A Matter of Degrees -- Figure 1-2. Do You Have a Formal Degree or Certification in Instructional Design or a Related Field? -- Where Does Instructional Design Happen? -- Learning and Development, TalentDevelopment, Leadership Development -- Compliance -- Customer Education -- Sales -- Business Units -- Working From the Outside -- Vendors and Instructional Design Firms and Agencies -- Outsourcing Agencies and Staff Augmentation -- Freelancers -- E-Learning: What Do I Call Thee? Let Me Count the Ways. -- The Secret Handshakes ofInstructional Design -- So You Can Talk the Talk -- So You Can Design Better Learning Experiences -- That's a Wrap:The ABCs of Instructional Design -- CHAPTER 2: On Learning Pie -- The Learning Pie -- 1. Learning -- 2. Creativity -- 3. Technology -- 4. Business -- The Whole Pie -- Table 2-1. The Learning Pie and Its Ingredients -- Table 2-1. (Cont.) -- The Pie in Practice -- T-Shaped Skills -- Know Your Sweet Spot,Know Your Weakness -- That's a Wrap: Go Eat Some Pie! -- CHAPTER 3: Why Design Matters -- A Cautionary Tale -- Who Is a Designer? -- What Does It Mean to Design? -- The Difference Between Design and Art -- How Does It Look? -- How Does It Feel? -- How Does It Make You Feel? -- Do You Know What to Do With It? -- Does It Solve a Problem? -- Design Thinking | |
505 | 8 | |a That's a Wrap: Becoming an Instructional Designer -- Part II -- The Learning Design Process -- CHAPTER 4: Tools, Technologies, and Platforms, Oh My! -- A View on Tools and Technologies -- Authoring Tools -- SCORM -- xAPI -- Learning Management Systems -- Learning Experience Platforms -- Learning Portals and Ecosystems -- Video Practice Tools -- Gamification and Learning Games -- Artificial Intelligence -- Augmented Reality, Virtual Reality, and the Metaverse -- Notes From the Field: One Practitioner's View -- Off-the-Shelf Content Libraries -- Designing for Inclusion and Accessibility -- That's a Wrap: Thinking About the Tech -- CHAPTER 5: Working With SubjectMatter Experts -- Industry Acronyms! -- Thinking Like a Consultant -- Kick It Off Right -- Find Out What Matters -- Be Open to a Nontraining Solution -- Define the Design and Development Process and the SME's Role -- Figure 5-1. Kineo Process Diagram -- Agree to Your Schedule -- Make the Deliverables Visual -- Share Your Design Philosophy -- Remember the Novice -- Provide Context -- Chunk It -- Keep It Short and Sharp -- Share Your Approach -- Ask the Right Questions -- Priming Your Learners -- When the SME Develops the Learning Experience -- That's a Wrap: Getting the Most Out of Your SMEs -- CHAPTER 6: What's Your Design Approach? -- Design Models -- Creating Your Objectives -- Sharing Information -- Building Skills and Knowledge -- Solving Problems and Changing Behaviors -- One Learning Designer's View -- Some Models You Can Try Out -- The Infomercial or the Explainer Video -- Search and Find -- The Voice From On High -- Explore the Process -- Job Aids and Performance Support -- Webpages, E-Magazines, E-Books, and Wikis -- Knowledge and Skill Builder -- Figure 6-1. Knowledge and Skill Builder -- Show Me, Try It, Test Me -- Just the Facts, Ma'am -- Guided Stories -- See It in Action | |
505 | 8 | |a The Think Aloud -- Sharing Expert Views -- Learn and Apply -- Fake Branching -- Goal-Based Scenarios (Full Branching) -- Investigate and Decide -- Simulations -- Is That All There Is? -- That's a Wrap:Design Models At a Glance -- Table 6-1. Checklist for Selecting Design Models -- Table 6-1. (cont.) -- CHAPTER 7: Mixing It Up: Effective Blends and Marketing Strategies -- Is It too Good to Be True? -- Becoming a Mixologist -- A Mindset of Social, Collaborative, Continuous Learning -- The Science Behind Continuous Learning -- Figure 7-1. The Forgetting Curve and the Importance of Reinforcement -- Think Like the Marketing Team! -- How Can Training and Development Help? -- Not Your Average Compliance Program-The Change Campaign -- Mixing It Up With New Blends at Coats -- A CASE STUDY -- That's a Wrap: Mix It Up -- CHAPTER 8: Finding Your Hook -- Capturing Attention-There's a Science to It -- Open Their Eyes -- Incite Curiosity -- Introduce Variability -- AIDA: Attention, Interest, Desire, Action -- Attention -- Interest -- Desire -- Action -- It's a Sequence -- Start Using AIDA Today! -- Object to Learning Objectives -- Objection, Your Honor! -- Break the Rules -- That's a Wrap: Getting Them Hooked -- CHAPTER 9: Interactivity That Counts -- Interaction -- When Things Work Together -- When We Make Things Happen -- When We Communicate With Other Human Beings -- The Spectrum of Interactive Control -- Passive Viewing -- Search and Discover -- Total Immersion and Influence -- Avoiding the Trap of Clicky-Clicky Bling-Bling -- Is There a Bright Side to Bling? -- Table 9-1. Different Game Concepts and Their Role in Learning Design -- Distracting to the Learner -- How Can You Tell If It'sSeductive and Distracting? -- Less Clicking, More Thinking -- Get Them Feeling -- Get Them Doing -- Provide Relevant Practice -- Goal-Based Scenarios -- Create an Action Plan | |
