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The Library-Classroom eLearning instructional model effectively organizes course content with motivational learning activities requiring the learner to recall and apply knowledge as they proceed. This instructional model uses the power of real-world business scenarios, core course reference material, and engaging learning games to provide the learner a self-adjusting course that matches their individual learning styles. A course designed with our Library-Classroom instructional model is divided into two distinct segments: The Classroom which contains scenarios, simulations, and decision points (assessments), and the Library which contains core course content, research information, interactions, games, and quizzes. The Classroom Decision Points The Library When the learner moves to the Library, they interact with the content, play games, and conduct research that provides reinforcement to assist them with the Classroom decision points. Think of the Library as the learner’s research area. The learner can spend as much time in the Library as necessary to master the material before moving to the Classroom to apply their knowledge. Learner-Centered Navigation When they are ready to make their decision, they jump back to the Classroom and answer the question in the decision point. This self-adjusting flow allows the learner to adapt the course to their own distinct learning style. Learning Activities The games also provide a leveling mechanism which allows the learner to adjust the difficulty as they master the content. The games provide a safe “practice-zone” for the learner because their results are not tied to their final score for the course, so they can “drill-and-practice” until they are confident they have mastery of the material. Benefits of the Library-Classroom Instructional Model More Information
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