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Instructional design

Instructional design
History[edit] Origins[edit] During World War II, a considerable amount of training materials for the military were developed based on the principles of instruction, learning, and human behavior. Tests for assessing a learner’s abilities were used to screen candidates for the training programs. 1946 – Edgar Dale’s Cone of Experience[edit] In 1946, Dale outlined a hierarchy of instructional methods and their effectiveness.[6] Mid-1950s through mid-1960s - The Programmed Instruction Movement[edit] Early 1960s - The Criterion-Referenced Testing Movement[edit] Robert Glaser first used the term “criterion-referenced measures” in 1962. 1965 - Domains of Learning, Events of Instruction, and Hierarchical Analysis[edit] 1967 - Formative Evaluation[edit] In 1967, after analyzing the failure of training material, Michael Scriven suggested the need for formative assessment – e.g., to try out instructional materials with learners (and revise accordingly) before declaring them finalized.[5] See also[edit]

Learning object A learning object is "a collection of content items, practice items, and assessment items that are combined based on a single learning objective".[1] The term is credited to Wayne Hodgins when he created a working group in 1994 bearing the name[2] though the concept was first described by Gerard in 1967.[3] Learning objects go by many names, including content objects, chunks, educational objects, information objects, intelligent objects, knowledge bits, knowledge objects, learning components, media objects, reusable curriculum components, nuggets, reusable information objects, reusable learning objects, testable reusable units of cognition, training components, and units of learning. Learning objects offer a new conceptualization of the learning process: rather than the traditional "several hour chunk", they provide smaller, self-contained, re-usable units of learning.[4] Definitions[edit] The following definitions focus on the relation between learning object and digital media. [edit]

239 Tips for Producing and Managing Flash-based e-Learning Content April 24, 2008 In February and March, 2008, The eLearning Guild conducted a survey of its members, asking for their favorite tips for producing and managing Flash-based e-Learning. A total of 147 members responded to the survey, contributing 239 usable tips on 28 products (17 of which were not included in the original list). The tips range in length from one-sentence ideas all the way up to multi-page discourses. Some are very basic in nature, and others are quite advanced. These tips were different from past surveys in one significant way: Many of them contain detailed ActionScript code that will help you solve common problems. This FREE Digital eBook would not have been possible were it not for a generous contribution to its development from these sponsors: If you're not familiar with their products for e-Learning, or if you haven't checked them out lately, we encourage you to take a look at your earliest convenience. The content of all Guild eBooks is FREE.

Rubynorte | Conferência de Ruby no Porto, Portugal. Serious game A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics.[citation needed] Definition and scope[edit] Serious games are simulations of real-world events or processes designed for the purpose of solving a problem. Overview[edit] The term "serious game" has been used long before the introduction of computer and electronic devices into entertainment. Reduced to its formal essence, a game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context. Mike Zyda provided an update and a logical approach to the term in his 2005 article in IEEE Computer entitled, "From Visual Simulation to Virtual Reality to Games". Other authors, though, (as Jeffery R. History[edit] Development[edit]

144 Tips on Synchronous e-Learning Strategy + Research May 29, 2008 The eLearning Guild conducted a survey of its members, asking for their favorite tips relating to strategies for effectively creating, managing, and using synchronous e-Learning. Members could submit tips relating to any or all of five different categories. As is usual in our past surveys, the tips range in length from one-sentence ideas all the way up to multi-page discourses. You will find tips in these categories... Blending Synchronous Learning with Other Learning Modalities Designers of Synchronous Presentations, Courses, and Webinars Managers Who Lead Synchronous Learning Efforts Synchronous Speakers and Instructors Technical Production, Planning, and Preparation This FREE Digital eBook would not have been possible were it not for a generous contribution to its development from Adobe. Depending on the speed of your Internet connection, this document could take a few moments to download because of its size (58 pages in PDF format, ~3MB).

Practicing Ruby E-learning Educational technology is "the study and ethical practice of facilitating learning and improving performance by creating, using, and managing appropriate technological processes and resources".[1] Educational technology as the theory and practice of educational approaches to learning.Educational technology as technological tools and media that assist in the communication of knowledge, and its development and exchange.Educational technology for learning management systems (LMS), such as tools for student and curriculum management, and education management information systems (EMIS).Educational technology as back-office management, such as training management systems for logistics and budget management, and Learning Record Store (LRS) for learning data storage and analysis.Educational technology itself as an educational subject; such courses may be called "Computer Studies" or "Information and communications technology (ICT)". Definition[edit] Related terms[edit] History[edit] Theory[edit]

65 Tips for Getting the Most Out of Your e-Learning Budget May 22, 2009 Contributing Editor, Marcia Conner This eBook on maximizing your e-Learning development budget demonstrates the ingenuity of our industry and our commitment to learn all-ways. Special THANKS! Depending on the speed of your Internet connection, this document could take a few moments to download because of its size (37 pages in PDF format, ~2MB).

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