e-Learning and the Science of Instruction (eBook)
512 Seiten
Wiley (Verlag)
978-1-394-17738-7 (ISBN)
Improve the quality of your eLearning materials with evidence-based guidelines
e-Learning and the Science of Instruction, 5th Edition: Proven Guidelines for Consumers and Designers of Multimedia Learning helps practitioners apply evidence-based principles to the design, development, and selection of digital instructional and training materials. This book goes beyond instructional design advice, providing actionable ideas and multimedia examples based on recent research findings. You will learn how to put evidence into practice, with proven e-learning design and development guidelines.
During the pandemic, e-learning assumed a much greater role as an instructional delivery medium, especially with virtual classrooms using tools such as Zoom and MS Teams. The combination of new technological functionality, increases in a remote workforce, and new research findings have led to gaps regarding how to leverage digital learning most effectively. This book explains what instructional designers, multimedia developers, and e-learning consumers need to know to maximize the potential of their e-learning resources. In addition to guidelines regarding use of graphics, audio, text, engagement techniques and collaborative online learning, this new edition covers video-based instruction, digital games, and immersive virtual reality-, showing you when and how to utilize these tools effectively.
- Discover the latest research findings about how people learn-and how they learn best online
- Build instructional materials, including video instruction, digital games, and immersive VR experiences, that empower learners to succeed
- Get ideas and inspiration for engaging learners in synchronous and asynchronous environments
- See concrete examples of how research evidence in instructional design can be applied in practice
- Apply evidence regarding how best to leverage collaborative online learning
e-Learning and the Science of Instruction is a valuable resource for students and practitioners who need to design, develop, and select effective eLearning and virtual training materials.
Richard E. Mayer, Ph.D., is a Distinguished Professor of Psychological and Brain Sciences at the University of California, Santa Barbara. His research focuses on the intersection of cognition, instruction, and technology. He is the author of more than 600 publications, including 40 books, and has been recognized as the most productive educational psychologist in the world.
Ruth Colvin Clark, Ed.D., is the President and Principal Consultant of Clark Training & Consulting. She is a specialist in evidence-based training methods and bridging the gap between academic research and practitioner application.
Improve the quality of your eLearning materials with evidence-based guidelines e-Learning and the Science of Instruction, 5th Edition: Proven Guidelines for Consumers and Designers of Multimedia Learning helps practitioners apply evidence-based principles to the design, development, and selection of digital instructional and training materials. This book goes beyond instructional design advice, providing actionable ideas and multimedia examples based on recent research findings. You will learn how to put evidence into practice, with proven e-learning design and development guidelines. During the pandemic, e-learning assumed a much greater role as an instructional delivery medium, especially with virtual classrooms using tools such as Zoom and MS Teams. The combination of new technological functionality, increases in a remote workforce, and new research findings have led to gaps regarding how to leverage digital learning most effectively. This book explains what instructional designers, multimedia developers, and e-learning consumers need to know to maximize the potential of their e-learning resources. In addition to guidelines regarding use of graphics, audio, text, engagement techniques and collaborative online learning, this new edition covers video-based instruction, digital games, and immersive virtual reality-, showing you when and how to utilize these tools effectively. Discover the latest research findings about how people learn and how they learn best online Build instructional materials, including video instruction, digital games, and immersive VR experiences, that empower learners to succeed Get ideas and inspiration for engaging learners in synchronous and asynchronous environments See concrete examples of how research evidence in instructional design can be applied in practice Apply evidence regarding how best to leverage collaborative online learning e-Learning and the Science of Instruction is a valuable resource for students and practitioners who need to design, develop, and select effective eLearning and virtual training materials.
Richard E. Mayer, Ph.D., is a Distinguished Professor of Psychological and Brain Sciences at the University of California, Santa Barbara. His research focuses on the intersection of cognition, instruction, and technology. He is the author of more than 600 publications, including 40 books, and has been recognized as the most productive educational psychologist in the world. Ruth Colvin Clark, Ed.D., is the President and Principal Consultant of Clark Training & Consulting. She is a specialist in evidence-based training methods and bridging the gap between academic research and practitioner application.
PREFACE
SINCE WE WROTE THE previous edition of this book, about seven years ago, e-learning has undergone some significant changes. COVID-19 led to worldwide disruption of in-person instruction at all educational levels. Almost overnight, millions of instructors and students found themselves in various forms of virtual learning. A large workforce segment migrated to working from home. A portion of that remote workforce remains remote today, with continued reliance on digital resources for work and learning. Remote work escalated the use of various forms of groupware for collaborative work and learning. Zoom and other software intended for meetings became a major conduit for virtual classrooms. Meanwhile, new technologies gave rise to immersive virtual reality and augmented reality platforms for learning and performance support. In short, social and technological changes brought e-learning into the spotlight as a major resource for communication and instruction.
