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E-Learning and the Science of Instruction : Proven Guidelines for Consumers and Designers of Multimedia Learning / Ruth C. Clark and Richard E. Mayer.

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Clark, Ruth Colvin, author.
Mayer, Richard E., author.
Language:
English
Subjects (All):
Business education--Computer-assisted instruction.
Business education.
Employees--Training of--Computer-assisted instruction.
Employees.
Business education--Computer programs.
Internet in higher education.
Physical Description:
1 online resource (511 pages)
Edition:
Fifth edition.
Place of Publication:
Hoboken, New Jersey : Wiley, [2024]
Summary:
"This edition includes 3 new chapters focused on evidence regarding signaling in e-Learning, video-based instruction, and immersive virtual reality platforms. The 21 chapters summarized in the table that follows are grouped into five sections. You may choose to read the chapters in order or if you have special interests such as evidence on online games or immersive virtual reality, you can jump to those chapters. Chapters 1-3 summarize foundational concepts that form the base for the rest of the book including the science of learning and basics of experimental evidence. We recommend you start with these chapters. In Section 2, we offer 6 chapters with guidelines and evidence regarding optimal use of visuals, text, and audio in e-learning. Evidence on how to promote productive engagement in e-learning is the focus of Section 3. Section 4 includes 2 chapters relevant to organizational decisions you can make in design and sequencing of lessons and courses. We review social cues in e-learning in Section 5 including personalization of your lessons and ways to promote productive collaborative learning. Section 6 includes 4 chapters highlighting evidence on special applications of digital learning including simulations, games, video-based instruction, and immersive platforms. Chapter 21 includes a checklist that summarizes all of the guidelines presented throughout the book. That is a good place to help you put together all you have learned"-- Provided by publisher.
Contents:
Cover Page
Title Page
Copyright Page
Contents
Preface
Part 1 Foundations of e-Learning and the Science of Instruction
Chapter 1 e-Learning: Promise and Pitfalls
What Is e-Learning?
Synchronous and Asynchronous e-Learning
Six e-Learning Formats
The Evolution of e-Learning for Training
Is e-Learning Better?
The Promise of e-Learning
Promise 1: Rich Multimedia
Promise 2: Customization
Promise 3: Engagement and Feedback
Promise 4: Acceleration of Expertise Through Scenarios
Promise 5: Collaborative Learning
The Pitfalls of e-Learning
Pitfall 1: Too Much of a Good Thing
Pitfall 2: Not Enough of a Good Thing
Pitfall 3: Misplaced Training
Pitfall 4: Technology Fads
e-Learning Architectures
Twenty Years Later
Chapter Reflection
Coming Next
Suggested Readings
Chapter 2 How People Learn from e-Courses
How Do People Learn?
Taking a Learner-Centered Approach to Learning with Technology
What Is Learning and Instruction?
Three Metaphors for Learning
Principles and Processes of Learning
Guiding the Learner's Cognitive Processing During Learning
Selecting Information
Organizing Information
Integrating Information
Core Goals for Instructional Design in e-Learning
Minimize Extraneous Processing
Manage Essential Processing
Foster Generative Processing
How e-Lessons Affect Learning
Methods for Helping Learners Focus on Important Information During e-Learning
Methods for Helping Learners Cope with Limited Capacity in Working Memory
Methods for Helping Learners Make Sense of the Presented Material
Methods for Helping Learners Develop Positive Feelings and Social Connections
Methods for Helping Learners Prepare for Retrieval and Transfer
Summary of Learning Processes
What We Don't Know About Learning
Chapter Reflection.
Coming Next
Chapter 3 Evidence-Based Practice
What Is Evidence-Based Practice?
Rationale for Evidence-Based Practice
Three Approaches to Research on Instructional Effectiveness
What to Look for in Experimental Comparisons
Random Assignment
Experimental Control
Appropriate Measures
Supplemental Criteria
What Are Boundary Conditions?
What Is a Meta-Analysis?
Limits of Experimental Research
Where Can You Find Relevant Research?
The Evolution of Evidence-Based Practice
What We Don't Know About Evidence-Based Practice
Part 2 How to Leverage Visuals and Words in e-Learning
Chapter 4 Applying the Multimedia Principle: Use Words and Graphics Rather than Words Alone
Do Visuals Make a Difference?
Multimedia Principle: Include Both Words and Graphics
Why Use Words and Graphics?
Select Graphics that Support Learning
Some Ways to Use Graphics to Promote Learning
Graphics as Content Organizers
Graphics to Show Quantitative Relationships
Graphics as Lesson Interfaces
Psychological Reasons for the Multimedia Principle
Evidence for Using Words and Pictures
The Multimedia Principle Is Resilient
Learners Often Misjudge the Value of Graphics
The Multimedia Principle Works Best for Novices
Should You Change Static Illustrations into Animations?
When to Use Animations
Use Animations to Illustrate Complex Visual Changes
Use Animations to Demonstrate Hands-On Procedures
Use Animations as Interpretive Graphics
Animations: The Bottom Line
How to Optimize Learning from Graphics
Lesson-Focused Methods
Learner-Focused Methods
What We Don't Know About Visuals
Suggested Readings.
