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Full Description
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.
Contents
Preface xv
 Part I Foundations of e-Learning and the Science of Instruction 1
 1 e-Learning: Promise and Pitfalls 3
 What Is e-Learning? 4
 The Evolution of e-Learning for Training 7
 Is e-Learning Better? 9
 The Promise of e-Learning 10
 The Pitfalls of e-Learning 13
 e-Learning Architectures 14
 Twenty Years Later 15
 2 How People Learn from e-Courses 19
 How Do People Learn? 21
 Guiding the Learner's Cognitive Processing During Learning 25
 Core Goals for Instructional Design in e-Learning 27
 How e-Lessons Affect Learning 31
 Summary of Learning Processes 34
 What We Don't Know About Learning 35
 3 Evidence-Based Practice 39
 What Is Evidence-Based Practice? 40
 Rationale for Evidence-Based Practice 41
 Three Approaches to Research on Instructional Effectiveness 42
 What to Look for in Experimental Comparisons 43
 What Are Boundary Conditions? 49
 What Is a Meta-Analysis? 49
 Limits of Experimental Research 50
 Where Can You Find Relevant Research? 50
 The Evolution of Evidence-Based Practice 51
 What We Don't Know About Evidence-Based Practice 51
 Part II How to Leverage Visuals and Words in e-Learning 55
 4 Applying the Multimedia Principle: Use Words and Graphics Rather than Words Alone 57
 Do Visuals Make a Difference? 59
 Multimedia Principle: Include Both Words and Graphics 60
 Some Ways to Use Graphics to Promote Learning 63
 Psychological Reasons for the Multimedia Principle 66
 Evidence for Using Words and Pictures 67
 When to Use Animations 72
 How to Optimize Learning from Graphics 73
 What We Don't Know About Visuals 74
 5 Applying the Contiguity Principle: Align Words to Corresponding Graphics 81
 Spatial Contiguity Principle: Place Printed Words near Corresponding Graphics 83
 Violations of Spatial Contiguity 85
 Psychological Reasons for the Spatial Contiguity Principle 90
 Evidence for the Spatial Contiguity Principle 90
 Temporal Contiguity Principle: Synchronize Spoken Words with Corresponding Graphics 94
 Psychological Reasons for the Temporal Contiguity Principle 96
 Evidence for the Temporal Contiguity Principle 97
 What We Don't Know About Contiguity 98
 6 Applying the Signaling Principle: Use Verbal and Visual Cues to Direct Attention 103
 What Is Signaling? 104
 How Does Signaling Work? 105
 Evidence for the Benefits of Signaling 106
 Signaling: The Bottom Line 110
 What We Don't Know About Signaling 110
 7 Applying the Modality Principle: Present Words as Audio Narration Rather Than On-Screen Text 115
 Modality Principle: Present Words as Speech Rather Than On-Screen Text 117
 Psychological Reasons for the Modality Principle 119
 Evidence for Using Spoken Rather Than Printed Text 121
 When Audio Is Not Effective: Boundary Conditions for the Modality Principle 123
 What We Don't Know About Modality 127
 8 When to Add Text to Audio Narration: Applying the Redundancy Principle 131
 What Is the Redundancy Principle? 133
 Psychological Reasons for the Redundancy Principle 133
 Evidence for Omitting Redundant On-Screen Text 137
 Add On-Screen Text to Narration in Special Situations 138
 The Bottom Line 142
 What We Don't Know About Redundancy 142
 9 Applying the Coherence Principle: Adding Extra Material Can Hurt Learning 149
 Principle 1: Avoid e-Lessons with Extraneous Words 152
 Principle 2: Avoid e-Lessons with Extraneous Graphics 156
 Principle 3: Avoid e-Lessons with Extraneous Audio 165
 What We Don't Know About Coherence 166
 Part III How to Promote Skill Building in e-Learning 171
 10 Engagement in e-Learning: Activities for Promoting Generative Learning 173
 What Is Engagement? 175
 Engagement and Generative Processing 176
 Behavioral Versus Psychological Engagement 177
 When Behavioral Engagement Impedes Learning 178
 Three Engagement Activities That Can Promote Generative Processing 180
 The Bottom Line to Engagement in e-Learning 185
 What We Don't Know About Generative Learning 186
 11 Leveraging Examples in e-Learning 191
 What Is Example-Based Instruction? 192
 The Psychology of Example-Based Instruction 195
 Evidence for the Benefits of Example-Based Instruction 196
 How to Optimize the Benefits of Example-Based Instruction 197
 What We Don't Know About Worked Examples 208
 12 Does Practice Make Perfect? 213
 What Is Practice in e-Learning? 215
 Is Practice a Good Investment? 217
 Principle 1: Add Sufficient Practice Interactions to Achieve the Objective 219
 Principle 2: Make Sure Practice Mirrors the Job 221
 Principle 3: Provide Effective Feedback on Practice Performance 221
 Principle 4: Distribute and Mix Practice Among Learning Events 227
 Principle 5: Arrange Practice That Increases in Challenge as Learners Progress 229
 Principle 6: Provide Scaffolding to Support Guided Practice When Needed 229
