36 Best 「instructional design」 Books of 2024| Books Explorer

In this article, we will rank the recommended books for instructional design. The list is compiled and ranked by our own score based on reviews and reputation on the Internet.
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Table of Contents
  1. Design for How People Learn (Voices That Matter)
  2. The Accidental Instructional Designer: Learning Design for the Digital Age
  3. E-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of Multimedia Learning
  4. Leaving Addie for SAM: An Agile Model for Developing the Best Learning Experiences
  5. The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education
  6. Creative Confidence: Unleashing the Creative Potential Within Us All
  7. Start with Why: How Great Leaders Inspire Everyone to Take Action
  8. Understanding By Design (Professional Development)
  9. Principles Of Instructional Design
  10. Instructional Design for eLearning: Essential guide for designing successful eLearning courses
Other 26 books
No.1
100

Products, technologies, and workplaces change so quickly today that everyone is continually learning. Many of us are also teaching, even when it's not in our job descriptions. Whether it's giving a presentation, writing documentation, or creating a website or blog, we need and want to share our knowledge with other people. But if you've ever fallen asleep over a boring textbook, or fast-forwarded through a tedious e-learning exercise, you know that creating a great learning experience is harder than it seems.In Design For How People Learn, Second Edition, you'll discover how to use the key principles behind learning, memory, and attention to create materials that enable your audience to both gain and retain the knowledge and skills you're sharing. Updated to cover new insights and research into how we learn and remember, this new edition includes new techniques for using social media for learning as well as two brand new chapters on designing for habit and best practices for evaluating learning, such as how and when to use tests. Using accessible visual metaphors and concrete methods and examples, Design For How People Learn, Second Edition will teach you how to leverage the fundamental concepts of instructional design both to improve your own learning and to engage your audience.

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No.2
88

Don’t create boring e-learning!Cammy Bean presents a fresh, modern take on instructional design for e-learning. Filled with her personal insights and tips, The Accidental Instructional Designer covers nearly every aspect of the e-learning design process, including understanding instructional design, creating scenarios, building interactivity, designing visuals, and working with SMEs. You’ll learn all about the CBT Lady and how to avoid her instructional design mistakes. Along the way, you’ll hear from a few other accidental instructional designers, get ideas for your own projects, and find resources and references to take your own practice to the next level.The Accidental Instructional Designer is perfect for the learning professional or instructional designer who is just getting started with e-learning―or the more experienced practitioner looking for new ideas. In addition to sharing proven techniques and strategies, this book: covers best practices and what to avoid when designing an e-learning program presents e-learning in action through various case studies shows how you can go from being an accidental instructional designer to an intentional one.

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No.3
81

The essential e-learning design manual, updated with the latest research, design principles, and examplese-Learning and the Science of Instruction is the ultimate handbook for evidence-based e-learning design. Since the first edition of this book, e-learning has grown to account for at least 40% of all training delivery media. However, digital courses often fail to reach their potential for learning effectiveness and efficiency. This guide provides research-based guidelines on how best to present content with text, graphics, and audio as well as the conditions under which those guidelines are most effective. This updated fourth edition describes the guidelines, psychology, and applications for ways to improve learning through personalization techniques, coherence, animations, and a new chapter on evidence-based game design. The chapter on the Cognitive Theory of Multimedia Learning introduces three forms of cognitive load which are revisited throughout each chapter as the psychological basis for chapter principles. A new chapter on engagement in learning lays the groundwork for in-depth reviews of how to leverage worked examples, practice, online collaboration, and learner control to optimize learning. The updated instructor's materials include a syllabus, assignments, storyboard projects, and test items that you can adapt to your own course schedule and students.Co-authored by the most productive instructional research scientist in the world, Dr. Richard E Mayer, this book distills copious e-learning research into a practical manual for improving learning through optimal design and delivery. Get up to date on the latest e-learning research Adopt best practices for communicating information effectively Use evidence-based techniques to engage your learners Replace popular instructional ideas, such as learning styles with evidence-based guidelines Apply evidence-based design techniques to optimize learning gamese-Learning continues to grow as an alternative or adjunct to the classroom, and correspondingly, has become a focus among researchers in learning-related fields. New findings from research laboratories can inform the design and development of e-learning. However, much of this research published in technical journals is inaccessible to those who actually design e-learning material. By collecting the latest evidence into a single volume and translating the theoretical into the practical,e-Learning and the Science of Instruction has become an essential resource for consumers and designers of multimedia learning.