Chapter 5 Applying the Contiguity Principle: Align Words to Corresponding Graphics
Spatial Contiguity Principle: Place Printed Words near Corresponding Graphics
Violations of Spatial Contiguity
Placing Text Caption Below Corresponding Graphic
Placing a Legend Under or to the Side of Corresponding Chart
Separating Text and Graphic on Scrolling Screens
Displaying Feedback on a Separate Screen from Questions or Responses
Displaying Linked Windows on Top of Corresponding Content
Displaying Exercise Directions Separate from the Exercise
Displaying Text in a Separate Window with Animations or Video
Psychological Reasons for the Spatial Contiguity Principle
Evidence for the Spatial Contiguity Principle
Meta-Analytic Evidence
Eye Tracking Evidence
Boundary Conditions for Spatial Contiguity
Spatial Contiguity and Visual Cues
Promoting Spatial Contiguity with Augmented Reality
Temporal Contiguity Principle: Synchronize Spoken Words with Corresponding Graphics
Separating Graphics and Narration Through Icons
Separating Graphics and Narration in a Continuous Presentation
Psychological Reasons for the Temporal Contiguity Principle
Evidence for the Temporal Contiguity Principle
Core Evidence
Boundary Conditions for Temporal Contiguity
Exceptions to Temporal Contiguity
What We Don't Know About Contiguity
Chapter 6 Applying the Signaling Principle: Use Verbal and Visual Cues to Direct Attention
What Is Signaling?
How Does Signaling Work?
Eye Tracking and Attention
Evidence for the Benefits of Signaling
Principle 1: Use Text Summaries and Headers to Signal Learning Content
Principle 2: Use Text Phrases to Explicitly Direct Attention to Relevant Content
Principle 3: Use Emphasis Cues Such as Color and Intonation.
Principle 4: Use Graphic Cues Such as Arrows and Pointers
Principle 5: Use Anti-Cueing in Animations to Signal Less Salient Visual Elements in Animations
Signaling: The Bottom Line
What We Don't Know About Signaling
Chapter 7 Applying the Modality Principle: Present Words as Audio Narration Rather Than On-Screen Text
Modality Principle: Present Words as Speech Rather Than On-Screen Text
Psychological Reasons for the Modality Principle
Evidence for Using Spoken Rather Than Printed Text
Evidence from a Naturalistic Setting
When Audio Is Not Effective: Boundary Conditions for the Modality Principle
Use Printed Text for Second-Language Learners
Use Printed Text When Explanations Are Lengthy and Complex
Use Printed Text When the Instruction Is Self-Paced
Use Printed Text for Recognition or Recall Learning Rather Than Transfer
Use Printed Text When Learners Need Access to Content over Time
Summary of Boundary Conditions for the Modality Principle
What We Don't Know About Modality
Chapter 8 When to Add Text to Audio Narration: Applying the Redundancy Principle
What Is the Redundancy Principle?
Psychological Reasons for the Redundancy Principle
Evidence for Omitting Redundant On-Screen Text
Add On-Screen Text to Narration in Special Situations
Add On-Screen Text for Learning in a Second Language or When Words Are Unfamiliar
Add On-Screen Text That Includes Only a Few Key Words from the Audio Narration
Add On-Screen Text When Learners Have Plenty of Cognitive Resources Available
Add On-Screen Text When There Are No Graphics
The Bottom Line
What We Don't Know About Redundancy
Coming Next.
Suggested Readings
Chapter 9 Applying the Coherence Principle: Adding Extra Material Can Hurt Learning
Principle 1: Avoid e-Lessons with Extraneous Words
Psychological Reasons to Avoid Extraneous Words in e-Learning
Evidence for Omitting Extraneous Words Added for Interest
Evidence for Omitting Extraneous Words Added to Expand on Key Ideas
Evidence for Omitting Extraneous Words Added for Technical Depth
Principle 2: Avoid e-Lessons with Extraneous Graphics
Psychological Reasons to Avoid Extraneous Graphics in e-Learning
Evidence for Omitting Extraneous Graphics Added for Interest
Boundary Conditions for Seductive Details
Evidence for Using Simpler Visuals
Can Interesting Graphics Ever Be Helpful? Guidelines for Emotional Design
What Is Emotional Design?
Principle 3: Avoid e-Lessons with Extraneous Audio
Psychological Reasons to Avoid Extraneous Audio in e-Learning
Evidence for Omitting Extraneous Audio
Evidence Against Background Music
Evidence Against Environmental Sounds
What We Don't Know About Coherence
Part 3 How to Promote Skill Building in e-Learning
Chapter 10 Engagement in e-Learning: Activities for Promoting Generative Learning
What Is Engagement?
Engagement and Generative Processing
Behavioral Versus Psychological Engagement
When Behavioral Engagement Impedes Learning
When an Activity Imposes Too Much Extraneous Mental Load
When an Activity Results in Inaccurate Learner Representations
When an Activity Promotes Shallow Processing of Lesson Content
Three Engagement Activities That Can Promote Generative Processing
Self-Explanation Assignments
Teach-Back Assignments
Drawing Assignments
The Bottom Line to Engagement in e-Learning.
What We Don't Know About Generative Learning.
Notes:
Includes bibliographical references and index.
Description based on print version record.
ISBN:
9781394177387 (ebook)
9781394177387
1394177380
9781394177394
1394177399
OCLC:
1412623673

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