505 | 8 | |a Get Them Reflecting -- Get Them Connecting -- That's a Wrap: Make the Interaction Count! -- CHAPTER 10: Writing Better Learning Content -- Make It Human -- Keep It Light -- Cut It Out -- Give It Spirit -- Table 10-1. Passive or Active Voice? See for Yourself -- Treat Them Like Grown-Ups -- Table 10-2. What Learners Think About Our E-Learning -- Find Your Flow -- Be on Brand -- Hone Your Writing Skills -- Get Inspired -- That's a Wrap: Words Matter -- CHAPTER 11: It's All in the Story -- Why Do Stories Work? -- The Elements of a Good Story -- Where Can You Use Stories in Training? -- Table 11-1. Using the Right Stories for the Right Problems -- Finding the Right Stories -- Use Short Stories to Exemplify -- Figure 11-1. A Screen Shot From a Mocked-Up E-Learning Program -- Figure 11-2. A Screen Shot From a Mocked-Up E-Learning Program -- That's a Wrap: So What's Your Story? -- CHAPTER 12: Looking Good: On Visual Design -- Aligning to Your Brand -- Vision Trumps All -- Visual Design Tricks and Tips -- Make the Graphics Matter -- Use Animation Wisely -- Avoid Cheesy Stock Photos -- Find the Right Partners -- Going It Alone -- That's a Wrap: Looks Matter -- CHAPTER 13: Got Impact? Assessment and Evaluation -- What Do You Want to Measure? -- Evaluation Models -- The Kirkpatrick Model -- Table 13-1. The Four Levels of the Kirkpatrick Model -- Learning Transfer-Evaluation Model (LTEM) -- Table 13-2. The Learning Transfer-Evaluation Model -- Table 13-2. (Cont.) -- The Nuts and Bolts of Surveys, Assessments, and Questions -- Learner Feedback (Surveys) -- Interspersing Questions and Interactivity -- End of Course Assessments: The Final Test -- Simulations -- On-the-Job Observation -- Follow-Up Evaluations -- Writing Better Multiple-Choice Questions -- Putting a Data and Analytics Program in Place | |
505 | 8 | |a That's a Wrap: Assessment and Evaluation Is More Than Just Good Questions -- Part III -- CHAPTER 14: Taking It Forward -- Find Your Peers and Share Your Work -- Connect in Person -- Read, Read, Read -- Find Your Go-To Resources -- Think Like a Mixologist -- Go the Formal Route -- Start a Book Club -- Never Stop -- My Favorite Resources -- Discussion Guide -- Part I -- Chapter 1. The Basics of Instructional Design -- Chapter 2. On Learning Pie -- Chapter 3. Why Design Matters -- Part II -- Chapter 4. Tools, Technologies, and Platforms, Oh My! -- Chapter 5. Working With Subject Matter Experts -- Chapter 6. What's Your Design Approach? -- Chapter 7. Mixing It Up: Effect Blends and Marketing Strategies -- Chapter 8. Finding Your Hook -- Chapter 9. Interactivity That Counts -- Chapter 10. Writing Better Learning Content -- Chapter 11. It's All in the Story -- Chapter 12. Looking Good: On Visual Design -- Chapter 13. Got Impact? Assessment and Evaluation -- Part III -- Chapter 14. Taking It Forward -- Selected Bibliography -- Index -- About the Author -- About ATD. | |
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author | Bean, Cammy |
author_facet | Bean, Cammy |
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contents | Cover -- Copyright -- Content -- Acknowledgments -- INTRODUCTION: Once Upon a Time -- A Walking Accident -- My Path to Instructional Design -- What I Did Next -- What About You? -- Accidental ID-My Epiphany -- From Classroom Trainer to ELearning Instructional Designer -- Finding a Passion for E-Learning, by Accident! -- What I Do Today -- Why Accidents Will Keep Happening -- You Are Not Alone -- About This Book -- Part I -- CHAPTER 1: The Basics of Instructional Design -- What Do We Actually Do? -- Where Do We Come From? -- Figure 1-1. Dream Job Word Cloud -- A Matter of Degrees -- Figure 1-2. Do You Have a Formal Degree or Certification in Instructional Design or a Related Field? -- Where Does Instructional Design Happen? -- Learning and Development, TalentDevelopment, Leadership Development -- Compliance -- Customer Education -- Sales -- Business Units -- Working From the Outside -- Vendors and Instructional Design Firms and Agencies -- Outsourcing Agencies and Staff Augmentation -- Freelancers -- E-Learning: What Do I Call Thee? Let Me Count the Ways. -- The Secret Handshakes ofInstructional Design -- So You Can Talk the Talk -- So You Can Design Better Learning Experiences -- That's a Wrap:The ABCs of Instructional Design -- CHAPTER 2: On Learning Pie -- The Learning Pie -- 1. Learning -- 2. Creativity -- 3. Technology -- 4. Business -- The Whole Pie -- Table 2-1. The Learning Pie and Its Ingredients -- Table 2-1. (Cont.) -- The Pie in Practice -- T-Shaped Skills -- Know Your Sweet Spot,Know Your Weakness -- That's a Wrap: Go Eat Some Pie! -- CHAPTER 3: Why Design Matters -- A Cautionary Tale -- Who Is a Designer? -- What Does It Mean to Design? -- The Difference Between Design and Art -- How Does It Look? -- How Does It Feel? -- How Does It Make You Feel? -- Do You Know What to Do With It? -- Does It Solve a Problem? -- Design Thinking That's a Wrap: Becoming an Instructional Designer -- Part II -- The Learning Design Process -- CHAPTER 4: Tools, Technologies, and Platforms, Oh My! -- A View on Tools and Technologies -- Authoring Tools -- SCORM -- xAPI -- Learning Management Systems -- Learning Experience Platforms -- Learning Portals and Ecosystems -- Video Practice Tools -- Gamification and Learning Games -- Artificial Intelligence -- Augmented Reality, Virtual Reality, and the Metaverse -- Notes From the Field: One Practitioner's View -- Off-the-Shelf Content Libraries -- Designing for Inclusion and Accessibility -- That's a Wrap: Thinking About the Tech -- CHAPTER 5: Working With SubjectMatter Experts -- Industry Acronyms! -- Thinking Like a Consultant -- Kick It Off Right -- Find Out What Matters -- Be Open to a Nontraining Solution -- Define the Design and Development Process and the SME's Role -- Figure 5-1. Kineo Process Diagram -- Agree to Your Schedule -- Make the Deliverables Visual -- Share Your Design Philosophy -- Remember the Novice -- Provide Context -- Chunk It -- Keep It Short and Sharp -- Share Your Approach -- Ask the Right Questions -- Priming Your Learners -- When the SME Develops the Learning Experience -- That's a Wrap: Getting the Most Out of Your SMEs -- CHAPTER 6: What's Your Design Approach? -- Design Models -- Creating Your Objectives -- Sharing Information -- Building Skills and Knowledge -- Solving Problems and Changing Behaviors -- One Learning Designer's View -- Some Models You Can Try Out -- The Infomercial or the Explainer Video -- Search and Find -- The Voice From On High -- Explore the Process -- Job Aids and Performance Support -- Webpages, E-Magazines, E-Books, and Wikis -- Knowledge and Skill Builder -- Figure 6-1. Knowledge and Skill Builder -- Show Me, Try It, Test Me -- Just the Facts, Ma'am -- Guided Stories -- See It in Action The Think Aloud -- Sharing Expert Views -- Learn and Apply -- Fake Branching -- Goal-Based Scenarios (Full Branching) -- Investigate and Decide -- Simulations -- Is That All There Is? -- That's a Wrap:Design Models At a Glance -- Table 6-1. Checklist for Selecting Design Models -- Table 6-1. (cont.) -- CHAPTER 7: Mixing It Up: Effective Blends and Marketing Strategies -- Is It too Good to Be True? -- Becoming a Mixologist -- A Mindset of Social, Collaborative, Continuous Learning -- The Science Behind Continuous Learning -- Figure 7-1. The Forgetting Curve and the Importance of Reinforcement -- Think Like the Marketing Team! -- How Can Training and Development Help? -- Not Your Average Compliance Program-The Change Campaign -- Mixing It Up With New Blends at Coats -- A CASE STUDY -- That's a Wrap: Mix It Up -- CHAPTER 8: Finding Your Hook -- Capturing Attention-There's a Science to It -- Open Their Eyes -- Incite Curiosity -- Introduce Variability -- AIDA: Attention, Interest, Desire, Action -- Attention -- Interest -- Desire -- Action -- It's a Sequence -- Start Using AIDA Today! -- Object to Learning Objectives -- Objection, Your Honor! -- Break the Rules -- That's a Wrap: Getting Them Hooked -- CHAPTER 9: Interactivity That Counts -- Interaction -- When Things Work Together -- When We Make Things Happen -- When We Communicate With Other Human Beings -- The Spectrum of Interactive Control -- Passive Viewing -- Search and Discover -- Total Immersion and Influence -- Avoiding the Trap of Clicky-Clicky Bling-Bling -- Is There a Bright Side to Bling? -- Table 9-1. Different Game Concepts and Their Role in Learning Design -- Distracting to the Learner -- How Can You Tell If It'sSeductive and Distracting? -- Less Clicking, More Thinking -- Get Them Feeling -- Get Them Doing -- Provide Relevant Practice -- Goal-Based Scenarios -- Create an Action Plan Get Them Reflecting -- Get Them Connecting -- That's a Wrap: Make the Interaction Count! -- CHAPTER 10: Writing Better Learning Content -- Make It Human -- Keep It Light -- Cut It Out -- Give It Spirit -- Table 10-1. Passive or Active Voice? See for Yourself -- Treat Them Like Grown-Ups -- Table 10-2. What Learners Think About Our E-Learning -- Find Your Flow -- Be on Brand -- Hone Your Writing Skills -- Get Inspired -- That's a Wrap: Words Matter -- CHAPTER 11: It's All in the Story -- Why Do Stories Work? -- The Elements of a Good Story -- Where Can You Use Stories in Training? -- Table 11-1. Using the Right Stories for the Right Problems -- Finding the Right Stories -- Use Short Stories to Exemplify -- Figure 11-1. A Screen Shot From a Mocked-Up E-Learning Program -- Figure 11-2. A Screen Shot From a Mocked-Up E-Learning Program -- That's a Wrap: So What's Your Story? -- CHAPTER 12: Looking Good: On Visual Design -- Aligning to Your Brand -- Vision Trumps All -- Visual Design Tricks and Tips -- Make the Graphics Matter -- Use Animation Wisely -- Avoid Cheesy Stock Photos -- Find the Right Partners -- Going It Alone -- That's a Wrap: Looks Matter -- CHAPTER 13: Got Impact? Assessment and Evaluation -- What Do You Want to Measure? -- Evaluation Models -- The Kirkpatrick Model -- Table 13-1. The Four Levels of the Kirkpatrick Model -- Learning Transfer-Evaluation Model (LTEM) -- Table 13-2. The Learning Transfer-Evaluation Model -- Table 13-2. (Cont.) -- The Nuts and Bolts of Surveys, Assessments, and Questions -- Learner Feedback (Surveys) -- Interspersing Questions and Interactivity -- End of Course Assessments: The Final Test -- Simulations -- On-the-Job Observation -- Follow-Up Evaluations -- Writing Better Multiple-Choice Questions -- Putting a Data and Analytics Program in Place That's a Wrap: Assessment and Evaluation Is More Than Just Good Questions -- Part III -- CHAPTER 14: Taking It Forward -- Find Your Peers and Share Your Work -- Connect in Person -- Read, Read, Read -- Find Your Go-To Resources -- Think Like a Mixologist -- Go the Formal Route -- Start a Book Club -- Never Stop -- My Favorite Resources -- Discussion Guide -- Part I -- Chapter 1. The Basics of Instructional Design -- Chapter 2. On Learning Pie -- Chapter 3. Why Design Matters -- Part II -- Chapter 4. Tools, Technologies, and Platforms, Oh My! -- Chapter 5. Working With Subject Matter Experts -- Chapter 6. What's Your Design Approach? -- Chapter 7. Mixing It Up: Effect Blends and Marketing Strategies -- Chapter 8. Finding Your Hook -- Chapter 9. Interactivity That Counts -- Chapter 10. Writing Better Learning Content -- Chapter 11. It's All in the Story -- Chapter 12. Looking Good: On Visual Design -- Chapter 13. Got Impact? Assessment and Evaluation -- Part III -- Chapter 14. Taking It Forward -- Selected Bibliography -- Index -- About the Author -- About ATD. |
