E-learning and the science of instruction : proven guidelines for consumers and designers of multimedia learning / Ruth C. Clark, Richard E. Mayer.
Publication details: Hoboken, New Jersey : John Wiley & Sons, Inc., 2024Edition: Fifth editionDescription: xix, 488 pages pages : illustrations (some color)ISBN:- 9781394177370
- 658.3/12402854678 23/eng/20230721
- HF1106 .C55 2024
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| HF1025 .G59 2017 Copy2 Globalization and diversity : | HF1106 .C55 2016 Copy 1 E-learning and the science of instruction : | HF1106 .C55 2016 Copy 2 E-learning and the science of instruction : | HF1106 .C55 2024 E-learning and the science of instruction : proven guidelines for consumers and designers of multimedia learning / | HF1416 .K443 2017 Copy 1 Global marketing / | HF1416 .K443 2017 Copy 2 Global marketing / | HF5387.F4518 2017 Etica en los negocios: casos y toma de decisiones |
Includes index.
e-Learning: Promise and Pitfalls
How People Learn from e-Courses
Evidence-Based Practice
Applying the Multimedia Principle: Use Words and Graphics Rather than Words Alone
Applying the Contiguity Principle: Align Words to Corresponding Graphics
Applying the Signaling Principle: Use Verbal and Visual Cues to Direct Attention
Applying the Modality Principle: Present Words as Audio Narration Rather Than On-Screen Text
When to Add Text to Audio Narration: Applying the Redundancy Principle
Applying the Coherence Principle: Adding Extra Material Can Hurt Learning
Engagement in e-Learning: Activities for Promoting Generative Learning
Leveraging Examples in e-Learning
Does Practice Make Perfect?
Organizing Instruction: Applying the Segmenting and Pretraining Principles
Who's in Control?: Guidelines for e-Learning Navigation
Applying the Personalization Principle: Use Conversational Style, Polite Wording, Friendly Voice, On-Screen Agents, and Social Presence in e-Learning
Online Collaborative Learning
e-Learning to Build Thinking Skills
Designing Effective Instructional Video
Learning with Computer Games
Immersive Virtual Reality for Instruction
Applying the Multimedia Guidelines
"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"--
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