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No.4
80

The ADDIE process is past its prime.It was developed long before Agile and other iterative processes that have introduced greater efficiencies in design and development, fostered more creativity, and addressed effective stakeholder involvement. Leaving ADDIE for SAM introduces two new concepts―SAM, the Successive Approximation Model, and the Savvy Start. Together, they incorporate contemporary design and development processes that simplify instructional design and development, yielding more energetic and effective learning experiences.This book is a must-read for all learning professionals who have a desire to let go of outdated methodologies and start creating better, faster training products today.

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No.5
78

"Karl has written the definitive guide to gamification, which itself is accessible and engaging. He brings trends to life and illustrates the principles of gamification through numerous examples from real-world games.... There is no doubt that 'gamification' is an important and powerful weapon in the arsenal for learning, marketing, and behavior change of any kind. This book is a valuable guide for all who are trying to understand or adopt these important design principles."―FROM THE FOREWORD BY KEVIN KRUSEGames create engagement―the corner-stone of any positive learning experience. With the growing popularity of digital games and game-based interfaces, it is essential that gamification be part of every learning professional's tool box. In this comprehensive resource, international learning expert Karl M. Kapp reveals the value of game-based mechanics to create meaningful learning experiences. Drawing together the most current information and relevant research in one resource, The Gamification of Learning and Instruction shows how to create and design games that are effective and meaningful for learners.Kapp introduces, defines, and describes the concept of gamification and then dissects several examples of games to determine the elements that provide the most positive results for the players. He explains why these elements are critical to the success of learning. The Gamification of Learning and Instruction is based on solid research and the author includes peer-reviewed results from dozens of studies that offer insights into why game-based thinking and mechanics makes for vigorous learning tools. Not all games or gamification efforts are the same, the gamification of learning and instruction requires matching instructional content with the right game mechanics and game thinking. Moving beyond the theoretical considerations, the author explores how to design and develop gamification efforts. Kapp discusses how to create a successful game design document and includes a model for managing the entire game and gamification design process.The Gamification of Learning and Instruction provides learning professional with the help they need to put the power of game design to work.Follow Karl on his widely-read "Kapp Notes" blog at www.kaplaneduneering.com/kappnotes/

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No.6
77

IDEO founder and Stanford d.school creator David Kelley and his brother Tom Kelley, IDEO partner and the author of the bestselling The Art of Innovation, have written a powerful and compelling book on unleashing the creativity that lies within each and every one of us.Too often, companies and individuals assume that creativity and innovation are the domain of the "creative types." But two of the leading experts in innovation, design, and creativity on the planet show us that each and every one of us is creative. In an incredibly entertaining and inspiring narrative that draws on countless stories from their work at IDEO, the Stanford d.school, and with many of the world's top companies, David and Tom Kelley identify the principles and strategies that will allow us to tap into our creative potential in our work lives, and in our personal lives, and allow us to innovate in terms of how we approach and solve problems. It is a book that will help each of us be more productive and successful in our lives and in our careers.

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No.7
77

Please Read Brand New, International Softcover Edition, Printed in black and white pages, minor self wear on the cover or pages, Sale restriction may be printed on the book, but Book name, contents, and author are exactly same as Hardcover Edition. Fast delivery through DHL/FedEx express.

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No.8
75

Drawing on feedback from thousands of educators around the world who have used the UbD framework since its introduction in 1998, the authors have greatly revised and expanded their original work to guide educators across the K-16 spectrum in the design of curriculum, assessment, and instruction. With an improved UbD Template at its core, the book explains the rationale of backward design and explores in greater depth the meaning of such key ideas as essential questions and transfer tasks.