 Principle 7: Apply Multimedia Principles in Designing Feedback 231
 What We Don't Know About Practice 232
 Part IV How to Organize Content in e-Learning 235
 13 Organizing Instruction: Applying the Segmenting and Pretraining Principles 237
 What Is the Segmenting Principle? 239
 What Is the Pretraining Principle? 244
 Psychological Reasons for the Pretraining Principle 248
 Managing Essential Overload 249
 What We Don't Know About Segmenting and Pretraining 250
 14 Who's in Control?: Guidelines for e-Learning Navigation 255
 Learner Control Versus Program Control 257
 Do Learners Make Good Instructional Decisions? 260
 The Psychology of Learner Decisions 263
 Four Principles for Learner Control in e-Learning 264
 The Bottom Line 271
 What We Don't Know About Learner Control 271
 Part V How to Leverage Social Cues in e-Learning 275
 15 Applying the Personalization Principle: Use Conversational Style, Polite Wording, Friendly Voice, On-Screen Agents, and Social Presence in e-Learning 277
 Personalization Principle 1: Use Conversational Rather Than Formal Style 280
 Personalization Principle 2: Use Polite Wording 285
 Personalization Principle 3: Use a Friendly Human Voice Quality for Narrations 286
 Can On-Screen Agents Promote Learning in Asynchronous e-Learning? 287
 How Can Instructors in Video Lessons Leverage Personalization? 293
 What We Don't Know About Personalization 295
 16 Online Collaborative Learning 299
 What Is Collaborative Learning? 301
 The Psychology of Collaborative Learning 303
 What Is Computer-Supported Collaborative Learning (CSCL)? 304
 Principle 1: Design Tasks and Team Assignments to Foster Interdependence 307
 Principle 2: Optimize Group Size, Prior Knowledge, and Collaboration Experience 309
 Principle 3: Consider Tradeoffs Between Synchronous and Asynchronous Collaboration 310
 Principle 4: Maximize Social Presence in Online Collaborative Environments 312
 Principle 5: Use Scripts to Optimize Team Outcomes 313
 What We Don't Know About Online Collaborative Learning 316
 Part VI Special Applications of e-Learning 319
 17 e-Learning to Build Thinking Skills 321
 What Are Thinking Skills? 323
 What to Teach: Focused Target Skills Versus Improving the Mind in General 325
 Where to Teach: Domain-General Versus Domain-Specific Thinking Skills 325
 How to Teach: Expert Modeling with Learner Practice Versus Direct Instruction 326
 Can Thinking Skills Be Trained? 326
 Principle 1: Build Explicit Instruction to Teach Specific Job-Relevant Thinking Skills 328
 Principle 2: Incorporate Online Simulations of Authentic Work Scenarios 332
 Principle 3: Identify Job-Specific Thinking Processes 335
 Teaching Thinking Skills: The Bottom Line 336
 What We Don't Know About Teaching Thinking Skills 336
 18 Designing Effective Instructional Video 341
 The Challenge of Instructional Video 343
 Historical Foundations of Instructional Video 343
 Uses of Instructional Video 343
 Principle 1: Record a Demonstration Video from a First-Person Perspective 345
 Principle 2: Have the Instructor Draw on the Board While Lecturing 346
 Principle 3: Embed Generative Activities During Breaks in the Video 347
 Principle 4: Add Subtitles for Learning in a Second Language 348
 Principle 5: Have the Instructor Exhibit Positive Voice and Gestures 349
 Principle 6: Have the Instructor Use Pointing and Eye Gaze to Direct Attention 350
 Principle 7: Avoid Overuse of Talking Heads or Static Instructor Images 351
 Principle 8: Apply Multimedia Design Principles 352
 What We Don't Know About Instructional Video 353
 19 Learning with Computer Games 357
 Do Games Have a Place in the Serious Business of Training? 359
 Which Features Improve a Game's Effectiveness? 359
 What Are the Cognitive Consequences of Playing Off-the-Shelf Computer Games? 365
 Are Games More Effective Than Conventional Media? 368
 What We Don't Know About Learning with Computer Games 375
 20 Immersive Virtual Reality for Instruction 379
 The Promise and Pitfalls of Learning in Immersive Virtual Reality 381
 What Is Immersive Virtual Reality? 382
 Three Levels of Immersion 383
 Is Immersive Virtual Reality Better for Learning Than Traditional Media? 383
 When to Use Immersive Virtual Reality Learning Environments 386
 How to Use Immersive Virtual Reality Training Environments 386
 What We Don't Know About Immersive Virtual Reality 389
 21 Applying the Multimedia Guidelines 395
 How Strong Is the Evidence for the Multimedia Principles? 395
 e-Learning Guidelines Checklists 400
 Trends in Multimedia Instructional Design Research 404
 The Future of Multimedia Instructional Design Research 405
 Conclusion 407
 Glossary 409
 References 429
 Acknowledgments 459
 About the Authors 461
 Author Index 463
 Subject Index 473

              
              
              
              

