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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 gamese-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.
451 pages, Kindle Edition
First published January 1, 2002
1. Use relevant graphics to accompany text for novices.These guidelines are introduced in chapters 4 through 17 and summarized in chapter 18. Each chapter 4 through 17 is structured in exactly the same way:
8. Place text near the corresponding graphic on the scene.
13. Write in a conversational style using first and second person.
17, 28 Teach important concepts and facts prior to procedure or process.
23. Avoid irrelevant irrelevant videos, animations, music, sounds, stories, and lengthy narrations.
42. Provide explanatory feedback in text for correct and incorrect answers.
46. Avoid praise or negative comments in feedback that direct attention to the self rather than to the task.
53. Use facilitation techniques that optimize social presencein online collaborative environments.
57. Always give learners options to progress at their own pace, replay audio or animation, review prior topics/lessons, and quit the program.
61. Provide worked examples of experts’ problem-solving actions and thoughts.
65. Align the goals, rules, activities, feedback, and consequences of [an educational] game to desired learning outcomes.
- A chapter summary.This structure is very useful, especially when you use the book as a handbook or reference. It does tend to become a little boring if you are reading through the book in order to get a feel for the area, but then all you need to do when you start feeling bored is finish the chapter, stop for a couple of hours or a day at most and then resume reading at the next chapter.
- The presentation of a “design dilemma” scenario in which the reader is invited to decide on one of three to four options on how to design a particular multimedia lesson. Typically the options represent different positions on the dilemma taken by different development team members. These design dilemmas are well written and provide motivation for reading the chapter in more detail.
- The presentation of one or more “principles”. Each principle is explained, the psychological reasons for the principle are described, the guidelines teased out and research evidence for the guidelines are marshalled. These sections provide the key core of each one of these chapters.
- A section setting out what has yet to yield research evidence (What We Don’t Know About...) -which I particularly liked.
- The (explained) solution to the decision dilemma.
- A brief summary, followed by questions for reflection.
- Suggested readings for the chapter.