Showing posts with label e-learning. Show all posts
Showing posts with label e-learning. Show all posts

9/07/2012

e-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of Multimedia Learning (Essential Knowledge Resource) Review

e-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of Multimedia Learning (Essential Knowledge Resource)
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As someone who has been designing multimedia elearning programs since '95, I found this book simply the most useful book on this subject for anyone serious about getting multimedia learning right.
The book is full of references to well designed studies published in refereed jounals where the principles discussed were meticulously examined by learning researchers.
This is refreshing in a field where most books are anecdotes written by programmers (ala Michael Allen) or website designers. This book actually gives you design principles to follow to increase student learning while debunking many (too)popular theories about good design (such as the usefulness of extra tidbits of information, how to mix pictures and text, when to use audio in an animation, whether a self-playing presentation is better than one where the user clicks through, etc, whether all learners learn best from non-linear presentation, etc.).
I'd highly recomend this book to anyone serious about getting educational multimedia design and elearning right.

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2/17/2012

Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers (Pfeiffer Essential Resources for Training and HR Professionals) Review

Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers (Pfeiffer Essential Resources for Training and HR Professionals)
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This book is a must-have for instructional designers and other purveyors of e-Learning and Training solutions; for those who see the need and are ready to move beyond the standard teaching tools that we've been using today in preparation for the New Learners ("Gamers" and "Digital Natives").
We've been passing this book around our office. It's inspired some great conversations, both internally and with clients, about the changing nature of the workforce and the ways the training industry will need to adapt. We've gotten some great ideas for our products and programs and are itchy to implement them.
In Chapter 2, Kapp gets practical, providing endless examples of different types of learning games. This would be a great place to start a project-design/brainstorming session.
It's an easy-to-read book, packed with useful information -- even if you "cheat the book" a bit and skim. Kapp includes a ton of real-life examples and case studies, including observations and lessons learned while watching his own children play games.
Highly recommended by this Instructional Designer!


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Gadgets, Games, and Gizmos is an innovative book that provides practical and original solutions to the impending boomer/gamer knowledge and skills transfer gap. The book outlines how gamer values such as the use of cheat codes, the love of gadgets, the need to play games, and the desire to be constantly connected can be used as methods for moving information from the heads of the boomers to the fingertips and gadgets of the gamers. As organizations begin to think strategically about how to attract, retain, and train new talent, this book, written by Karl Kapp, named one of 2007's Top 20 Most Influential Training Professionals by TrainingIndustry, Inc., will be an invaluable resource.

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1/14/2012

Advanced Web-Based Training Strategies Review

Advanced Web-Based Training Strategies
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THE FOLLOWING BOOK REVIEW HAS BEEN A REQUIREMENT FOR MY DEGREE COURSE CALLED EDUCATION AND THE INTERNET AT CSU LONG BEACH. IT IS QUITE LONG SO GET SOME COFFEE!
Book Review
Book Title: Advanced Web Based Training Strategies, By Margaret Driscoll & Saul Carliner
Something I did not enjoy was the unexpected flow of the first chapters. Chapter 1 is called Using a problem-based Approach to designing e-learning, chapter 2 is called Philosophies and Theories Guiding the design of E-learning and then suddenly chapter 3 is called storytelling and contextually based approaches to needs assessment, design and formative evaluation. I see many faults in this organization. These are:
«The titles of the chapters are confusing. You do not get the message of the chapter clearly.
«The drift between chapter 2 and chapter 3 is very unexpected
«There is no chapter on how to identify goals, set learning objectives and identify prerequisites when designing digital learning environments
I like the idea of having high level design strategies and then detailed design strategies since some tactics are very similar for many approaches such as simulations and Live Virtual Classrooms. Thus, the authors are not repeating themselves over and over again.
I enjoy the quality of the last chapter. Suggesting ideas outside the box such as learn a topic on your own online or play a computer game, this chapter attempts to make the reader realize that even if s/he memorizes the whole book, it does not mean s/he will be able to design and produce high quality e-learning projects.