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No.9
75

This pioneering text describes a rationally consistent basis for instructional design, based in cognitive psychology and information-processing theory. The authors prepare teachers to design and develop a course, unit, and module of instruction, outline the nine stages of instructional design procedure, and integrate current research and practice in the movement toward performance systems technology. The Fifth Edition of PRINCIPLES OF INSTRUCTIONAL DESIGN emphasizes the social and cultural context of learning, learner-centered principles, and the affordances of new technologies and learning environments.

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No.10
69

This Instructional Design for ELearning handbook has been updated with the latest design principles and case studies.Fully revised with both new and updated chapters, Instructional Design for eLearning: Essential Guide for Designing Successful eLearning courses is your step-by-step, go-to reference for eLearning design and development. In this book, Marina Arshavskiy presents all the practical information in one place. This second edition includes even more content, examples, case studies, practice exercises, and assessments. You will also find checklists and templates you can immediately apply to your course design. What’s new:• Technical Training• eLearning copyright information• New chapter about Agile ELearning design and development• New information about personalized and augmented learning approaches• New and up-to-date information about eLearning tools• Assessments after each chapter• New tables and templates• Case studies that illustrate eLearning concepts in each chapter

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No.11
69

Design and typographic insights from the author of The Non-Designer’s book series (over 700,000 copies in print!) This book offers decades of experience from one of the greatest computer book authors. Here in one volume, Robin Williams has joined together a new edition of her classic The Non-Designer’s Design Book—in glorious full color for the first time—and her best-selling The Non-Designer’s Type Book. Robin uses her straightforward and lighthearted style to define the principles that govern good design and type as well as the logic behind those principles. Using numerous examples, you’ll learn what looks best and why on your way to designing beautiful and effective projects. Whether you are a Mac user or a Windows user, a type novice or an experienced graphic designer, you will find inspiration and direction for the design quandaries and conundrums you are sure to encounter! These essential guides to design and type will teach you about:\nThe four principles of design that underlie every design project Categories of type Working with color How to combine typefaces for maximum effect Readability and legibility The proper typographic treatment of punctuation Letter spacing, line spacing, and paragraph spacing Special characters and accent marks\n

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No.12
67

Evaluating Training Programs: The Four Levels

Kirkpatrick, Donald L.
Berrett-Koehler Publishers

An updated edition of the bestselling classic Donald Kirkpatrick is a true legend in the training field: he is a past president of ASTD, a member of Training magazine's "HRD Hall of Fame," and the recipient of the 2003 "Lifetime Achievement Award in Workplace Learning and Performance" from ASTD In 1959 Donald Kirkpatrick developed a four-level model for evaluating training programs. Since then, the "Kirkpatrick Model" has become the most widely used approach to training evaluation in the corporate, government, and academic worlds. Evaluating Training Programs provided the first comprehensive guide to Kirkpatrick's Four Level Model, along with detailed case studies of how the model is being used successfully in a wide range of programs and institutions. This new edition includes revisions and updates of the existing material plus new case studies that show the four-level model in action. Going beyond just using simple reaction questionnaires to rate training programs, Kirkpatrick's model focuses on four areas for a more comprehensive approach to evaluation: Evaluating Reaction, Evaluating Learning, Evaluating Behavior, and Evaluating Results. Evaluating Training Programs is a how-to book, designed for practitiners in the training field who plan, implement, and evaluate training programs. The author supplements principles and guidelines with numerous sample survey forms for each step of the process. For those who have planned and conducted many programs, as well as those who are new to the training and development field, this book is a handy reference guide that provides a practical and proven model for increasing training effectiveness through evaluation. In the third edition of this classic bestseller, Kirkpatrick offers new forms and procedures for evaluating at all levels and several additional chapters about using balanced scorecards and "Managing Change Effectively." He also includes twelve new case studies from organizations that have been evaluated using one or more of the four levels--Caterpillar, Defense Acquisition University, Microsoft, IBM, Toyota, Nextel, The Regence Group, Denison University, and Pollack Learning Alliance.

