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e-Learning and the Science of Instruction

e-Learning and the Science of Instruction Proven Guidelines for Consumers and Designers of Multimedia Learning, 4th Edition

  • Author:
  • Publisher: John Wiley & Sons
  • ISBN: 9781119158660
  • Published In: March 2016
  • Format: Hardback , 528 pages
  • Jurisdiction: International ? Disclaimer:
    Countri(es) stated herein are used as reference only

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    The essential e-learning design manual, updated with the latest research, design principles, and examples

    e-Learning and the Science of Instruction is the ultimate handbook for evidence-based e-learning design. Since the first edition of this book, e-learning has grown to account for at least 40% of all training delivery media. However, digital courses often fail to reach their potential for learning effectiveness and efficiency. This guide provides research-based guidelines on how best to present content with text, graphics, and audio as well as the conditions under which those guidelines are most effective. This updated fourth edition describes the guidelines, psychology, and applications for ways to improve learning through personalization techniques, coherence, animations, and a new chapter on evidence-based game design. The chapter on the Cognitive Theory of Multimedia Learning introduces three forms of cognitive load which are revisited throughout each chapter as the psychological basis for chapter principles. A new chapter on engagement in learning lays the groundwork for in-depth reviews of how to leverage worked examples, practice, online collaboration, and learner control to optimize learning. The updated instructor's materials include a syllabus, assignments, storyboard projects, and test items that you can adapt to your own course schedule and students.

    Co-authored by the most productive instructional research scientist in the world, Dr. Richard E. Mayer, this book distills copious e-learning research into a practical manual for improving learning through optimal design and delivery.

    • Get up to date on the latest e-learning research
    • Adopt best practices for communicating information effectively
    • Use evidence-based techniques to engage your learners
    • Replace popular instructional ideas, such as learning styles with evidence-based guidelines
    • Apply evidence-based design techniques to optimize learning games

    e-Learning continues to grow as an alternative or adjunct to the classroom, and correspondingly, has become a focus among researchers in learning-related fields. New findings from research laboratories can inform the design and development of e-learning. However, much of this research published in technical journals is inaccessible to those who actually design e-learning material. By collecting the latest evidence into a single volume and translating the theoretical into the practical, e-Learning and the Science of Instruction has become an essential resource for consumers and designers of multimedia learning.

