CONTENTS
Acknowledgments
Introduction
Chapter 1 e-Learning
Chapter Summary
What Is e-Learning?
Is e-Learning Better?
The Promises of e-Learning
The Pitfalls of e-Learning
Inform and Perform e-Learning Goals
e-Learning Architectures
What Is Effective e-Courseware?
Learning in e-Learning
Chapter Reflection
Coming Next
Suggested Readings
Chapter 2 How Do People Learn from e-Courses?
Chapter Summary
How Do People Learn?
Managing Limited Cognitive Resources During Learning
How e-Lessons Affect Human Learning
What We Don’t Know About Learning
Chapter Reflection
Coming Next
Suggested Readings
Chapter 3 Evidence-Based Practice
Chapter Summary
What Is Evidence-Based Practice?
Three Approaches to Research on Instructional Effectiveness
What to Look for in Experimental Comparisons
How to Interpret Research Statistics
How Can You Identify Relevant Research?
Boundary Conditions in Experimental Comparisons
Practical Versus Theoretical Research
What We Don’t Know About Evidence-Based Practice
Chapter Reflection
Coming Next
Suggested Readings
Chapter 4 Applying the Multimedia Principle
Chapter Summary
Do Visuals Make a Difference?
Multimedia Principle: Include Both Words and Graphics
Some Ways to Use Graphics to Promote Learning
Psychological Reasons for the Multimedia Principle
Evidence for Using Words and Pictures
The Multimedia Principle Works Best for Novices
Should You Change Static Illustrations into Animations?
What We Don’t Know About Visuals
Chapter Reflection
Coming Next
Suggested Readings
Chapter 5 Applying the Contiguity Principle
Chapter Summary
Principle 1: Place Printed Words Near Corresponding Graphics
Psychological Reasons for Contiguity Principle 1
Evidence for Contiguity Principle 1
Principle 2: Synchronize Spoken Words with Corresponding Graphics
Psychological Reasons for Contiguity Principle 2
Evidence for Contiguity Principle 2
What We Don’t Know About Contiguity
Chapter Reflection
Coming Next
Suggested Readings
Chapter 6 Applying the Modality Principle
Chapter Summary
Modality Principle: Present Words as Speech Rather Than On-Screen Text
Limitations to the Modality Principle
Psychological Reasons for the Modality Principle
Evidence for Using Spoken Rather Than Printed Text
When the Modality Principle Applies
What We Don’t Know About Modality
Chapter Reflection
Coming Next
Suggested Readings
Chapter 7 Applying the Redundancy Principle
Chapter Summary
Principle 1: Do Not Add On-Screen Text to Narrated Graphics
Psychological Reasons for the Redundancy Principle
Evidence for Omitting Redundant On-Screen Text
Principle 2: Consider Adding On-Screen Text to Narration in Special Situations
Psychological Reasons for Exceptions to the Redundancy Principle
Evidence for Including Redundant On-Screen Text
What We Don’t Know About Redundancy
Chapter Reflection
Coming Next
Suggested Readings
Chapter 8 Applying the Coherence Principle
Chapter Summary
Principle 1: Avoid e-Lessons with Extraneous Words
Psychological Reasons to Avoid Extraneous Words in e-Learning
Evidence for Omitting Extraneous Words Added for Interest
Evidence for Omitting Extraneous Words Added to Expand on Key Ideas
Evidence for Omitting Extraneous Words Added for Technical Depth
Principle 2: Avoid e-Lessons with Extraneous Graphics
Psychological Reasons to Avoid Extraneous Graphics in e-Learning
Evidence for Omitting Extraneous Graphics Added for Interest
Evidence for Using Simpler Visuals
Can Interesting Graphics Ever Be Helpful?