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No.13
67

Measuring Instructional Results

Mager, Robert F.
Center for Effective Performance

How do you know if your students have truly learned what you set out to teach? This text is designed for those who want to know how well their instruction works and how to develop the special tools they need to measure training and educational results. The author describes and illustrates a procedure of selecting or creating test items. Every chapter includes practice exercises and checklists to clarify further the tests and make sure you stay on track. The book contains many figures and step-by-step flowcharts that provide a handy reference whenever you are developing tools to measure instructional results.

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No.14
67

Explore effective learning programs with the father of e-learningMichael Allen's Guide to e-Learning: Building Interactive, Fun, and Effective Learning Programs for Any Company, Second Edition presents best practices for building interactive, fun, and effective online learning programs. This engaging text offers insight regarding what makes great e-learning, particularly from the perspectives of motivation and interactivity, and features history lessons that assist you in avoiding common pitfalls and guide you in the direction of e-learning success. This updated edition also considers changes in technology and tools that facilitate the implementation of the strategies, guidelines, and techniques it presents.E-learning has experienced a surge in popularity over the past ten years, with education professionals around the world leveraging technology to facilitate instruction. From hybrid courses that integrate technology into traditional classroom instruction to full online courses that are conducted solely on the internet, a range of e-learning models is available. The key to creating a successful e-learning program lies in understanding how to use the tools at your disposal to create an interactive, engaging, and effective learning experience. Gain a new perspective on e-learning, and how technology can facilitate education Explore updated content, including coverage regarding learner interface, gamification, mobile learning, and individualization Discuss the experiences of others via targeted case studies, which cover good and not so good e-learning projects Understand key concepts through new examples that reinforce essential ideas and demonstrate their practical applicationMichael Allen's Guide to e-Learning: Building Interactive, Fun, and Effective Learning Programs for Any Company, Second Edition is an essential resource if you are studying for the e-Learning Instructional Design Certificate Program.

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No.16
66

What People Have Said About Human Competence: \n"Among the ideas bulging from this classic work: performance exemplars, potential for improving performance, behavior-accomplishment distinction, performance matrix, ACORN troubleshooting test, performance audits, states, Worth = Value - Cost, knowledge maps, mediators, and job aids. The great accomplishments Gilbert left behind will continue to profit behavior analysis and performance improvement for a long, long time." --Ogden Lindsley, Behavior Research Company "Human Competence is probably the most borrowed and least returned book in my library. It?s good to have it in print more than once, so that I can keep replacing it, and rereading it for new insights from the original master of HPT." --Rob Foshay, TRO Learning, Inc. "Human Competence stands not only as a tribute to Tom's genius, but also as the best single source of ideas about performance technology. It is a 'must have' for anyone serious about changing the performance of individuals or organizations." --Dick Lincoln, Centers for Disease Control

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No.17
66

An industry leader speaks out against boring, ineffective, costly e-learning and provides practical guidelines for creation of powerful, e-learning-based performance solutions.e-Learning is emerging rapidly in schools, businesses, and at home. Millions are being invested in this new, widely available technology purported as the solution to learning challenges. Dr. Michael Allen, commonly considered the father of modern interactive learning, raises concerns about misuses of the technology, missed opportunities, and money wasted on boring, ineffective e-learning. The book offers specific, pragmatic, common-sense approaches to guide the development of successful technology-assisted learning. A free CD-ROM is packed with sample applications. Michael Allen's Guide to e-Learning enables business executives to become discerning e-learning investors and instructional designers to create meaningful performance solutions.

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No.18
66

Designing Effective Instruction

Morrison, Gary R.
John Wiley & Sons Inc

Updated and revised, the sixth edition equips educators with practical skills for successful instructional design. Two new chapters have been added to offer the most current information in the field. One addresses the unique design challenges and opportunities when working with different technologies. It also illustrates how to apply and adapt the design model when working with these technologies. The other presents a combination of information on the ID proposal and project management. A new section also discusses the alternatives to the traditional design process. In addition, educators will find more information about the role of the designer, which they’ll be able to apply in the classroom.

