February 2023
Intermediate to advanced
304 pages
5h 30m
English
active element, experiential learning, 96–100. See also BE, SEE, KNOW, and DO
activities
adaptive learning experiences, 38
ADDIE design process, 74
advanced learner, persona, 216
age, including in persona, 209
AML-CFT (anti-money laundering and combating the financing of terrorism) case study, 239–244
applied games, playing, 48. See also casual game case study; game designers
assumptions, letting go of, 109
ATD (Association for Talent Development), 73
BE, SEE, KNOW, and DO, 100–104, 163. See also active element; knowledge; quadrants of LXD
behavior
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