E-Learning Games: Interactive Strategies for Digital Delivery
Kathleen Iverson, Roosevelt University
For courses in Personal and Professional Development, Training and Development, Design of Instructional Software, Human Resource Development, and Skills Development.
Based on principles of constructivism and grounded in instructional design theory, this book contains games, simulation exercises, experiential activities, and other active learning approaches that will guide its users as they create engaging, interactive web based courseware. E-Learning Games contains openers, closers, practice exercises, simulations, peer learning activities, and idea generators that will engage online learners from their first click—and keep them returning again and again. Features Session openers and icebreakers. Gives learners an opportunity to connect with their classmates and interact with new technology.
Scenario learning activities. Create engaging, learning environments where trainees solve authentic, work-based problems collaboratively anytime, anywhere.
Peer learning activities. Develop online community and facilitate peer learning by connecting students with fellow learners to overcome loneliness and isolation that lead to high rates of drop out in virtual learning.
Content review and practice—Features a series of exercises. Challenge students to engage in authentic practice, seek out answers, and gain feedback and recognition for their performance as they review and practice course content.
Design checklists and guides. Job aids that allow designers to quickly apply grounded theory to e-learning development. Table Of Contents
1. Welcome to Active E Learning.
2. Interactive E Learning,
3. Constructivist E Learning Design,
4. Session Openers.
5. Scenario Learning Activities.
6. Peer Learning.
7. Content Review and Practice.
8. Group Discussion.
9. Idea Generation.
10. Closers.
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