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No.19
65
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No.20
65

When Improving Performance: Managing the White Space on the Organization Chart was published in 1990, it was lauded as the book that launched the Process Improvement revolution. This was the book that first detailed an approach that bridged the gaps between organization strategy, work processes and individual performance. Two decades later, White Space Revisited goes beyond a mere revision of that groundbreaking book and refocuses on the ultimate purpose of organizations, which is to create and sustain value.This book picks up where Improving Performance left off and shares what we have learned about process in the past 15 years since it was published and how the reader (primarily practitioners) can capitalize on these notions in their own pursuit of process excellence. \nWhite Space Revisited is a comprehensive resource that offers process and performance professionals a conceptual foundation, a thorough and proven methodology, a set of remarkable working tools for doing process work in a more significant way, and a series of candid observations about the practice of Business Process Management (BPM). The book’s time-tested methods, models, tools, and guidelines serve to align people, process, and technology White Space Revisited includes information on a wealth of vital topics and \nDescribes the difference in impact of focusing on single processes vs. large scale improvements Provides an integrated step-by-step blueprint for designing, implementing, and sustaining process management Offers a detailed methodology for strategic and tactical process definition and improvement Spells out how to leverage the power of IT to optimize organizational performance Shows how to integrate the energy and value of Six Sigma, Process Improvement and Process Management into an effective Process Excellence Group

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No.21
65
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No.22
64

The Essentials of Instructional Design, 3rd Edition introduces the essential elements of instructional design (ID) to students who are new to ID. The key procedures within the ID process―learner analysis, task analysis, needs analysis, developing goals and objectives, organizing instruction, developing instructional activities, assessing learner achievement and evaluating the success of the instructional design―are covered in complete chapters that describe and provide examples of how the procedure is accomplished using the best known instructional design models.Unlike most other ID books, The Essentials of Instructional Design provides an overview of the principles and practice of ID without placing emphasis on any one ID model. Offering the voices of instructional designers from a number of professional settings and providing real-life examples from across sectors, students learn how professional organizations put the various ID processes into practice. This introductory textbook provides students with the information they need to make informed decisions as they design and develop instruction, offering them a variety of possible approaches for each step in the ID process and clearly explaining the strengths and challenges associated with each approach.

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No.23
64

"You must read this book." —Neil GaimanThe bestselling international classic on storytelling and visual communication.Praised throughout the cartoon industry by such luminaries as Art Spiegelman, Matt Groening, and Will Eisner, Scott McCloud's Understanding Comics is a seminal examination of comics art: its rich history, surprising technical components, and major cultural significance. Explore the secret world between the panels, through the lines, and within the hidden symbols of a powerful but misunderstood art form.

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No.24
64

The Non-Designer's Design Book

Williams, Robin
Peachpit Press Publications

Outlines the essentials of page layout, emphasizing the four concrete principles of design--proximity, alignment, repetition, and contrast--in an illustrated volume that features before and after examples of page design. Original. (All Users).

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No.25
64

"Magnificent! The best how-to manual ever published." — Kevin Kelly, Cool Tools\nScott McCloud tore down the wall between high and low culture in 1993 with Understanding Comics, a massive comic book about comics, linking the medium to such diverse fields as media theory, movie criticism, and web design. In Reinventing Comics, McCloud took this to the next level, charting twelve different revolutions in how comics are generated, read, and perceived today. Now, in Making Comics, McCloud focuses his analysis on the art form itself, exploring the creation of comics, from the broadest principles to the sharpest details (like how to accentuate a character's facial muscles in order to form the emotion of disgust rather than the emotion of surprise.) And he does all of it in his inimitable voice and through his cartoon stand–in narrator, mixing dry humor and legitimate instruction. McCloud shows his reader how to master the human condition through word and image in a brilliantly minimalistic way. Both comic book devotees and the uninitiated will marvel at this journey into a once–underappreciated art form.

