Evidence-Based Training Methods, 3rd Edition


Book Description

Let evidence guide your training. Your training is much more effective when your methods are based on evidence. In this third edition of Evidence-Based Training Methods, Ruth Colvin Clark offers concrete training guidance as she connects research to practice. This book is rich with examples of how research enhances training, and with it as your guide, you can incorporate evidence and learning psychology into your program design, development, and delivery decisions. New in this edition, Clark examines research on feedback with application tips for training as well as on using animations in critical thinking exercises. Games have also inspired a great deal of recent research, leading to updated information about which ones are effective and why. Ultimately, Clark advises focusing on instructional methods that are relatively inexpensive to implement and offers simple, effective changes.




Evidence-based Training Methods


Book Description

"Learn the evidence behind both new and tried-and-true best practices for training. Ruth Clark connects research to practice and offers concrete training guidance in this second edition of Evidence-Based Training Methods. With this book as your guide, you can incorporate evidence and learning psychology into your program design, development, and delivery decisions."--Back cover.




Evidence Based Training Methods, 2nd Edition


Book Description

Not all activity leads to learning. Move beyond the myths with an evidence-based approach. Seasoned technical trainer Ruth Colvin Clark has synthesized the findings of today's crucial learning research into a noteworthy refresher of her 2010 book. Delve into the foundational ideas of evidence-based practice and discover a clear pathway to applying best practices to the creation of your instructional products. Follow along as Clark dissects popular training myths and offers best practice guidelines. You'll drill into the evidence on use of graphics, text, and audio and walk away with tactics for implementing two of the most powerful instructional methods associated with learning: examples and practice. This book covers: research behind the limits of the human memory, the value of graphics, balancing activity with learning-and how to apply it to training practices the power of examples, practice, and feedback brand-new material on scenario-based learning and games.







Evidence-Based Practice in Athletic Training


Book Description

Evidence-Based Practice in Athletic Training provides essential information on the fundamentals of evidence-based practice (EBP) for students who are working toward certification in athletic training and for athletic trainers who wish to stay up to date on best practices in the field.




Dog Smart


Book Description

Anyone who lives with and loves dogs knows that they are smart. Really smart. They understand our body language and emotions, can be trained to perform important services, are devoted companions, and enjoy walks, tricks, dog sports or just hangin' out on the couch. So, how "Dog Smart" are you? What do you know or wish to know about the dog's history, perceptions, understanding of humans, and responses to different training methods? These topics and more come under the scrutiny of the Science Dog in Linda Case's latest myth-busting book. Learn to separate fact from fiction about the relationship between dogs and wolves, whether dominance should be a factor in dog training, what forms of reinforcement work best, and how to apply evidence-based training methods. "Dog Smart" will not only help you to be a better trainer, but will give you the tools for communicating the most current information about dogs to others - including the popular Science Dog character, neighbor Joe (who happens to know a lot about dogs).




Design Thinking for Training and Development


Book Description

Better Learning Solutions Through Better Learning Experiences When training and development initiatives treat learning as something that occurs as a one-time event, the learner and the business suffer. Using design thinking can help talent development professionals ensure learning sticks to drive improved performance. Design Thinking for Training and Development offers a primer on design thinking, a human-centered process and problem-solving methodology that focuses on involving users of a solution in its design. For effective design thinking, talent development professionals need to go beyond the UX, the user experience, and incorporate the LX, the learner experience. In this how-to guide for applying design thinking tools and techniques, Sharon Boller and Laura Fletcher share how they adapted the traditional design thinking process for training and development projects. Their process involves steps to: Get perspective. Refine the problem. Ideate and prototype. Iterate (develop, test, pilot, and refine). Implement. Design thinking is about balancing the three forces on training and development programs: learner wants and needs, business needs, and constraints. Learn how to get buy-in from skeptical stakeholders. Discover why taking requests for training, gathering the perspective of stakeholders and learners, and crafting problem statements will uncover the true issue at hand. Two in-depth case studies show how the authors made design thinking work. Job aids and tools featured in this book include: a strategy blueprint to uncover what a stakeholder is trying to solve an empathy map to capture the learner’s thoughts, actions, motivators, and challenges an experience map to better understand how the learner performs. With its hands-on, use-it-today approach, this book will get you started on your own journey to applying design thinking.




e-Learning and the Science of Instruction


Book Description

The essential e-learning design manual, updated with the latest research, design principles, and examples e-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 games e-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.




Team Training Essentials


Book Description

Team Training Essentials succinctly outlines best practices for team training, as based in the latest organizational psychology research. Organized into 5 ‘pillars,’ this clear, accessible guide covers all aspects of team training, from design and delivery to evaluation, transfer, and sustainment methods. Useful for anyone studying team dynamics and performance as well as group training, this book will also be of interest to professionals looking to apply team training practices in real business settings.




Evidence-Informed Learning Design


Book Description

Learning and Development (L&D) programmes are too often based on fads, the latest trends or learning designers' personal preferences without critical evaluation. Evidence-Informed Learning Design allows learning professionals to move away from this type of approach by showing them how to assess and apply relevant scientific literature, learning science research and proven learning techniques to design their training in a way that will make a measurable difference to employee performance and overall business success. Packed with tips, tools and examples, Evidence-Informed Learning Design enables L&D and training professionals to save both time and money by ensuring that efforts are focused on designing learning that's proven to be effective. Covering techniques like interleaving and self-directed and self-regulated learning, as well as debunking myths and fallacies in the field, it covers how best to test, measure and reinforce learning in both online, offline and face-to-face scenarios. To ensure that employees develop the skills the business needs to succeed and that the L&D function is recognised as adding true organizational value, this book is essential reading for anyone responsible for designing learning.