Criticism
The authors suggest on page 5 that there is no cookbook-like approach which will provide guaranteed success in e-learning. They feel that designers should use a problem-based approach when developing e-learning projects. They also conclude that designers must take an approach which is characterized by critical thinking and creative solutions. This seems a bit contradictory to me. This is because they have written a book which is very hierarchical and structured. They never mention the words creativity, imagination or other words of similar nature. They also never demonstrate how to go about being a critical thinker which as they say it is of vital importance when designing an e-learning course.
There is no cookbook-like approach the authors suggest. However the title of their books contains the word ¡§strategies¡¨. If you look up the word strategy in the dictionary you will very surprised to see that a strategy is similarly defined as a cookbook-like approach; a strategy is defined as an elaborate and systematic plan of action.
The book is called Advanced Web Based training strategies. The definition of the word Advanced is ahead in development; something which is complicated or intricate. I have not read the whole book but I went through all the chapters and I could almost guarantee that there is nothing in this book which could be called advanced. Most of the book is about defining the various technologies that could be used for designing a web based training course, their benefits and drawbacks and examples. Therefore, I feel that the title is misleading to the reader. For example, the chapter on simulations has the following organization: Define simulation, obstacles to the adoption of simulations as an instructional energy, benefits and limitations, description of nine types of simulations that a designer could be used, and examples. I am not suggesting that this material is not important. A designer should be aware of the facts and examples of simulations. However, this is not enough. If you want to create engaging simulations or any other learning environment you need as M. Allen suggest three common features : Engaging material and presentation which will motivate the users but also a meaningful and memorable learning experience. M. Allen for example, provides a whole chapter on motivation and I am sure that you could write dozens of books on motivation without even touching the subject.
I feel that the authors either missed the point of web-based courses, or they just wanted to write some facts down as an introduction to the world of designing internet based courses. They wrote a book on what (e.g. what is virtual classroom) and on how (e.g. how does a virtual classroom work or look). They however failed to demonstrate what skills and talents designers need to have in order to design courses which lead to flow as Mihaly Csikszentmihalyi would have said it.
On the other hand, I believe that the examples given on each of the technologies can be very helpful indeed to comprehend the various technologies and how they should be used properly in action. Furthermore, I have to say that although the book is about digital learning techniques and strategies, ironically it is just too dull in my opinion. The book is written in a style that is very formal, dry and is not very engaging. I'm a little disappointed that a book about instruction techniques is not better written and setting a good example of it's content. Moreover, it reads like a university textbook rather than a helpful resource for e-learning designers and developers.

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Advanced Web-Based Training Strategies fills the gap in the literature available on this topic by offering a volume that includes meaningful, applicable, and proven strategies that can take the experienced instructional designer to the next level of web-based training. Written by Margaret Driscoll and Saul Carliner -- internationally acclaimed experts on e-learning and information design- -- Advanced Web-Based Training Strategies provides instructional designers, e-learning developers, technical communicators, students, and others with strategies for addressing common challenges that arise when designing e-learning. Balancing educational theory with the practical realities of implementation, Driscoll and Carliner outline the benefits and limitations of each strategy, discuss the issues surrounding the implementation of these strategies, and illustrate each strategy with short scenarios drawn from real-world online learning programs representing a wide variety of fields including technology, financial services, health care, and government.

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1/03/2012

Criterion-referenced Test Development: Technical and Legal Guidelines for Corporate Training Review

Criterion-referenced Test Development: Technical and Legal Guidelines for Corporate Training
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Do you conduct training in the workplace? Do you measure the training's effectiveness using testing? Do you design certication exams? If so, this is the book for you!
Criterion-Referenced Tests (CRTs), unlike the similarly complicated sounding Norm-Referenced Tests (NRTs), are used to measure individual competencies in skills or knowledge objectives. That is, they're used to determine whether a person "makes the cut" or doesn't. Individual's are not ranked against each other in a CRT exam, and there is no limit to the number of individuals who can succeed or fail. This type of exam is particularly well-suited to measure the learning (at Kirkpatrick's Level II) that took place during training.
All of this is eplored in a straightfoward manner as you are stepped through the entire process of designing competancy exams, including the statistics you need with plenty of examples.
We used to pay lip-service to seeing what our trainees had learned in our professional classes - now we quantify it precisely using this text.


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Criterion-Referenced Test Development is designed specifically for training professionals who need to better understand how to develop criterion-referenced tests (CRTs). This important resource offers step-by-step guidance for how to make and defend Level 2 testing decisions, how to write test questions and performance scales that match jobs, and how to show that those certified as ?masters? are truly masters. A comprehensive guide to the development and use of CRTs, the book provides information about a variety of topics, including different methods of test interpretations, test construction, item formats, test scoring, reliability and validation methods, test administration, a score reporting, as well as the legal and liability issues surrounding testing. New revisions include:

Illustrative real-world examples.
Issues of test security.
Advice on the use of test creation software.
Expanded sections on performance testing.
Single administration techniques for calculating reliability.
Updated legal and compliance guidelines.

Order the third edition of this classic and comprehensive reference guide to the theory and practice of organizational tests today.

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10/31/2011

Web-Based Training: Using Technology to Design Adult Learning Experiences with Disk Review

Web-Based Training: Using Technology to Design Adult Learning Experiences with Disk
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For those already familiar with the design of instruction, there's not much new here. It's a very basic book that doesn't stray far from basic instructional design, with little information that's really web-specific. I believe the author's definition of what constitutes a web-based learning experience is too limiting as is her definition of what constitutes good and bad WBT. I felt that the author's opinions were too often expressed as facts, which may be misleading for the novice to either WBT or instructional design. It reads more like a report by a journalist or academic, who although she's definitely researched the topic, has no deep understanding of it, or practical experience. At least none demonstrated within the confines of the book. It's also written in a very redundant style. I believe it's overpriced for the value it delivers. It might be an acceptable choice for a introductory college class, if used in conjunction with resources providing more detailed/alternative views. A better choice for a business-world practitioner would be Brandon Hall's Web-based Training Cookbook.

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A hands-on guide that enables non-technical readers to understand web-based training. The primary focus of the book is the design of programs for delivering training on the Web while applying principles of adult education.

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