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No.26
64

Great things don't happen in a vacuum. But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming.This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world's most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace. Find out why -- and how -- with Gamestorming. Overcome conflict and increase engagement with team-oriented games Improve collaboration and communication in cross-disciplinary teams with visual-thinking techniques Improve understanding by role-playing customer and user experiences Generate better ideas and more of them, faster than ever before Shorten meetings and make them more productive Simulate and explore complex systems, interactions, and dynamics Identify a problem's root cause, and find the paths that point toward a solution

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No.27
64

No matter where you are on the organizational ladder, the odds are high that you've delivered a high-stakes presentation to your peers, your boss, your customers, or the general public. Presentation software is one of the few tools that requires professionals to think visually on an almost daily basis. But unlike verbal skills, effective visual expression is not easy, natural, or actively taught in schools or business training programs. slide:ology fills that void.Written by Nancy Duarte, President and CEO of Duarte Design, the firm that created the presentation for Al Gore's Oscar-winning film, An Inconvenient Truth, this book is full of practical approaches to visual story development that can be applied by anyone. The book combines conceptual thinking and inspirational design, with insightful case studies from the world's leading brands. With slide:ology you'll learn to:Connect with specific audiences Turn ideas into informative graphics Use sketching and diagramming techniques effectively Create graphics that enable audiences to process information easily Develop truly influential presentations Utilize presentation technology to your advantageMillions of presentations and billions of slides have been produced -- and most of them miss the mark. slide:ology will challenge your traditional approach to creating slides by teaching you how to be a visual thinker. And it will help your career by creating momentum for your cause.

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No.28
64

The Mom Test is a quick, practical guide that will save you time, money, and heartbreak.They say you shouldn't ask your mom whether your business is a good idea, because she loves you and will lie to you. This is technically true, but it misses the point. You shouldn't ask anyone if your business is a good idea. It's a bad question and everyone will lie to you at least a little . As a matter of fact, it's not their responsibility to tell you the truth. It's your responsibility to find it and it's worth doing right .Talking to customers is one of the foundational skills of both Customer Development and Lean Startup. We all know we're supposed to do it, but nobody seems willing to admit that it's easy to screw up and hard to do right. This book is going to show you how customer conversations go wrong and how you can do better.

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No.30
64

The classic bestseller on performance management is updated to reflect changes in today's working environment. When an employer needs to know how to gain maximum performance from employees, renowned behavioral psychologist--Aubrey Daniels is the man to consult. What has made Daniels the man with the answers? His ability to apply scientifically based behavioral stimuli to the workplace while making it fun at the same time. \n Now Daniels updates his ground-breaking book with the latest and best motivational methods, perfected at such companies as Xerox, 3M, and Kodak. All-new material shows how to: create effective recognition and rewards systems in line with today's employees want; Stimulate innovations and creativity in new and exciting ways; overcome problems associated with poorly educated workers; motivate young employees from the minute they join the workforce.

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No.32
63

For courses in English and Writing. Emphasizes the importance of style in writing for a global audience Style: Lessons in Clarity and Grace asserts that style is a matter of making informed choices in the service of one’s readers. While writers know best what they want to say, readers ultimately decide if they’ve said it well. This flagship text builds on that premise, with updates on subjects such as gender-neutral writing and writing for global audiences. It brings the authors’ innovative approach to the needs of today’s students, while maintaining that writing with style is a civic and ethical virtue. Also available with Pearson Writer Pearson Writer is a revolutionary digital tool for writers at all levels. Built for mobile devices, it streamlines the tedious and time-consuming aspects of writing, so that students can focus on developing their ideas. Pearson Writer makes it easy to stay organized, track tasks, and stay on top of writing projects. Students can set milestones prior to the due date, manage their sources, organize their notes visually in the Notebook, and even get automatic feedback on their prose. Pearson Writer is now available with Noteclipper, which allows students to save online sources quickly and easily. Features of Pearson Writer: \n Writing, Grammar, and Research Guide is a go-to resource any time students have a question or need help. Automatic Writing Review checks prose for possible spelling, grammar, and style errors, while offering grammar lessons and suggestions for revising and editing. Citation Generator keeps track of every source throughout students’ research process and builds a bibliography in the background, taking care of those formatting details. Research Database and NoteClipper make searching for and managing source materials easier. Project Manager and Notebook help students stay on top of multiple projects and make organizing ideas and sources less cumbersome. Note: You are purchasing a standalone product; Pearson Writer does not come packaged with this content. Students, if interested in purchasing this title with Pearson Writer, ask your instructor for the correct package ISBN and Course ID. Instructors, contact your Pearson representative for more information. If you would like to purchase both the physical text and Pearson Writer, search for: 013415083X / 9780134150833 Style: Lessons in Clarity and Grace Plus Pearson Writer — Access Card Package Package consists of: \n032197235X / 9780321972354 Pearson Writer — Standalone Access Card 0134080416 / 9780134080413 Style: Lessons in Clarity and Grace