ctrlnum | (ZDB-30-PQE)EBC7251112 (ZDB-30-PAD)EBC7251112 (ZDB-89-EBL)EBL7251112 (OCoLC)1389178065 (DE-599)BVBBV049870516 |
format | Electronic eBook |
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(Cont.) -- The Pie in Practice -- T-Shaped Skills -- Know Your Sweet Spot,Know Your Weakness -- That's a Wrap: Go Eat Some Pie! -- CHAPTER 3: Why Design Matters -- A Cautionary Tale -- Who Is a Designer? -- What Does It Mean to Design? -- The Difference Between Design and Art -- How Does It Look? -- How Does It Feel? -- How Does It Make You Feel? -- Do You Know What to Do With It? -- Does It Solve a Problem? -- Design Thinking</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">That's a Wrap: Becoming an Instructional Designer -- Part II -- The Learning Design Process -- CHAPTER 4: Tools, Technologies, and Platforms, Oh My! -- A View on Tools and Technologies -- Authoring Tools -- SCORM -- xAPI -- Learning Management Systems -- Learning Experience Platforms -- Learning Portals and Ecosystems -- Video Practice Tools -- Gamification and Learning Games -- Artificial Intelligence -- Augmented Reality, Virtual Reality, and the Metaverse -- Notes From the Field: One Practitioner's View -- Off-the-Shelf Content Libraries -- Designing for Inclusion and Accessibility -- That's a Wrap: Thinking About the Tech -- CHAPTER 5: Working With SubjectMatter Experts -- Industry Acronyms! -- Thinking Like a Consultant -- Kick It Off Right -- Find Out What Matters -- Be Open to a Nontraining Solution -- Define the Design and Development Process and the SME's Role -- Figure 5-1. Kineo Process Diagram -- Agree to Your Schedule -- Make the Deliverables Visual -- Share Your Design Philosophy -- Remember the Novice -- Provide Context -- Chunk It -- Keep It Short and Sharp -- Share Your Approach -- Ask the Right Questions -- Priming Your Learners -- When the SME Develops the Learning Experience -- That's a Wrap: Getting the Most Out of Your SMEs -- CHAPTER 6: What's Your Design Approach? -- Design Models -- Creating Your Objectives -- Sharing Information -- Building Skills and Knowledge -- Solving Problems and Changing Behaviors -- One Learning Designer's View -- Some Models You Can Try Out -- The Infomercial or the Explainer Video -- Search and Find -- The Voice From On High -- Explore the Process -- Job Aids and Performance Support -- Webpages, E-Magazines, E-Books, and Wikis -- Knowledge and Skill Builder -- Figure 6-1. Knowledge and Skill Builder -- Show Me, Try It, Test Me -- Just the Facts, Ma'am -- Guided Stories -- See It in Action</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">The Think Aloud -- Sharing Expert Views -- Learn and Apply -- Fake Branching -- Goal-Based Scenarios (Full Branching) -- Investigate and Decide -- Simulations -- Is That All There Is? -- That's a Wrap:Design Models At a Glance -- Table 6-1. Checklist for Selecting Design Models -- Table 6-1. (cont.) -- CHAPTER 7: Mixing It Up: Effective Blends and Marketing Strategies -- Is It too Good to Be True? -- Becoming a Mixologist -- A Mindset of Social, Collaborative, Continuous Learning -- The Science Behind Continuous Learning -- Figure 7-1. The Forgetting Curve and the Importance of Reinforcement -- Think Like the Marketing Team! -- How Can Training and Development Help? -- Not Your Average Compliance Program-The Change Campaign -- Mixing It Up With New Blends at Coats -- A CASE STUDY -- That's a Wrap: Mix It Up -- CHAPTER 8: Finding Your Hook -- Capturing Attention-There's a Science to It -- Open Their Eyes -- Incite Curiosity -- Introduce Variability -- AIDA: Attention, Interest, Desire, Action -- Attention -- Interest -- Desire -- Action -- It's a Sequence -- Start Using AIDA Today! -- Object to Learning Objectives -- Objection, Your Honor! -- Break the Rules -- That's a Wrap: Getting Them Hooked -- CHAPTER 9: Interactivity That Counts -- Interaction -- When Things Work Together -- When We Make Things Happen -- When We Communicate With Other Human Beings -- The Spectrum of Interactive Control -- Passive Viewing -- Search and Discover -- Total Immersion and Influence -- Avoiding the Trap of Clicky-Clicky Bling-Bling -- Is There a Bright Side to Bling? -- Table 9-1. Different Game Concepts and Their Role in Learning Design -- Distracting to the Learner -- How Can You Tell If It'sSeductive and Distracting? -- Less Clicking, More Thinking -- Get Them Feeling -- Get Them Doing -- Provide Relevant Practice -- Goal-Based Scenarios -- Create an Action Plan</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">Get Them Reflecting -- Get Them Connecting -- That's a Wrap: Make the Interaction Count! -- CHAPTER 10: Writing Better Learning Content -- Make It Human -- Keep It Light -- Cut It Out -- Give It Spirit -- Table 10-1. Passive or Active Voice? See for Yourself -- Treat Them Like Grown-Ups -- Table 10-2. What Learners Think About Our E-Learning -- Find Your Flow -- Be on Brand -- Hone Your Writing Skills -- Get Inspired -- That's a Wrap: Words Matter -- CHAPTER 11: It's All in the Story -- Why Do Stories Work? -- The Elements of a Good Story -- Where Can You Use Stories in Training? -- Table 11-1. Using the Right Stories for the Right Problems -- Finding the Right Stories -- Use Short Stories to Exemplify -- Figure 11-1. A Screen Shot From a Mocked-Up E-Learning Program -- Figure 11-2. A Screen Shot From a Mocked-Up E-Learning Program -- That's a Wrap: So What's Your Story? -- CHAPTER 12: Looking Good: On Visual Design -- Aligning to Your Brand -- Vision Trumps All -- Visual Design Tricks and Tips -- Make the Graphics Matter -- Use Animation Wisely -- Avoid Cheesy Stock Photos -- Find the Right Partners -- Going It Alone -- That's a Wrap: Looks Matter -- CHAPTER 13: Got Impact? Assessment and Evaluation -- What Do You Want to Measure? -- Evaluation Models -- The Kirkpatrick Model -- Table 13-1. The Four Levels of the Kirkpatrick Model -- Learning Transfer-Evaluation Model (LTEM) -- Table 13-2. The Learning Transfer-Evaluation Model -- Table 13-2. (Cont.) -- The Nuts and Bolts of Surveys, Assessments, and Questions -- Learner Feedback (Surveys) -- Interspersing Questions and Interactivity -- End of Course Assessments: The Final Test -- Simulations -- On-the-Job Observation -- Follow-Up Evaluations -- Writing Better Multiple-Choice Questions -- Putting a Data and Analytics Program in Place</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">That's a Wrap: Assessment and Evaluation Is More Than Just Good Questions -- Part III -- CHAPTER 14: Taking It Forward -- Find Your Peers and Share Your Work -- Connect in Person -- Read, Read, Read -- Find Your Go-To Resources -- Think Like a Mixologist -- Go the Formal Route -- Start a Book Club -- Never Stop -- My Favorite Resources -- Discussion Guide -- Part I -- Chapter 1. The Basics of Instructional Design -- Chapter 2. On Learning Pie -- Chapter 3. Why Design Matters -- Part II -- Chapter 4. Tools, Technologies, and Platforms, Oh My! -- Chapter 5. Working With Subject Matter Experts -- Chapter 6. What's Your Design Approach? -- Chapter 7. Mixing It Up: Effect Blends and Marketing Strategies -- Chapter 8. Finding Your Hook -- Chapter 9. Interactivity That Counts -- Chapter 10. Writing Better Learning Content -- Chapter 11. It's All in the Story -- Chapter 12. Looking Good: On Visual Design -- Chapter 13. Got Impact? Assessment and Evaluation -- Part III -- Chapter 14. 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id | DE-604.BV049870516 |
illustrated | Not Illustrated |
indexdate | 2024-12-06T13:11:06Z |
institution | BVB |
isbn | 9781957157016 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-035210000 |
oclc_num | 1389178065 |
open_access_boolean | |
owner | DE-2070s |
owner_facet | DE-2070s |
physical | 1 Online-Ressource (272 Seiten) |
psigel | ZDB-30-PQE ZDB-30-PQE HWR_PDA_PQE |
publishDate | 2023 |
publishDateSearch | 2023 |
publishDateSort | 2023 |
publisher | Association for Talent Development |
record_format | marc |
spelling | Bean, Cammy Verfasser aut The Accidental Instructional Designer, 2nd Edition Learning Design for the Digital Age La Vergne Association for Talent Development 2023 ©2023 1 Online-Ressource (272 Seiten) txt rdacontent c rdamedia cr rdacarrier Description based on publisher supplied metadata and other sources Cover -- Copyright -- Content -- Acknowledgments -- INTRODUCTION: Once Upon a Time -- A Walking Accident -- My Path to Instructional Design -- What I Did Next -- What About You? -- Accidental ID-My Epiphany -- From Classroom Trainer to ELearning Instructional Designer -- Finding a Passion for E-Learning, by Accident! -- What I Do Today -- Why Accidents Will Keep Happening -- You Are Not Alone -- About This Book -- Part I -- CHAPTER 1: The Basics of Instructional Design -- What Do We Actually Do? -- Where Do We Come From? -- Figure 1-1. Dream Job Word Cloud -- A Matter of Degrees -- Figure 1-2. Do You Have a Formal Degree or Certification in Instructional Design or a Related Field? -- Where Does Instructional Design Happen? -- Learning and Development, TalentDevelopment, Leadership Development -- Compliance -- Customer Education -- Sales -- Business Units -- Working From the Outside -- Vendors and Instructional Design Firms and Agencies -- Outsourcing Agencies and Staff Augmentation -- Freelancers -- E-Learning: What Do I Call Thee? Let Me Count the Ways. -- The Secret Handshakes ofInstructional Design -- So You Can Talk the Talk -- So You Can Design Better Learning Experiences -- That's a Wrap:The ABCs of Instructional Design -- CHAPTER 2: On Learning Pie -- The Learning Pie -- 1. Learning -- 2. Creativity -- 3. Technology -- 4. Business -- The Whole Pie -- Table 2-1. The Learning Pie and Its Ingredients -- Table 2-1. (Cont.) -- The Pie in Practice -- T-Shaped Skills -- Know Your Sweet Spot,Know Your Weakness -- That's a Wrap: Go Eat Some Pie! -- CHAPTER 3: Why Design Matters -- A Cautionary Tale -- Who Is a Designer? -- What Does It Mean to Design? -- The Difference Between Design and Art -- How Does It Look? -- How Does It Feel? -- How Does It Make You Feel? -- Do You Know What to Do With It? -- Does It Solve a Problem? -- Design Thinking That's a Wrap: Becoming an Instructional Designer -- Part II -- The Learning Design Process -- CHAPTER 4: Tools, Technologies, and Platforms, Oh My! -- A