On the research side, dozens of experimental studies were aggregated by way of meta-analyses, allowing us to assess the overall impact of specific instructional methods and, perhaps more importantly, allowing us to define boundary conditions under which these methods were more effective. Knowing boundary conditions helps us define under what conditions a particular e-learning method or technology would be most effective. Additionally, experimental studies expanded to incorporate eye tracking technology and, to a lesser extent, brain activity and biometric measures. There also has been increased emphasis on measures of learner motivation, affective processing, social processing, and cognitive processing during learning.
Given such radical change, our summary of the evidence and the psychology behind effective e-learning in this book can help you answer the following questions:
- Is e-learning more effective than face-to-face classroom instruction?
- Are some forms of e-learning better than others?
- How can you best take advantage of features such as graphics, animations, audio, simulations, games, and collaboration tools available in e-learning?
- How can you leverage instructional video, games, and virtual reality in e-learning?
How to Read This Book
Our first edition of this book, which was published in 2002 and included 14 chapters, has grown in this edition to 21 chapters. 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 six 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.
Table P.1. An Overview of e-Learning and the Science of Instruction.
Part 1: Foundations of e-Learning and the Science of Instruction |
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Read Chapter | To Learn About |
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| Types of e-learning Promises and pitfalls of e-learning Three e-learning architectures Lessons learned in 20 years since our first edition |
| How words and graphics are transformed into new knowledge and skills Three forms of mental load: extraneous, essential, and generative How e-learning can help learners (1) focus on important information, (2) cope with limited working memory capacity, (3) make sense of presented material, (4) develop positive feelings and social connection, and (5) prepare for retrieval and transfer |
| Types of evidence that support our instructional principles What to look for in good experimental research How to interpret meta-analytic findings Limits of experimental research |
Part 2: How to Leverage Visuals and Words in e-Learning |
Read Chapter | To Learn About |
| How best to use visuals in e-learning The psychology and evidence of visuals for learning When to consider static versus animated visuals How to optimize learning from visuals |
| How to align text with corresponding visuals How to synchronize audio with corresponding visuals The psychology and evidence for contiguity |
| Use of different types of cues to draw attention to important instructional elements |
| When to use audio and when to use text to describe visuals Psychology and evidence for use of text or audio to describe visuals |
| When to omit online text that duplicates audio narration When to add online text that duplicates audio narration |
| How to avoid overloading memory with extraneous words, graphics, and audio |
Part 3: How to Promote Skill Building in e-Learning |
Read Chapter | To Learn About |
| Behavioral versus psychological engagement When behavioral engagement impedes learning Three engagement activities that promote learning |
| Evidence and psychology of example-based instruction Six principles regarding best ways to use examples in e-learning |
| Evidence and psychology of practice and feedback in e-learning Seven principles regarding design and development of effective practice in e-learning |
Part 4: How to Organize Content in e-Learning |
Read Chapter | To Learn About |
| How to break down content in e-learning How and when to offer pretraining |
| Learner control versus program control Whether learners make good decisions Four principles for learner control design decisions |
Part 5: How to Leverage Social Cues in e-Learning |
Read Chapter | To Learn About |
| Use of conversational and polite wording Use of effective voice in audio narration How to best use on-screen learning agents How online instructors can leverage personalization principles |
| The psychology of collaborative learning Five principles to leverage online collaboration |
Part 6: Special Applications of e-Learning |
Read Chapter | To Learn About |
| Whether thinking skills can be learned Three principles for teaching thinking skills |
| How to design and deliver effective online video lessons Eight principles to maximize learning from instructional video |
| How and when to use games in online learning How games can improve cognitive skills What makes games effective for learning |
| Whether IVR is better for instruction than traditional media When to use IVR How to use IVR for learning |
Erscheint lt. Verlag | 4.12.2023 |
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Sprache | englisch |
Themenwelt | Wirtschaft ► Betriebswirtschaft / Management ► Personalwesen |
Schlagworte | Business & Management • Training & Development • Training u. Personalentwicklung • Weiterbildung • Wirtschaft u. Management |
ISBN-10 | 1-394-17738-0 / 1394177380 |
ISBN-13 | 978-1-394-17738-7 / 9781394177387 |
Haben Sie eine Frage zum Produkt? |
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