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Scenario-based e-Learning : Evidence-Based Guidelines for Online Workforce Learning - Ruth C. Clark

Scenario-based e-Learning

Evidence-Based Guidelines for Online Workforce Learning

By: Ruth C. Clark, Richard E. Mayer

eBook | 5 December 2012 | Edition Number 1

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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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