  • Acknowledgments xvii

    Introduction 1

    1. e-Learning: Promise and Pitfalls 7

    Chapter Summary 7

    What Is e-Learning? 8

    Is e-Learning Better? 11

    Th e Promises of e ]Learning 14

    Th e Pitfalls of e ]Learning 18

    Inform and Perform e ]Learning Goals 19

    e -Learning Architectures 20

    What Is Effective e-Courseware? 22

    Learning in e-Learning 24

    2. How Do People Learn from e-Courses? 29

    Chapter Summary 29

    How Do People Learn? 31

    Managing Limited Cognitive Resources During Learning 36

    How e-Lessons Affect Human Learning 39

    What We Don’t Know About Learning 44

    3 Evidence -Based Practice 49

    Chapter Summary 49

    What Is Evidence-Based Practice? 50

    Three Approaches to Research on Instructional Effectiveness 51

    What to Look for in Experimental Comparisons 55

    How to Interpret Research Statistics 57

    How Can You Identify Relevant Research? 59

    Boundary Conditions in Experimental Comparisons 60

    Practical Versus Theoretical Research 61

    What We Don’t Know About Evidence-Based Practice 62

    4 Applying the Multimedia Principle: Use Words and Graphics Rather Than Words Alone 67

    Chapter Summary 67

    Do Visuals Make a Difference? 69

    Multimedia Principle: Include Both Words and Graphics 70

    Some Ways to Use Graphics to Promote Learning 74

    Psychological Reasons for the Multimedia Principle 76

    Evidence for Using Words and Pictures 77

    The Multimedia Principle Works Best for Novices 80

    Should You Change Static Illustrations into Animations? 81

    What We Don’t Know About Visuals 84

    5 Applying the Contiguity Principle: Align Words to Corresponding Graphics 89

    Chapter Summary 89

    Principle 1: Place Printed Words Near Corresponding Graphics 91

    Violations of Contiguity Principle 1 94

    Psychological Reasons for Contiguity Principle 1 99

    Evidence for Contiguity Principle 1 100

    Principle 2: Synchronize Spoken Words with Corresponding Graphics 104

    Violations of Contiguity Principle 2 105

    Psychological Reasons for Contiguity Principle 2 107

    Evidence for Contiguity Principle 2 107

    What We Don’t Know About Contiguity 108

    6 Applying the Modality Principle: Present Words as Audio Narration Rather Than On-Screen Text 113

    Chapter Summary 113

    Modality Principle: Present Words as Speech Rather Than On-Screen Text 115

    Limitations to the Modality Principle 117

    Psychological Reasons for the Modality Principle 119

    Evidence for Using Spoken Rather Than Printed Text 121

    When the Modality Principle Applies 126

    What We Don’t Know About Modality 127

    7 Applying the Redundancy Principle: Explain Visuals with Words in Audio or Text But Not Both 131

    Chapter Summary 131

    Principle 1: Do Not Add On -Screen Text to Narrated Graphics 133

    Psychological Reasons for the Redundancy Principle 135

    Evidence for Omitting Redundant On ]Screen Text 137

    Principle 2: Consider Adding On -Screen Text to Narration in Special Situations 139

    Psychological Reasons for Exceptions to the Redundancy Principle 140

    Evidence for Including Redundant On-Screen Text 142

    What We Don’t Know About Redundancy 144

    8 Applying the Coherence Principle: Adding Extra Material Can Hurt Learning 151

    Chapter Summary 151

    Principle 1: Avoid e -Lessons with Extraneous Words 153

    Psychological Reasons to Avoid Extraneous Words in e-Learning 155

    Evidence for Omitting Extraneous Words Added for Interest 156

    Evidence for Omitting Extraneous Words Added to Expand on Key Ideas 158

    Evidence for Omitting Extraneous Words Added for Technical Depth 159

    Principle 2: Avoid e ]Lessons with Extraneous Graphics 159

    Psychological Reasons to Avoid Extraneous Graphics in e -Learning 161

    Evidence for Omitting Extraneous Graphics Added for Interest 162

    Evidence for Using Simpler Visuals 165

    Can Interesting Graphics Ever Be Helpful? 167

    Principle 3: Avoid e -Lessons with Extraneous Audio 168

    Psychological Reasons to Avoid Extraneous Audio in e-Learning 170

    Evidence for Omitting Extraneous Audio 170

    What We Don’t Know About Coherence 172

    9 Applying the Personalization and Embodiment Principles: Use Conversational Style, Polite Wording, Human Voice, and Virtual Coaches 179

    Chapter Summary 179

    Personalization Principle: Use Conversational Rather Than Formal Style, Polite Wording Rather Than Direct Wording, and Human Voice Rather Than Machine Voice 182

    Psychological Reasons for the Personalization Principle 183

    Promote Personalization Through Conversational Style 185

    Promote Personalization Through Polite Speech 187

    Promote Personalization Through Voice Quality 189

    Embodiment Principle: Use Effective On -Screen Coaches to Promote Learning 189

    What We Don’t Know About Personalization and Embodiment 197

    10 Applying the Segmenting and Pretraining Principles: Managing Complexity by Breaking a Lesson into Parts 201

    Chapter Summary 201

    Segmenting Principle: Break a Continuous Lesson into Bite-Size Segments 203

    Psychological Reasons for the Segmenting Principle 206

    Evidence for Breaking a Continuous Lesson into Bite -Size Segments 207

    Pretraining Principle: Ensure That Learners Know the Names and Characteristics of Key Concepts 209

    Psychological Reasons for the Pretraining Principle 210

    Evidence for Providing Pretraining in Key Concepts 212

    What We Don’t Know About Segmenting and Pretraining 214

    11 Engagement in e ]Learning 219

    Chapter Summary 219

    What Is Engagement? 221

    When Behavioral Engagement Impedes Learning 224

    Engagement That Leads to Generative Processing 226

    A New View of Engagement 233

    What We Don’t Know About Engagement 233

    12 Leveraging Examples in e -Learning 239

    Chapter Summary 239

    What Are Worked Examples? 240

    The Psychology of Worked Examples 243

    Evidence for the Benefits of Worked Examples 243

    Principles to Optimize Benefits of Worked Examples 245

    Principle 1: Provide Worked Examples in Lieu of Problem Assignments When the Essential Load of the Lesson Is High 246

