000 04062cam a22003738i 4500
001 23238474
003 Urbe University
005 20250630155441.0
008 230721s2024 nju 001 0 eng
010 _a 2023024880
020 _a9781394177370
_q(cloth)
020 _z9781394177394
_q(adobe pdf)
020 _z9781394177387
_q(epub)
035 _a23238474
040 _aDLC
_beng
_erda
_cDLC
042 _apcc
050 0 0 _aHF1106
_b.C55 2024
082 0 0 _a658.3/12402854678
_223/eng/20230721
100 1 _aClark, Ruth Colvin,
_eauthor.
245 1 0 _aE-learning and the science of instruction :
_bproven guidelines for consumers and designers of multimedia learning /
_cRuth C. Clark, Richard E. Mayer.
250 _aFifth edition.
260 _aHoboken, New Jersey :
_bJohn Wiley & Sons, Inc.,
_c2024
263 _a2311
300 _axix, 488 pages pages :
_billustrations (some color)
500 _aIncludes index.
505 0 _ae-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
520 _a"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"--
650 0 _aBusiness education
_xComputer-assisted instruction.
700 1 _aMayer, Richard E.,
_d1947-
_eauthor.
776 0 8 _iOnline version:
_aClark, Ruth C.
_tE-learning and the science of instruction
_bFifth edition.
_dHoboken, New Jersey : Wiley, [2024]
_z9781394177394
_w(DLC) 2023024881
906 _a7
_bcbc
_corignew
_d1
_eecip
_f20
_gy-gencatlg
942 _2lcc
_cBK
999 _c593
_d593