Engaging Learning
(Sprache: Englisch)
Learning is at its best when it is goal-oriented, contextual, interesting, challenging, and interactive. These same winning characteristics also define the best computer games, which suggests that the most effective learning experiences are also engaging....
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Learning is at its best when it is goal-oriented, contextual, interesting, challenging, and interactive. These same winning characteristics also define the best computer games, which suggests that the most effective learning experiences are also engaging. Learning can and should be hard fun! The challenge is to get in touch with what it takes to design learning experiences that will excite your audience. Engaging Learning offers a much-needed guide for training professionals who want to create learning programs that are both effective and engaging. Clark N. Quinn Learning, a system designer, presents a unique framework for systematically aligning the key elements of learning and engagement with a proven design process for e-learning games. This nuts-and-bolts guide, which is both research-based and grounded in experience, offers the tools needed to transform learning experiences from humdrum to fun.
Learning is at its best when it is goal-oriented, contextual, interesting, challenging, and interactive. These same winning characteristics also define the best computer games, which suggests that the most effective learning experiences are also engaging. Learning can and should be hard fun! The challenge is to get in touch with what it takes to design learning experiences that will excite your audience.
Engaging Learning offers a much-needed guide for training professionals who want to create learning programs that are both effective and engaging. Clark N. Quinn, a learning system designer, presents a unique framework for systematically aligning the key elements of learning and engagement with a proven design process for e-learning games. This nuts-and-bolts guide, which is both research-based and grounded in experience, offers the tools needed to transform learning experiences from humdrum to fun.
Engaging Learning is the hands-on guide to designing learning programs and specifically simulation games that engage and educate-the type of learning we need. Illustrated with case studies, the book shows trainers and instructional designers what they have to know to create e-learning games and suggests how to do it on a budget and on a schedule. Engaging Learning also shows why this process can improve completion rates and garner rave reviews from learners. Using this revolutionary process, even the most inexperienced trainers or instructional designers can feel confident tackling the design of their own simulation or learning game.
This book
* Introduces an enhanced instructional design model
* Outlines the criteria for creating meaningful learning experiences
* Explains the common principles that define compelling learning experiences
* Explores the different levels of games and learning from mini-scenarios, through linked and contingent scenarios, to a full engine-driven experience
* Defines a new design process for simulations and e-learning
* Discusses the use of media, pragmatics of production, and budgetary concerns accommodating various audiences
Engaging Learning will give you permission to stay abreast of what people say about learning. At conferences, look for talks about using dramatic presentations, keeping learners motivated, and the value of making learners laugh. Read books, trade magazines, and journal articles-whatever you can find. Similarly, see what's being said about having fun. And, of course, have fun yourself. As mentioned before, you now have license to read novels, watch movies, and play games.
Engaging Learning offers a much-needed guide for training professionals who want to create learning programs that are both effective and engaging. Clark N. Quinn, a learning system designer, presents a unique framework for systematically aligning the key elements of learning and engagement with a proven design process for e-learning games. This nuts-and-bolts guide, which is both research-based and grounded in experience, offers the tools needed to transform learning experiences from humdrum to fun.
Engaging Learning is the hands-on guide to designing learning programs and specifically simulation games that engage and educate-the type of learning we need. Illustrated with case studies, the book shows trainers and instructional designers what they have to know to create e-learning games and suggests how to do it on a budget and on a schedule. Engaging Learning also shows why this process can improve completion rates and garner rave reviews from learners. Using this revolutionary process, even the most inexperienced trainers or instructional designers can feel confident tackling the design of their own simulation or learning game.
This book
* Introduces an enhanced instructional design model
* Outlines the criteria for creating meaningful learning experiences
* Explains the common principles that define compelling learning experiences
* Explores the different levels of games and learning from mini-scenarios, through linked and contingent scenarios, to a full engine-driven experience
* Defines a new design process for simulations and e-learning
* Discusses the use of media, pragmatics of production, and budgetary concerns accommodating various audiences
Engaging Learning will give you permission to stay abreast of what people say about learning. At conferences, look for talks about using dramatic presentations, keeping learners motivated, and the value of making learners laugh. Read books, trade magazines, and journal articles-whatever you can find. Similarly, see what's being said about having fun. And, of course, have fun yourself. As mentioned before, you now have license to read novels, watch movies, and play games.
Inhaltsverzeichnis zu „Engaging Learning “
ForewordPreface
Acknowledgments
Introduction
Audience
Product Description
Related Products
Explanation of Model or Theory
Glossary of Key Terms
Facilitator's Guidelines
PART A: Setting the Stage
Chapter 1: Games? Really?
Chapter 2: Learning Basics
Chapter 3: Experience Basics
PART B: A Play in Three Acts
Chapter 4: Engagement-Education Synergy
Chapter 5: Trajectory
Chapter 6: A Design Process
PART C: Set Design and Afterthoughts
Chapter 7: Pragmatics
Chapter 8: Future Issues
Chapter 9: Conclusion
Bibliography
Index
About the Author
Autoren-Porträt von Clark N. Quinn
Clark N. Quinn has designed and developed innovative solutions for business, education, not-for-profit organizations, and government. He offers knowledge systems and learning interaction design through Quinnovation.
Bibliographische Angaben
- Autor: Clark N. Quinn
- 2005, 240 Seiten, Maße: 25 cm, Gebunden, Englisch
- Verlag: Wiley & Sons
- ISBN-10: 0787975222
- ISBN-13: 9780787975227
Sprache:
Englisch
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