Principle 3: Avoid e-Lessons with Extraneous Audio
Psychological Reasons to Avoid Extraneous Audio in e-Learning
Evidence for Omitting Extraneous Audio
What We Don’t Know About Coherence
Chapter Reflection
Coming Next
Suggested Readings
Chapter 9 Applying the Personalization and Embodiment Principles
Chapter Summary
Personalization Principle: Use Conversational Rather Than Formal Style, Polite Wording Rather Than Direct Wording, and Human Voice Rather Than Machine Voice
Psychological Reasons for the Personalization Principle
Promote Personalization Through Conversational Style
Promote Personalization Through Polite Speech
Promote Personalization Through Voice Quality
Embodiment Principle: Use Effective On-Screen Coaches to Promote Learning
Implications for e-Learning
What We Don’t Know About Personalization and Embodiment
Chapter Reflection
Coming Next
Suggested Readings
Chapter 10 Applying the Segmenting and Pretraining Principles
Chapter Summary
Segmenting Principle: Break a Continuous Lesson into Bite-Size Segments
Psychological Reasons for the Segmenting Principle
Evidence for Breaking a Continuous Lesson into Bite-Size Segments
Pretraining Principle: Ensure That Learners Know the Names and Characteristics of Key Concepts
Psychological Reasons for the Pretraining Principle
Evidence for Providing Pretraining in Key Concepts
What We Don’t Know About Segmenting and Pretraining
Chapter Reflection
Coming Next
Suggested Readings
Chapter 11 Engagement in e-Learning
Chapter Summary
What Is Engagement?
When Behavioral Engagement Impedes Learning
Engagement That Leads to Generative Processing
A New View of Engagement
What We Don’t Know About Engagement
Chapter Reflection
Coming Next
Suggested Readings
Chapter 12 Leveraging Examples in e-Learning
Chapter Summary
What Are Worked Examples?
The Psychology of Worked Examples
Evidence for the Benefits of Worked Examples
Principles to Optimize Benefits of Worked Examples
Principle 1: Provide Worked Examples in Lieu of Problem Assignments When the Essential Load of the Lesson Is High
Principle 2: Fade from Worked Examples to Problems
Principle 3: Promote Self-Explanations
Principle 4: Include Instructional Explanations of Worked Examples in Some Situations
Principle 5: Apply Multimedia Principles to Examples
Principle 6: Support Far Transfer
What We Don’t Know About Worked Examples
Chapter Reflection
Coming Next
Suggested Readings
Chapter 13 Does Practice Make Perfect?
Chapter Summary
What Is Practice in e-Learning?
Is Practice a Good Investment?
Principle 1: Add Sufficient Practice Interactions to e-Learning to Achieve the Objective
Principle 2: Mirror the Job
Principle 3: Provide Effective Feedback
Principle 4: Distribute and Mix Practice Among Learning Events
Principle 5: Apply Multimedia Principles
What We Don’t Know About Practice
Coming Next
Suggested Readings
Chapter 14 Learning Together Virtually
Chapter Summary
What Is Collaborative Learning?
What Is Computer-Supported Collaborative Learning (CSCL)?
Principle 1: Consider Collaborative Assignments for Challenging Tasks
Principle 2: Optimize Group Size, Composition, and Interdependence
Principle 3: Match Synchronous and Asynchronous Assignments to the Collaborative Goal
Principle 4: Use Collaborative Tool Features That Optimize Team Processes and Products
Principle 5: Maximize Social Presence in Online Collaborative Environments
Principle 6: Use Structured Collaboration Processes to Optimize Team Outcomes
What We Don’t Know About Collaborative Learning
Coming Next
Suggested Readings
Chapter 15 Who’s in Control?
Chapter Summary
Learner Control Versus Program Control
Do Learners Make Good Instructional Decisions?
Principle 1: Give Experienced Learners Control
Principle 2: Make Important Instructional Events the Default
Principle 3: Consider Alternative Forms of Learner Control
Principle 4: Give Pacing Control to All Learners
Principle 5: Offer Navigational Support in Hypermedia Environments
The Bottom Line
What We Don’t Know About Learner Control
Coming Next
Suggested Readings
Chapter 16 e-Learning to Build Thinking Skills
Chapter Summary
What Are Thinking Skills?
Can Thinking Skills Be Trained?
Principle 1: Focus on Explicit Teaching of Job-Relevant Thinking Skills
Principle 2: Design Lessons Around Authentic Work Tasks or Problems
Evidence for Problem-Focused Instruction
Principle 3: Define Job-Specific Thinking Processes
What We Don’t Know About Teaching Thinking Skills
Coming Next
Chapter 17 Learning with Computer Games
Chapter Summary
Do Games Have a Place in the Serious Business of Training?
Which Features Improve a Game’s Effectiveness?
Does Game Playing Improve Cognitive Skills?
Are Games More Effective Than Conventional Media?
