If you’re looking for some reading to improve your skills or get started in the field of instructional design, check out these books.
General Instructional Design and E-Learning
Design For How People Learn (now in its second edition) by Julie Dirksen is one of my favorite books in the field. I’ve recommended it many times. It’s easy to read and understand. It makes research about learning accessible in ways you can apply immediately. The illustrations are charming and reinforce the concepts well. Read my review for more details.
The Accidental Instructional Designer by Cammy Bean is especially good for career changers and those who landed in instructional design from other fields. It provides a model for the range of skills that fall under the umbrella of “instructional design.” It includes practical tips on topics such as working with SMEs and avoiding “clicky clicky bling bling” or flashy interactivity and multimedia for the sake of being flashy. The design models in chapter 4 are probably familiar to many with experience in the field but very helpful to beginners who want to do more than just the same type of course and interaction for every situation.
Designing Successful e-Learning by Michael Allen tells you to “Forget What You Know About Instructional Design and Do Something Interesting.” All of Allen’s books are focused on helping people design e-learning that is interactive, engaging, and useful.
e-Learning and the Science of Instruction by Ruth Clark and Richard Mayer is one of the first books on e-learning I bought, and I still refer to it when I need evidence to justify decisions to clients. If you’ve ever wondered if formal or conversational style is better for learning (conversational) or if your on-screen text should replicate what’s on the screen (no, it shouldn’t), this book explains it with the research to back it up. It’s not perfect; the authors do sometimes disregard research that contradicts their own findings, and they sometimes make their principles seem more absolute than they probably are in real life. However, it’s still a solid reference.
First Principles of Instruction: Identifying and Designing Effective, Efficient and Engaging Instructionis David Merrill’s effort to distill the common principles from multiple instructional design theories. A shorter, earlier explanation of these principles is available as a free PDF.
Games and Scenario-Based Learning
The Gamification of Learning and Instruction by Karl Kapp explains how to do more with gamification than just badges and points. Karl summarizes research and game theory and explains how substantive elements of games like narrative can be used to improve learning design. I wrote more about this gamification research previously.
Scenario-based e-Learning by Ruth Clark is similar to eLearning and the Science of Instruction in that it summarizes research findings. This book is specifically focused on developing scenario-based e-learning, including everything from simple branching scenarios to complex simulations.
Building Online Learning Communities by Rena Palloff and Keith Pratt is aimed more at online instructors than instructional designers, but it’s a wonderful resource for IDs working in higher education or supporting online and blended learning communities.
Digital Habitats: Stewarding Technology for Communities by Etienne Wenger, Nancy White, and John Smith is about how technology can enable communities of practice.
Learning Everywhere by Chad Udell is a fantastic resource on mobile learning, providing everything from a big picture view of broad categories of mobile learning to specific technical considerations and pitfalls. You can read my review of the book for more details.
Show Your Work by Jane Bozarth is full of visuals and explains how to “show your work” by sharing what you’re doing and learning using social tools. The book explains the benefits of creating a culture where people share their processes and discoveries.
Now updated to E-Learning Uncovered: Adobe Captivate 9, which I’m sure is just as good as the last edition. E-Learning Uncovered: Adobe Captivate 8 by Diane Elkins, Desiree Pinder, and Tim Slade sat on my desk for multiple weeks because I used it so often that it wasn’t worth bothering to put it back on the shelf. This book was an immense help to me in learning Captivate 8. I’m sure their other books on Storyline 2, Lectora, etc. are equally valuable.
More Reading Lists
I received so many great suggestions after posting this list that I posted 20+ More Books for Instructional Designers.
If that’s not enough, these reading lists will give you additional ideas.
- 8 Books To Read Before Your Next eLearning Project (Anna Sabramowicz)
- Instructional Design Books I’ve read for my IS degree (Gina Minks)
- Essential Reading for Instructional Design? (Cammy Bean)
- How to get an Instructional Design education without paying tuition (Tim Curry)
- An immediately accessible instructional design education (Tim Curry)
Did I miss one of your favorite books? Leave a comment with your suggestions.
Last week, I posted a rebuttal to Ruth Clark’s claim that “Games Don’t Teach.” In that post, I shared several links to research about the effectiveness of games for learning. If you are interested in a more in-depth review of research, Karl Kapp’s new book The Gamification of Learning and Instruction has an entire chapter titled “Research Says…Games are Effective for Learning.” This chapter focuses on two areas of the research: meta-analysis studies and research on specific elements of games.
The meta-analysis section has a useful table providing a quick summary of the major findings of each meta-analysis reviewed. Here’s a few points from that research:
- “Game-based approach produced significant knowledge-level increases over the conventional case-based teaching methods.” (Wolfe, 1997)
- “An instructional game will only be effective if it is designed to meet specific instructional objectives and used as it was intended.” (Hays, 2005)
In the elements of games section, Karl summarizes several individual studies and their findings in the following areas:
- Reward structures
- Player motivation (both intrinsic and extrinsic)
- Player perspective
Gamification in learning is often viewed very superficially as just adding extrinsic motivators like badges and leaderboards. In this book, Karl recommends going beyond that shallow understanding to look at the ways that games can be effective and to use those elements to enhance learning.
If you’re interested in more information about the book, check out the other posts in the blog book tour.
References (as cited in The Gamification of Learning and Instruction):
Hays, R.T. (2005). The effectiveness of instructional games: A literature review and discussion. Naval Air Warfare Center Training Systems Division (No 2005–004).
Wolfe, J. (1997) The effectiveness of business games in strategic management
course work. Simulation & Gaming, 28(4), 360–376.