    Principle 2: Fade from Worked Examples to Problems 247

    Principle 3: Promote Self-Explanations 249

    Principle 4: Include Instructional Explanations of Worked Examples in Some Situations 252

    Principle 5: Apply Multimedia Principles to Examples 252

    Principle 6: Support Far Transfer 256

    What We Don’t Know About Worked Examples 260

    13 Does Practice Make Perfect? 265

    Chapter Summary 265

    What Is Practice in e -Learning? 267

    Is Practice a Good Investment? 270

    Principle 1: Add Sufficient Practice Interactions to e ]Learning to Achieve the Objective 271

    Principle 2: Mirror the Job 275

    Principle 3: Provide Effective Feedback 275

    Principle 4: Distribute and Mix Practice Among Learning Events 281

    Principle 5: Apply Multimedia Principles 285

    What We Don’t Know About Practice 287

    14 Learning Together Virtually 293

    Chapter Summary 292

    What Is Collaborative Learning? 295

    What Is Computer -Supported Collaborative Learning (CSCL)? 297

    Principle 1: Consider Collaborative Assignments for Challenging Tasks 302

    Principle 2: Optimize Group Size, Composition, and Interdependence 304

    Principle 3: Match Synchronous and Asynchronous Assignments to the Collaborative Goal 305

    Principle 4: Use Collaborative Tool Features That Optimize Team Processes and Products 307

    Principle 5: Maximize Social Presence in Online Collaborative Environments 308

    Principle 6: Use Structured Collaboration Processes to Optimize Team Outcomes 309

    What We Don’t Know About Collaborative Learning 311

    15 Who’s in Control? Guidelines for e-Learning Navigation 317

    Chapter Summary 317

    Learner Control Versus Program Control 319

    Do Learners Make Good Instructional Decisions? 323

    Principle 1: Give Experienced Learners Control 327

    Principle 2: Make Important Instructional Events the Default 328

    Principle 3: Consider Alternative Forms of Learner Control 330

    Principle 4: Give Pacing Control to All Learners 331

    Principle 5: Offer Navigational Support in Hypermedia Environments 332

    Th e Bottom Line 335

    What We Don’t Know About Learner Control 335

    16 e -Learning to Build Thinking Skills 341

    Chapter Summary 341

    What Are Thinking Skills? 343

    Can Thinking Skills Be Trained? 347

    Principle 1: Focus on Explicit Teaching of Job-Relevant Thinking Skills 349

    Principle 2: Design Lessons Around Authentic Work Tasks or Problems 353

    Evidence for Problem -Focused Instruction 358

    Principle 3: Define Job-Specific Thinking Processes 361

    What We Don’t Know About Teaching Thinking Skills 363

    17 Learning with Computer Games 369

    Chapter Summary 369

    Do Games Have a Place in the Serious Business of Training? 371

    Which Features Improve a Game’s Effectiveness? 372

    Does Game Playing Improve Cognitive Skills? 377

    Are Games More Effective Than Conventional Media? 382

    What We Don’t Know About Learning with Computer Games 385

    18 Applying the Guidelines 391

    Chapter Summary 391

    Applying the Evidence -Based Guidelines to e-Courses 391

    e -Lesson Guidelines Checklist 396

    Review of Sample 1: Excel for Small Business 401

    Review of Sample 2: Synchronous Excel Lesson 406

    Review of Sample 3: Automotive Troubleshooting Simulation 409

    Reflections on Past Predictions 411

    Beyond 2016 in Multimedia Research 413

    References 419

    Glossary 451

    List of Tables and Figures 473

    Name Index 485

    Subject Index 493

    About the Authors 509

  • RUTH COLVIN CLARK has focused on evidence-based practice in design and development of workforce training materials for over three decades. Her recent books include Scenario-Based e-Learning and Evidence-Based Training, Second Edition.

    RICHARD E. MAYER is a professor of psychology at the University of California Santa Barbara. He is an internationally recognized researcher in multimedia learning and has authored hundreds of research reports. He is the author of many books including Multimedia Learning, Computer Games for Learning, and editor of the Cambridge Handbook of Multimedia Learning, Second Edition.

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