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

  • 8h 31m
  • Richard E. Mayer, Ruth C. Clark
  • John Wiley & Sons (US)
  • 2023

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.

About the Author

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.

In this Book

  • 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
  • Glossary
  • References
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