What We Don’t Know About Learning with Computer Games
Coming Next
Suggested Readings
Chapter 18 Applying the Guidelines
Chapter Summary
Applying the Evidence-Based Guidelines to e-Courses
e-Lesson Guidelines Checklist
Review of Sample 1: Excel for Small Business
Review of Sample 2: Synchronous Excel Lesson
Review of Sample 3: Automotive Troubleshooting Simulation
Reflections on Past Predictions
Beyond 2016 in Multimedia Research
In Conclusion
References
Glossary
Name Index
Subject Index
About the Authors
EULA
List of Tables
Introduction
Table 1.1.
Chapter 1
Table 1.1
Table 1.2
Table 2.1.
Table 2.2.
Table 2.3.
Table 3.1.
Table 3.2.
Chapter 4
Table 4.1
Table 11.1.
Table 13.1.
Table 13.2.
Table 14.1.
Table 14.2.
Table 15.1.
Table 16.1.
Table 16.2.
Table 16.3.
Table 17.1.
Table 17.2.
Table 17.3.
Table 17.4.
Table 18.1.
Table 18.2.
List of Illustrations
Chapter 1
Figure 1.1
A Screen Capture from an Asynchronous Excel Lesson.
Figure 1.2
A Screen Capture from a Synchronous Excel Lesson.
Figure 1.3
Adapted from Bernard et al., 2004. Electronic Distance Learning Versus Face-to-Face Instruction: Distribution of Effect Sizes.
Figure 1.4
Adapted from ATD State of Industry Report, 2014. Percentage of Learning Hours Available Via Instructor-Led Classroom and Technology.
Figure 1.5
With permission from Raytheon Professional Services. A Simulated Automotive Shop Offers Accelerated Learning Opportunities.
Chapter 2
Figure 2.1
Cognitive Theory of Multimedia Learning.
Figure 2.2
Visual Cues Help Learners Attend to Important Elements of the Lesson.
Figure 2.3
Adapted from Mayer (2001a, 2005b) Screens from Lightning Lesson with Integrated Text and Graphics (Left) and Separated Text and Graphics (Right).
Chapter 3
Figure 3.1
Eye-Tracking Data Shows Different Patterns of Attention in Different Layouts of Print and Visuals.
Figure 3.2
Criteria of Good Experimental Comparisons.
Figure 3.3
Means and Standard Deviations from Two Lessons.
Figure 3.4
A Calculation of Effect Size for the Two Groups Illustrated in Figure 3.3.
Figure 3.5
Research Can Have Theoretical and Practical Goals.
Chapter 4
Figure 4.1
A Screen from Ben’s First Draft of the Excel Course.
Figure 4.2
A Revision of Figure 4.1 with Visuals and Words.
Figure 4.3
A Decorative Graphic That Does Not Improve Learning.
Figure 4.4
An Organizational Graphic on Coaching Topics.
Figure 4.5
Use of Color and Tables to Illustrate Quantitative Relationships.
Figure 4.6
How a Bicycle Pump Works Explained with Words Alone. .
Figure 4.7
How a Bicycle Pump Works Explained with Words and Graphics.
Figure 4.8
Learning Is Better from Words Plus Graphics Than from Words Alone. .
Figure 4.9
A Series of Static Visuals to Teach How Lightning Forms. .
Chapter 5
Figure 5.1
Ben’s First Draft Storyboards for the Excel Lesson.
Figure 5.2
The Legend Placed on the Side of the Graphic Violates the Contiguity Principle.
Figure 5.3
From Clark and Lyons, 2011. A Screen Rollover Integrates Text Below Section 1 of Graphic.
Figure 5.4
Text and Graphic Separated on Scrolling Screen.
Figure 5.5
Text and Graphic Visible Together on a Scrolling Screen.
Figure 5.6
Ineffective and Effective Placement of Feedback.
Figure 5.7
Separating Exercise Directions from Application Screen Adds Extraneous Memory Load.
Figure 5.8
Text Placed at Bottom of Screen (Left) Versus Next to Visual (Right).
Figure 5.9
Text Is Viewed Separately from Animation. .
Figure 5.10
Screens from Lightning Lesson with Integrated Text and Graphics (Left) and Separated Text and Graphics (Right). .
Figure 5.11
Eye-Tracking Shows Better Integration of Text and Visual When Visuals Are Integrated into the Text. .
Figure 5.12
Separated Version of the Brakes Lesson. .
Figure 5.13
Integrated Version of the Brakes Lesson. .
