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Scenario-based e-Learning Evidence-Based Guidelines for Online Workforce Learning

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Ruth C. Clark, Richard E. Mayer, "Scenario-based e-Learning: Evidence-Based Guidelines for Online Workforce Learning"
English | 2012 | ISBN: 1118127250 | PDF | pages: 347 | 8.5 mb
Scenario-Based e-Learning

Scenario-Based e-Learning offers a new instructional design approach that can accelerate expertise, build critical thinking skills, and promote transfer of learning. This book focuses on the what, when, and how of scenario-based e-learning for workforce learning. Throughout the book, Clark defines and demystifies scenario-based e-learning by offering a practical design model illustrated with examples from veterinary science, automotive troubleshooting, sales and loan analysis among other industries. Filled with helpful guidelines and a wealth of illustrative screen shots, this book offers you the information needed to:
- Identify the benefits of a SBeL design for learners and learning outcomes
- Determine when SBeL might be appropriate for your needs
- Identify specific outcomes of SBeL relevant to common organizational goals
- Classify specific instructional goals into one or more learning domains
- Apply a design model to present content in a task-centered context
- Evaluate outcomes from SBeL lessons
- Identify tacit expert knowledge using cognitive task analysis techniques
- Make a business case for SBeL in your organization
Praise for Scenario-Based e-Learning
"Clark has done it again-with her uncanny ability to make complex ideas accessible to practitioners, the guidelines in this book provide an important resource for you to build your own online, problem-centered instructional strategies."
-M. David Merrill, professor emeritus at Utah State University; author, First Principles of Instruction
"Clark's wonderful book provides a solid explanation of the how, what, and why of scenario-based e-learning. The tools, techniques, and resources in this book provide a roadmap for creating engaging, informative scenarios that lead to tangible, measurable learning outcomes. If you want to design more engaging e-learning, you need to read this book."
-Karl M. Kapp, Professor of Instructional Technology, Bloomsburg University; author, The Gamification of Learning and Instruction

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