UID:
edocfu_9961565896802883
Format:
1 online resource (272 pages)
Edition:
Second edition.
ISBN:
1-957157-01-1
,
9781957157016
Content:
"E-learning veteran Cammy Bean, covers nearly every aspect of the learning design process for those getting started or even for the experienced practitioner in need of new ideas. Many trainers and instructional designers fall into the talent development profession by accident, often having been tasked by their organization to train others on a subject they are expert in but with little to no formal education in instructional design. Here's where The Accidental Instructional Designer comes in. Providing a solid grounding in instructional design, Cammy explores instructional design basics such as working with subject matter experts, picking a design approach, and making learning experiences better through storytelling, interactivity, and visuals. In this second edition, she goes deeper into the learning and development space (where instructional design happens in organizations), learning tools, the technology ecosystem, and assessment and evaluation frameworks. Along the way, you'll hear from other accidental instructional designers, get ideas for your own projects, and find resources and references to take your own practice to the next level"--
Note:
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
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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
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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
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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.
Additional Edition:
ISBN 1-953946-59-3
Additional Edition:
ISBN 9781953946591
Language:
English