Cantitate/Preț
Produs

Learning Experience Design

Autor Donald Clark
en Limba Engleză Paperback – 3 noi 2021

Understand how to use emotion, memory, engagement and design thinking to create effective learning experiences for in-person, remote and digital learning.

This book is a practical guide for all learning and development (L&D) professionals. It covers everything from what learning experience design (LXD) is, the role of the L&D professional in LXD, and what the main areas to consider when designing learning are including emotion, attention, memory, engagement, enjoyment, transfer, practice and learning retention. It includes practical advice for all areas of learning design including text, graphics, audio, visual, simulations, AR/VR, question and social design. There is also essential guidance on instructional design, UX (user experience) design and how to design effective learning analytics.

The final part of the book covers design thinking, blended learning and discussion of LMSs (learning management systems), LXPs (learning experience platforms) and LRSs (learning record stores). With examples, tips, case studies and advice throughout, this is an invaluable book for anyone wanting to make an impact with their learning design and ensure knowledge, skills and performance improvement.

Citește tot Restrânge

Preț: 31302 lei

Puncte Express: 470

Preț estimativ în valută:
5535 6422$ 4789£

Carte disponibilă

Livrare economică 17 aprilie-01 mai
Livrare express 02-08 aprilie pentru 3598 lei


Specificații

ISBN-13: 9781398602625
ISBN-10: 1398602620
Pagini: 320
Dimensiuni: 156 x 234 x 17 mm
Greutate: 0.49 kg
Editura: Kogan Page

Cuprins

Chapter - 01: Learning experience design; Chapter - 02: Learning experience designers; Chapter - 03: Emotion, attention and motivation; Chapter - 04: Interface design; Chapter - 05: Text and graphics; Chapter - 06: Audio for learning; Chapter - 07: Video and animation; Chapter - 08: Engagement, questions and feedback; Chapter - 09: Scenarios and simulations; Chapter - 10: VR and AR; Chapter - 11: Games and gamification; Chapter - 12: Social learning; Chapter - 13: Transfer and practice; Chapter - 14: Workflow, curation and data