Figure 5.14
Narration Is Presented Separately from Animation.
Figure 5.15
This Alternative to Figure 5.1 Applies the Contiguity Principle.
Chapter 6
Figure 6.1
Visual Described by On-Screen Text.
Figure 6.2
Audio Explains the Animated Demonstration of the Telephone System.
Figure 6.3
Visual Described by Audio Narration.
Figure 6.4
Practice Directions Provided in On-Screen Text in a Virtual Classroom Session.
Figure 6.5
Overloading of Visual Channel with Presentation of Written Text and Graphics. .
Figure 6.6
Balancing Content Across Visual and Auditory Channels with Presentation of Narration and Graphics. .
Figure 6.7
Screens from Lightning Lesson Explained with Audio Narration. .
Figure 6.8
Screens from Lightning Lesson Explained with On-Screen Text. .
Figure 6.9
Better Learning When Visuals Are Explained with Audio Narration. .
Figure 6.10
Responses to Questions in Audio Narration (A) or in On-Screen Text (B). .
Figure 6.11
A Temperature Graph. .
Chapter 7
Figure 7.1
Visual Described by On-Screen Text and Narration.
Figure 7.2
Graphics Explained Using Identical Text and Audio Narration.
Figure 7.3
Graphics Explained Using Audio Alone.
Figure 7.4
Overloading of Visual Channel with Graphics Explained by Words in Audio and Written Text. .
Figure 7.5
Better Learning When Visuals Are Explained by Audio Alone. .
Figure 7.6
When No Visuals Are Present, Content Can Be Presented with Text and Redundant Narration.
Figure 7.7
Use of Audio and Text Callouts Can Benefit Learning.
Figure 7.8
Screenshot from Narrated Video with and Without Subtitles. .
Figure 7.9
Visual Explained by On-Screen Text When Audio Off Is Selected.
Chapter 8
Figure 8.1
A Screen to Add Interest to the Excel Lesson.
Figure 8.2
Extensive Text Elaborates on Spreadsheet Concepts.
Figure 8.3
Lean Text and Relevant Visual Explain Spreadsheet Concepts.
Figure 8.4
High and Low Interest Statements Added to a Lesson. .
Figure 8.5
High Interest Statements Added to a Lesson Depress Learning .
Figure 8.6
Learning Is Better When Non-Essential Text Is Excluded. .
Figure 8.7
Interesting But Irrelevant-to-Learning Information Should Be Excluded.
Figure 8.8
Interesting But Unrelated Graphics Added to Lightning Lesson. .
Figure 8.9
Text Accompanied by a Simple Visual (Left) Led to Better Understanding of Circulation Than an Anatomically Correct Detailed Visual (Right). .
Figure 8.10
Schematic Animations (Bottom) Led to Better Learning Than Video-Recorded (Top) Visuals of Mitosis. .
Figure 8.11
Standard and Enhanced Graphics for the Virus Lesson. .
Figure 8.12
Sounds of Explosions and Bullets Added to Narration of On-Screen Text.
Figure 8.13
Learning Is Better When Sounds and Music Are Excluded. .
Chapter 9
Figure 9.1
An Informal Approach Uses an Agent and Conversational Language.
Figure 9.2
A Formal Approach Omits the Agent and Uses More Formal Language.
Figure 9.3
Passive Voice Leads to a Formal Tone in the Lesson.
Figure 9.4
Use of Second Person and Informal Language Lead to a Conversational Tone in the Lesson.
Figure 9.5
How the Presence or Absence of Social Cues Affects Learning. .
Figure 9.6
Formal Versus Informal Lesson Introductions Compared in Research Study. .
Figure 9.7
Better Learning from Personalized Narration. .
Figure 9.8
On-Screen Coach Used to Give Reading Comprehension Demonstrations. .
Figure 9.9
Herman-the-Bug Used in Design-A-Plant Instructional Game. .
Figure 9.10
Agent Stands to Left in Slideshow on Solar Cells. .
Figure 9.11
The Puppy Character Plays No Instructional Role So Is Not an Agent.
Chapter 10
Figure 10.1
Two Organizational Sequences for the Excel Lesson.
Figure 10.2
Some Screens from Lightning Lesson. .
Figure 10.3
Cutting and Pasting Text in Word Is a Simple Task.
