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Designing mLearning: Tapping into the Mobile Revolution for Organizational Performance

저 자     : Quinn
I S B N   : 9780470604489
출 판 년 : 2011
페 이 지 : 256, Hardcover
출 판 사 : Pfeiffer
가 격     : \39,000
주 문     : 신청수량 :  권 [주문하기] [돌아가기]
소 개

Mobile is a powerful new tool for supporting organizational performance, including a wide-variety of learning opportunities including innovation, collaboration, research, and design. Mobile generates new products, services, and helps solve problems. Whether providing needed tools, augmenting learning, or connecting individuals, mobile devices are empowering individuals and organizations.

Designing mLearning is a hands-on resource that presents step-by-step guidance for designing, delivering, and deploying mobile solutions, covering both the background model and pragmatic considerations for successfully navigating mobile projects. The book takes an integrated approach to mobile learning regardless of the device used. Written by Dr. Clark Quinn, a noted leader in the mLearning revolution, Designing mLearning debunks commonly held myths about mLearning, defines the myriad opportunities for mobile, contains real-world, illustrative examples, includes implementation concerns, and places mobile learning in an overall strategic plan.

Designing mLearning is written for instructional designers, developers, media experts, managers, and anyone with responsibility for supporting performance in organizations. While the focus is on the design of solutions, the book addresses the critical organizational issues to assist the larger agenda of mobilizing the organization.

The information outlined in this groundbreaking guide can be applied across the mobile device spectrum and provides a systematic and integrated suite of conceptual frameworks to guide designers to pragmatic and effective solutions.



차 례

Section I. Why mLearning.
Chapter 1. Overview
Chapter 2. The Details.

Section II. Foundations.
Chapter 3. A Brief History of Learning and Cognition.
Chapter 4. The Technology It's Not About.
Chapter 5. Getting Contextual.
Chapter 6. Getting Concrete.
Chapter 7. Mobile Models.

Section III. Brass Tacks.
Chapter 8. A Platform to Stand On.
Chapter 9. Mobile Design.
Chapter 10. The Development It's Not About.
Chapter 11. Implementation and Evaluation.

Section IV. Looking Forward.
Chapter 12. Being Strategic.
Chapter 13. Trends and Directions.
Chapter 14. Get Going (Mobile).



저 자

Clark Quinn leads learning system design through Quinnovation, providing strategic solutions to Fortune 500, education, government, and not-for-profit organizations. An in-demand consultant and speaker, he has previously held management and academic positions. He is the author of Engaging Learning, Designing e-Learning Simulation Games.


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