Clark's written seven books (so far), at the intersection of learning and technology. Each has a specific focus, yet while each addresses a topic that is dynamic, they're also written so as to be based upon our brains, not the technology, so they remain relevant.

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Make It Meaningful: Taking Learning Design from Instructional to Transformational.

Fills in the missing gap in LXD, addressing the emotional side of the equation to complement the learning science part.


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Learning Science for Instructional Designers: From Cognition to Application

A simple but thorough overview of learning science that equips L&D to design and make decisions on a sound understanding of how we think, work, and learn.



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Millennials, Goldfish & Other Training Misconceptions: Debunking Learning Myths and Superstitions

Many learning myths plague our field. In this book, Clark lays out the myths, why they're appealing, what the research says, and what to do instead. A handy guide addressing 16 myths, 5 superstitions, and 16 misconceptions.



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Revolutionize Learning & Development: Performance and Innovation Strategy for the Information Age

The book Clark had wanted to write to address his cheeky claim that "L&D isn't doing near what it could and should, and what it is doing, it is doing badly, other than that it's fine." Talks about how L&D should move to a more strategic position in the organization.



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The Mobile Academy: mLearning for Higher Education

Provides a systematic overview of how mobile can play a role for admin, content, interactivity, and more to facilitate university learning.



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Designing mLearning: Tapping into the Mobile Revolution for Organizational Performance

Brings in the 4 Modes of Mobile model that demonstrates how mobile is so much more than courses on a phone. Talks principles, provides examples, and guides strategy.



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Engaging Learning: Designing eLearning Simulation Games

Includes the Education-Engagement Alignment, that stipulates why learning should be hard fun, and a design process that lets us know that it can. The first book that really talked about how you should design learning games.