- Paperback: 432 pages
- Publisher: Wiley; 2 edition (October 3, 2016)
- Language: English
- ISBN-10: 1119046327
- ISBN-13: 978-1119046325
- Product Dimensions: 6.9 x 0.9 x 9 inches
- Shipping Weight: 1.8 pounds (View shipping rates and policies)
- Average Customer Review: 23 customer reviews
- Amazon Best Sellers Rank: #285,471 in Books (See Top 100 in Books)
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Michael Allen's Guide to e-Learning: Building Interactive, Fun, and Effective Learning Programs for Any Company 2nd Edition
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From the Back Cover
Explore effective learning programs with the father of e-Learning
The Second Edition of Michael Allen's Guide to e-Learning is filled with the best practices for trainers and facilitators who want to build interactive, fun, and effective online learning programs. Revised and updated, this edition offers vital information on the recent changes in technology and includes the methods and tools that can help implement winning strategies and techniques. Written in the author's engaging style, the text reveals what makes great e-learning, with special emphasis given to motivation and interactivity. No matter if you are studying for the ATD e-Learning Instructional Design Certificate Program or simply want to supercharge your e-learning, Michael Allen's Guide to e-Learning is the essential resource.
"Michael Allen nails it. This rework of classic is itself, an instant classic. If you want a book that will make you a better designer of instruction there is no other book."
Dr. Karl M. Kapp, professor of Instructional Technology, Bloomsburg University; author of The Gamification of Learning and Instruction
"Over a decade after the first edition, Michael Allen does it again with his second editionbringing practical, research-inspired wisdom to e-learning design. I can dive in anywhere in the book and find nugget after nugget of inspired practical insights."
Will Thalheimer, PhD, President of Work-Learning Research, Inc
"His 'Seven Magic Keys to Motivational e-Learning' are worth the price of the book alone! This book is sure to be your go-to guide for everything 'e.'"
Elaine Biech, author Training and Development for Dummies and 101 Ways to Make Learning Active Beyond the Classroom; editor, ATD Handbook
"Michael's Guide to e-Learning is a very pragmatic approach that provides a simple way to design instruction that is meaningful, memorable, and motivational, while painlessly implementing the best that research has to say about effective, efficient, and engaging instruction."
M. David Merrill, Emeritus Professor Utah State University; author, First Principles of Instruction
About the Author
MICHAEL W. ALLEN is a recognized pioneer and leader in the design of interactive multimedia learning tools and applications. He is the founder and former chairman of Authorware, Inc. He is Chairman and CEO of Allen Interactions Inc., which builds interactive learning systems, develops custom courseware, and provides multimedia consulting and training.
Top customer reviews
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Most importantly, Allen does a great job of "plain talk" in explaining practical ways to build better eLearning.
I recommend it for both eLearning developers (who are actually designing and building courses) and business managers (who are making business decisions to improve performance of employees).
Not only will I be se the principles described in this book but I will teach the teachers under my direction these skills, techniques and methods.
This kind of plain-speaking is exactly what’s needed when it comes to the discussion of gamification and its relationship to e-learning!
I’ve always resented the phrase “gamification” because everyone who blogs about it says stupid stuff, like, “Add levels!” or “Reward learners with badges.” Those overly-simplistic solutions don’t take into consideration real outcomes. Does an adult learner REALLY want a badge for completing Level 2 of the Preventing Harassment course? No.
This book discussed Serious Learning Games (SLG) in a way that an enthusiastic ID professional can respect. I also believe in the potential for gaming dynamics to positively influence good design, but I’m not naïve enough in this field to think awarding a badge suddenly makes them fascinated in absorbing the content in a behavior-changing way.
Game strategy chapters were new in this second edition, and a great addition.
I liked learning about the different types of rules and strategy necessary to engage learners in practicing the desired behavior. One whole chapter focused on integrating instructional content in a meaningful way, because THAT’S how serious the author takes the relationship between games and performance.
This book tackles four theoretical frameworks (taxonomy of learning objectives, ARCS Motivational Model, Cognitive Taxonomy, and First Principles of Instruction) and analyzes the value of each framework for SLGs. Yes! This is my kind of serious consideration.
Lest you get too worried that this book focuses too much on abstract research, consider this author quote: “I’m in the odd position of lamenting how little research is considered in the development of the mountains of e-learning being shoveled out on the one hand and simultaneously encouraging people not to be religiously bound to it on the other hand.”
If you’re designing e-learning, this is exactly who you want: someone who knows and acknowledges the value of research and existing experts in the field, but unafraid to lay out an opinion and defer to “what works” in the real world. This book makes you think. And if you stop there—just thinking—you didn’t read enough. This book makes you “do.”
Part One is from the business perspective. It starts with an excellent summary of the state of e-Learning today, simply stating that nothing has changed and everything has. The author eloquently surveys the field including mobile and gaming and gives a nod to e-Learning history.
The book is full of great stories and examples. I enjoyed the “True Stories” and cartoons to highlight points. Common sense prevails and is specific, for example: not all performance problems have a training solution and not everything needs video.
I am a solo proprietor who delivers online training and provides content, I am not an instructional designer and have worked with them so Part II Great e-Learning Design, the framework for it is to make it, “as simple as possible”, “but not too simple”, was interesting but I skimmed it. The last and shortest section is on games for learning. I would have liked to have seen more on mobile apps and the addictive nature of some of the games like candy crush and poke man go and the social aspects of learning.
This book is practical, engaging, and a must for anyone designing an online learning system for larger businesses, with this understanding: it is not for mobile app designers (though many of the concepts apply) or small businesses wanting to design their own training. It does not address the technical aspects of learning systems. It doesn’t address training soft skills in e-learning. It’s not for running virtual meetings.