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No.33
63

An INFLUENCER leads change.An INFLUENCER replaces bad behaviors with powerful new skills.An INFLUENCER makes things happen.This is what it takes to be an INFLUENCER.Whether you're a CEO, a parent, or merely a person who wants to make a difference, you probably wish you had more influence with the people in your life. But most of us stop trying to make change happen because we believe it is too difficult, if not impossible. We learn to cope rather than learning to influence.From the bestselling authors who taught the world how to have Crucial Conversations comes the new edition of Influencer, a thought provoking book that combines the remarkable insights of behavioral scientists and business leaders with the astonishing stories of high powered influencers from all walks of life. You'll be taught each and every step of the influence process including robust strategies for making change inevitable in your personal life, your business, and your world. You'll learn how to:Identify high leverage behaviors that lead to rapid and profound change Apply strategies for changing both thoughts and actions Marshal six sources of influence to make change inevitableInfluencer takes you on a fascinating journey from San Francisco to Thailand to South Africa, where you'll see how seemingly "insignificant" people are making incredibly significant improvements in solving problems others would think impossible. You'll learn how savvy folks make change not only achievable and sustainable, but inevitable. You'll discover breakthrough ways of changing the key behaviors that lead to greater safety, productivity, quality, and customer service.No matter who you are or what you do, you'll never learn a more valuable or important set of principles and skills. Once you tap into the power of influence, you can reach out and help others work smarter, grow faster, live, look, and feel better and even save lives. The sky is the limit . . . for an Influencer.

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No.35
63

Design Learning Experiences, Not Events Learning Experience Design Essentials explores how new instructional designers and those looking to build their skills and align their function to the business can blend content and context to elevate learning experiences. Expert Cara North maps out the skills and capabilities that define the work learning experience design (LXD) professionals do. Cara lays out an LXD process to guide readers in creating effective experiences. It includes the all-important task analysis to understand the shoes your learners walk in while performing at work. Other steps include creating assessments, conducting usability testing, and messaging the why behind the learning experience. Traditional instructional design places undue emphasis on dumping training content on learners through a combination of information, media, and technology. What's missing is the context of how learning happens and the understanding that learning is a process, not a one-time event. This book will help you craft a 30/60/90-day plan to apply the concepts throughout. By the end, you'll feel confident saying "yes" to the simple question, "Would you want to take your own learning experiences?"

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No.36
63

What do you do when your learners know what to do but still aren’t doing it?\nTraining is created with the goal of changing learners’ behaviors, but anyone who has created learning experiences knows that there’s a big gap between knowing and doing. You can create an engaging learning experience that informs and helps people remember, but often those people go back to their regular world and continue to do things the same way they always have.\nIn the last few decades, the fields of psychology, behavioral economics, and other behavioral sciences have brought an enormous amount of scientific research into helping people with behavior change. Only a fraction of that research has made its way back into learning design.\nTalk to the Elephant: Design Learning for Behavior Change shows you how to add critical tools to your learning design toolbox to affect behavior change. You’ll find out how to use frameworks and strategies from behavioral science to help you research and analyze challenges, feel more confident that you’re solving the right problem, and design and test solutions that can help people with difficult behavior changes.\nBy the end of this book, you’ll be able to Map the change journey of your learners and identify their path Assess and clearly communicate the value of the change Use motivation models to better understand what learners really care about Utilize evidence-based models like the COM-B Model to analyze behavior-change challenges Use a diagnostic checklist to determine whether you actually have a training problem Identify behavior-change techniques to address your specific challenges

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