View on Tools and Technologies -- Authoring Tools -- SCORM -- xAPI -- Learning Management Systems -- Learning Experience Platforms -- Learning Portals and Ecosystems -- Video Practice Tools -- Gamification and Learning Games -- Artificial Intelligence -- Augmented Reality, Virtual Reality, and the Metaverse -- Notes From the Field: One Practitioner's View -- Off-the-Shelf Content Libraries -- Designing for Inclusion and Accessibility -- That's a Wrap: Thinking About the Tech -- CHAPTER 5: Working With SubjectMatter Experts -- Industry Acronyms! -- Thinking Like a Consultant -- Kick It Off Right -- Find Out What Matters -- Be Open to a Nontraining Solution -- Define the Design and Development Process and the SME's Role -- Figure 5-1. Kineo Process Diagram -- Agree to Your Schedule -- Make the Deliverables Visual -- Share Your Design Philosophy -- Remember the Novice -- Provide Context -- Chunk It -- Keep It Short and Sharp -- Share Your Approach -- Ask the Right Questions -- Priming Your Learners -- When the SME Develops the Learning Experience -- That's a Wrap: Getting the Most Out of Your SMEs -- CHAPTER 6: What's Your Design Approach? -- Design Models -- Creating Your Objectives -- Sharing Information -- Building Skills and Knowledge -- Solving Problems and Changing Behaviors -- One Learning Designer's View -- Some Models You Can Try Out -- The Infomercial or the Explainer Video -- Search and Find -- The Voice From On High -- Explore the Process -- Job Aids and Performance Support -- Webpages, E-Magazines, E-Books, and Wikis -- Knowledge and Skill Builder -- Figure 6-1. Knowledge and Skill Builder -- Show Me, Try It, Test Me -- Just the Facts, Ma'am -- Guided Stories -- See It in Action The Think Aloud -- Sharing Expert Views -- Learn and Apply -- Fake Branching -- Goal-Based Scenarios (Full Branching) -- Investigate and Decide -- Simulations -- Is That All There Is? -- That's a Wrap:Design Models At a Glance -- Table 6-1. Checklist for Selecting Design Models -- Table 6-1. (cont.) -- CHAPTER 7: Mixing It Up: Effective Blends and Marketing Strategies -- Is It too Good to Be True? -- Becoming a Mixologist -- A Mindset of Social, Collaborative, Continuous Learning -- The Science Behind Continuous Learning -- Figure 7-1. The Forgetting Curve and the Importance of Reinforcement -- Think Like the Marketing Team! -- How Can Training and Development Help? -- Not Your Average Compliance Program-The Change Campaign -- Mixing It Up With New Blends at Coats -- A CASE STUDY -- That's a Wrap: Mix It Up -- CHAPTER 8: Finding Your Hook -- Capturing Attention-There's a Science to It -- Open Their Eyes -- Incite Curiosity -- Introduce Variability -- AIDA: Attention, Interest, Desire, Action -- Attention -- Interest -- Desire -- Action -- It's a Sequence -- Start Using AIDA Today! -- Object to Learning Objectives -- Objection, Your Honor! -- Break the Rules -- That's a Wrap: Getting Them Hooked -- CHAPTER 9: Interactivity That Counts -- Interaction -- When Things Work Together -- When We Make Things Happen -- When We Communicate With Other Human Beings -- The Spectrum of Interactive Control -- Passive Viewing -- Search and Discover -- Total Immersion and Influence -- Avoiding the Trap of Clicky-Clicky Bling-Bling -- Is There a Bright Side to Bling? -- Table 9-1. Different Game Concepts and Their Role in Learning Design -- Distracting to the Learner -- How Can You Tell If It'sSeductive and Distracting? -- Less Clicking, More Thinking -- Get Them Feeling -- Get Them Doing -- Provide Relevant Practice -- Goal-Based Scenarios -- Create an Action Plan Get Them Reflecting -- Get Them Connecting -- That's a Wrap: Make the Interaction Count! -- CHAPTER 10: Writing Better Learning Content -- Make It Human -- Keep It Light -- Cut It Out -- Give It Spirit -- Table 10-1. Passive or Active Voice? See for Yourself -- Treat Them Like Grown-Ups -- Table 10-2. What Learners Think About Our E-Learning -- Find Your Flow -- Be on Brand -- Hone Your Writing Skills -- Get Inspired -- That's a Wrap: Words Matter -- CHAPTER 11: It's All in the Story -- Why Do Stories Work? -- The Elements of a Good Story -- Where Can You Use Stories in Training? -- Table 11-1. Using the Right Stories for the Right Problems -- Finding the Right Stories -- Use Short Stories to Exemplify -- Figure 11-1. A Screen Shot From a Mocked-Up E-Learning Program -- Figure 11-2. A Screen Shot From a Mocked-Up E-Learning Program -- That's a Wrap: So What's Your Story? -- CHAPTER 12: Looking Good: On Visual Design -- Aligning to Your Brand -- Vision Trumps All -- Visual Design Tricks and Tips -- Make the Graphics Matter -- Use Animation Wisely -- Avoid Cheesy Stock Photos -- Find the Right Partners -- Going It Alone -- That's a Wrap: Looks Matter -- CHAPTER 13: Got Impact? Assessment and Evaluation -- What Do You Want to Measure? -- Evaluation Models -- The Kirkpatrick Model -- Table 13-1. The Four Levels of the Kirkpatrick Model -- Learning Transfer-Evaluation Model (LTEM) -- Table 13-2. The Learning Transfer-Evaluation Model -- Table 13-2. (Cont.) -- The Nuts and Bolts of Surveys, Assessments, and Questions -- Learner Feedback (Surveys) -- Interspersing Questions and Interactivity -- End of Course Assessments: The Final Test -- Simulations -- On-the-Job Observation -- Follow-Up Evaluations -- Writing Better Multiple-Choice Questions -- Putting a Data and Analytics Program in Place That's a Wrap: Assessment and Evaluation Is More Than Just Good Questions -- Part III -- CHAPTER 14: Taking It Forward -- Find Your Peers and Share Your Work -- Connect in Person -- Read, Read, Read -- Find Your Go-To Resources -- Think Like a Mixologist -- Go the Formal Route -- Start a Book Club -- Never Stop -- My Favorite Resources -- Discussion Guide -- Part I -- Chapter 1. The Basics of Instructional Design -- Chapter 2. On Learning Pie -- Chapter 3. Why Design Matters -- Part II -- Chapter 4. Tools, Technologies, and Platforms, Oh My! -- Chapter 5. Working With Subject Matter Experts -- Chapter 6. What's Your Design Approach? -- Chapter 7. Mixing It Up: Effect Blends and Marketing Strategies -- Chapter 8. Finding Your Hook -- Chapter 9. Interactivity That Counts -- Chapter 10. Writing Better Learning Content -- Chapter 11. It's All in the Story -- Chapter 12. Looking Good: On Visual Design -- Chapter 13. Got Impact? Assessment and Evaluation -- Part III -- Chapter 14. Taking It Forward -- Selected Bibliography -- Index -- About the Author -- About ATD. Erscheint auch als Druck-Ausgabe Bean, Cammy The Accidental Instructional Designer, 2nd Edition La Vergne : Association for Talent Development,c2023 |
spellingShingle | Bean, Cammy The Accidental Instructional Designer, 2nd Edition Learning Design for the Digital Age Cover -- Copyright -- Content -- Acknowledgments -- INTRODUCTION: Once Upon a Time -- A Walking Accident -- My Path to Instructional Design -- What I Did Next -- What About You? -- Accidental ID-My Epiphany -- From Classroom Trainer to ELearning Instructional Designer -- Finding a Passion for E-Learning, by Accident! -- What I Do Today -- Why Accidents Will Keep Happening -- You Are Not Alone -- About This Book -- Part I -- CHAPTER 1: The Basics of Instructional Design -- What Do We Actually Do? -- Where Do We Come From? -- Figure 1-1. Dream Job Word Cloud -- A Matter of Degrees -- Figure 1-2. Do You Have a Formal Degree or Certification in Instructional Design or a Related Field? -- Where Does Instructional Design Happen? -- Learning and Development, TalentDevelopment, Leadership Development -- Compliance -- Customer Education -- Sales -- Business Units -- Working From the Outside -- Vendors and Instructional Design Firms and Agencies -- Outsourcing Agencies and Staff Augmentation -- Freelancers -- E-Learning: What Do I Call Thee? Let Me Count the Ways. -- The Secret Handshakes ofInstructional Design -- So You Can Talk the Talk -- So You Can Design Better Learning Experiences -- That's a Wrap:The ABCs of Instructional Design -- CHAPTER 2: On Learning Pie -- The Learning Pie -- 1. Learning -- 2. Creativity -- 3. Technology -- 4. Business -- The Whole Pie -- Table 2-1. The Learning Pie and Its Ingredients -- Table 2-1. (Cont.) -- The Pie in Practice -- T-Shaped Skills -- Know Your Sweet Spot,Know Your Weakness -- That's a Wrap: Go Eat Some Pie! -- CHAPTER 3: Why Design Matters -- A Cautionary Tale -- Who Is a Designer? -- What Does It Mean to Design? -- The Difference Between Design and Art -- How Does It Look? -- How Does It Feel? -- How Does It Make You Feel? -- Do You Know What to Do With It? -- Does It Solve a Problem? -- Design Thinking That's a Wrap: Becoming an Instructional Designer -- Part II -- The Learning Design Process -- CHAPTER 4: Tools, Technologies, and Platforms, Oh My! -- A View on Tools and Technologies -- Authoring Tools -- SCORM -- xAPI -- Learning Management Systems -- Learning Experience Platforms -- Learning Portals and Ecosystems -- Video Practice Tools -- Gamification and Learning Games -- Artificial Intelligence -- Augmented Reality, Virtual Reality, and the Metaverse -- Notes From the Field: One Practitioner's View -- Off-the-Shelf Content Libraries -- Designing for Inclusion and Accessibility -- That's a Wrap: Thinking About the Tech -- CHAPTER 5: Working With SubjectMatter Experts -- Industry Acronyms! -- Thinking Like a Consultant -- Kick It Off Right -- Find Out What Matters -- Be Open to a Nontraining Solution -- Define the Design and Development Process and the SME's Role -- Figure 5-1. Kineo Process Diagram -- Agree to Your Schedule -- Make the Deliverables Visual -- Share Your Design Philosophy -- Remember the Novice -- Provide Context -- Chunk It -- Keep It Short and Sharp -- Share Your Approach -- Ask the Right Questions -- Priming Your Learners -- When the SME Develops the Learning Experience -- That's a Wrap: Getting the Most Out of Your SMEs -- CHAPTER 6: What's Your Design Approach? -- Design Models -- Creating Your Objectives -- Sharing Information -- Building Skills and Knowledge -- Solving Problems and Changing Behaviors -- One Learning Designer's View -- Some Models You Can Try Out -- The Infomercial or the Explainer Video -- Search and Find -- The Voice From On High -- Explore the Process -- Job Aids and Performance Support -- Webpages, E-Magazines, E-Books, and Wikis -- Knowledge and Skill Builder -- Figure 6-1. Knowledge and Skill Builder -- Show Me, Try It, Test Me -- Just the Facts, Ma'am -- Guided Stories -- See It in Action The Think Aloud -- Sharing Expert Views -- Learn and Apply -- Fake Branching -- Goal-Based Scenarios (Full Branching) -- Investigate and Decide -- Simulations -- Is That All There Is? -- That's a Wrap:Design Models At a Glance -- Table 6-1. Checklist for Selecting Design Models -- Table 6-1. (cont.) -- CHAPTER 7: Mixing It Up: Effective Blends and Marketing Strategies -- Is It too Good to Be True? -- Becoming a Mixologist -- A Mindset of Social, Collaborative, Continuous Learning -- The Science Behind Continuous Learning -- Figure 7-1. The Forgetting Curve and the Importance of Reinforcement -- Think Like the Marketing Team! -- How Can Training and Development Help? -- Not Your Average Compliance Program-The Change Campaign -- Mixing It Up With New Blends at Coats -- A CASE STUDY -- That's a Wrap: Mix It Up -- CHAPTER 8: Finding Your Hook -- Capturing Attention-There's a Science to It -- Open Their Eyes -- Incite Curiosity -- Introduce Variability -- AIDA: Attention, Interest, Desire, Action -- Attention -- Interest -- Desire -- Action -- It's a Sequence -- Start Using AIDA Today! -- Object to Learning Objectives -- Objection, Your Honor! -- Break the Rules -- That's a Wrap: Getting Them Hooked -- CHAPTER 9: Interactivity That Counts -- Interaction -- When Things Work Together -- When We Make Things Happen -- When We Communicate With Other Human Beings -- The Spectrum of Interactive Control -- Passive Viewing -- Search and Discover -- Total Immersion and Influence -- Avoiding the Trap of Clicky-Clicky Bling-Bling -- Is There a Bright Side to Bling? -- Table 9-1. Different Game Concepts and Their Role in Learning Design -- Distracting to the Learner -- How Can You Tell If It'sSeductive and Distracting? -- Less Clicking, More Thinking -- Get Them Feeling -- Get Them Doing -- Provide Relevant Practice -- Goal-Based Scenarios -- Create an Action Plan Get Them Reflecting -- Get Them Connecting -- That's a Wrap: Make the Interaction Count! -- CHAPTER 10: Writing Better Learning Content -- Make It Human -- Keep It Light -- Cut It Out -- Give It Spirit -- Table 10-1. Passive or Active Voice? See for Yourself -- Treat Them Like Grown-Ups -- Table 10-2. What Learners Think About Our E-Learning -- Find Your Flow -- Be on Brand -- Hone Your Writing Skills -- Get Inspired -- That's a Wrap: Words Matter -- CHAPTER 11: It's All in the Story -- Why Do Stories Work? -- The Elements of a Good Story -- Where Can You Use Stories in Training? -- Table 11-1. Using the Right Stories for the Right Problems -- Finding the Right Stories -- Use Short Stories to Exemplify -- Figure 11-1. A Screen Shot From a Mocked-Up E-Learning Program -- Figure 11-2. A Screen Shot From a Mocked-Up E-Learning Program -- That's a Wrap: So What's Your Story? -- CHAPTER 12: Looking Good: On Visual Design -- Aligning to Your Brand -- Vision Trumps All -- Visual Design Tricks and Tips -- Make the Graphics Matter -- Use Animation Wisely -- Avoid Cheesy Stock Photos -- Find the Right Partners -- Going It Alone -- That's a Wrap: Looks Matter -- CHAPTER 13: Got Impact? Assessment and Evaluation -- What Do You Want to Measure? -- Evaluation Models -- The Kirkpatrick Model -- Table 13-1. The Four Levels of the Kirkpatrick Model -- Learning Transfer-Evaluation Model (LTEM) -- Table 13-2. The Learning Transfer-Evaluation Model -- Table 13-2. (Cont.) -- The Nuts and Bolts of Surveys, Assessments, and Questions -- Learner Feedback (Surveys) -- Interspersing Questions and Interactivity -- End of Course Assessments: The Final Test -- Simulations -- On-the-Job Observation -- Follow-Up Evaluations -- Writing Better Multiple-Choice Questions -- Putting a Data and Analytics Program in Place That's a Wrap: Assessment and Evaluation Is More Than Just Good Questions -- Part III -- CHAPTER 14: Taking It Forward -- Find Your Peers and Share Your Work -- Connect in Person -- Read, Read, Read -- Find Your Go-To Resources -- Think Like a Mixologist -- Go the Formal Route -- Start a Book Club -- Never Stop -- My Favorite Resources -- Discussion Guide -- Part I -- Chapter 1. The Basics of Instructional Design -- Chapter 2. On Learning Pie -- Chapter 3. Why Design Matters -- Part II -- Chapter 4. Tools, Technologies, and Platforms, Oh My! -- Chapter 5. Working With Subject Matter Experts -- Chapter 6. What's Your Design Approach? -- Chapter 7. Mixing It Up: Effect Blends and Marketing Strategies -- Chapter 8. Finding Your Hook -- Chapter 9. Interactivity That Counts -- Chapter 10. Writing Better Learning Content -- Chapter 11. It's All in the Story -- Chapter 12. Looking Good: On Visual Design -- Chapter 13. Got Impact? Assessment and Evaluation -- Part III -- Chapter 14. Taking It Forward -- Selected Bibliography -- Index -- About the Author -- About ATD. |
title | The Accidental Instructional Designer, 2nd Edition Learning Design for the Digital Age |
title_auth | The Accidental Instructional Designer, 2nd Edition Learning Design for the Digital Age |
title_exact_search | The Accidental Instructional Designer, 2nd Edition Learning Design for the Digital Age |
title_full | The Accidental Instructional Designer, 2nd Edition Learning Design for the Digital Age |
title_fullStr | The Accidental Instructional Designer, 2nd Edition Learning Design for the Digital Age |
title_full_unstemmed | The Accidental Instructional Designer, 2nd Edition Learning Design for the Digital Age |
title_short | The Accidental Instructional Designer, 2nd Edition |
title_sort | the accidental instructional designer 2nd edition learning design for the digital age |
title_sub | Learning Design for the Digital Age |
work_keys_str_mv | AT beancammy theaccidentalinstructionaldesigner2ndeditionlearningdesignforthedigitalage |