Figure 10.4
Constructing a Formula in Excel Is a Complex Task
Figure 10.5
Adding a Continue Button Allows Learners to Progress at Their Own Rate.
Figure 10.6
Pretraining Illustrates the Parts and Functions of the Virtual Classroom Interface. .
Figure 10.7
Pretraining Teaches Formula Format Before Procedure. .
Figure 10.8
This Lesson Applies Both Segmenting and Pretraining Principles. .
Figure 10.9
Part of a Multimedia Presentation on How Brakes Work. .
Figure 10.10
Pretraining on How Brakes Work. .
Figure 10.11
Pretraining Version Resulted in Better Learning. .
Chapter 11
Figure 11.1
A Narrative Game for Learning Electro-Mechanical Principles. .
Figure 11.2
The Engagement Grid. .
Figure 11.3
Learning from Verbal and Pictorial Summaries, Either Student-Generated or Instructor-Provided. .
Figure 11.4
Proportion of Productive Inferences Generated from Three Lesson Versions. .
Figure 11.5
Elements Provided for Supported Drawing. .
Figure 11.6
Gain Scores for One-on-One Tutoring, Observing Tutoring, or Observing a Lecture Among University or Middle School Students. .
Figure 11.7
Learning from Preparing to Teach Versus Preparing to Teach and Teaching. .
Chapter 12
Figure 12.1
A Worked Example of a Probability Problem.
Figure 12.2
A Modeled Worked Example from a Sales Lesson.
Figure 12.3
Worked Example Problem Pairs Result in Faster and Better Learning.
Figure 12.4
Test Scores for Easier and More Complex Problems with Examples or with Practice Exercises: Novice Learners.
Figure 12.5
Fading from a Full Worked Example to a Practice Problem.
Figure 12.6
A Faded Worked Probability Problem.
Figure 12.7
A Self-Explanation Question Focused on First Solution Step of Probability Problem.
Figure 12.8
A Self-Explanation Question Encourages Deeper Processing of the Sales Modeled Example.
Figure 12.9
Different Physician Profiles Vary the Sales Context.
Figure 12.11
Better Learning from Case Examples in Video or Animation Than Text or No Example.
Figure 12.11
A Worked Example with Steps Presented in Text, Audio, or Text and Audio.
Figure 12.12
Varied Context Worked Examples Resulted in More Correct Discrimination of Statistical Test Type.
Figure 12.13
Alternative Placement of Negotiation Strategy Worked Examples in Three Lesson Versions.
Figure 12.14
Best Learning from Active Comparisons of Examples.
Chapter 13
Figure 13.1
A Jeopardy Game Design for the Pharmaceutical Sales Lesson.
Figure 13.2
Practice Exercises Should Fall into Quadrant 4 of the Engagement Matrix.
Figure 13.3
This Multiple-Choice Question Requires the Learner to Recognize Correct Drug Facts.
Figure 13.4
This Multiple-Select Question Requires the Learner to Match Drug Features to the Appropriate Physician Profile.
Figure 13.5
Better Learning from e-Learning with Practice Interactions.
Figure 13.6
The Power Law of Practice: Speed Increases with Practice But at a Diminishing Rate.
Figure 13.7
This Feedback Tells the Learner That the Response Is Incorrect.
Figure 13.8
This Feedback Tells the Learner That the Response Is Incorrect and Provides an Explanation.
Figure 13.9
Better Learning from Explanatory Feedback.
Figure 13.10
Mixed Practice Leads to Poorer Practice Scores But Better Learning.
Chapter 14
Figure 14.1
Synchronous Collaborative Learning with Chat, Audio, Whiteboard in Breakout Room.
Figure 14.2
Asynchronous Collaborative Learning Using a Wiki.
Figure 14.3
Asynchronous Collaborative Learning Using a Discussion Board.
Figure 14.4
A Graphic Interface to Support the Group Problem-Solving Process.
Figure 14.5
Collaborative Versus Solo Learning from High- and Low-Complexity Tasks.
Figure 14.6
A Learning Portal with Synchronous and Asynchronous Functionality.
Figure 14.7
The Menu Structure of This Collaborative Application Supports Argumentation Processes.
Figure 14.8
Structured Argumentation Collaborative Learning Process.
Chapter 15
Figure 15.1
Navigational Elements Designed for High Learner Control.
Figure 15.2
A Lesson with Multiple Navigational Control Elements.
Figure 15.3
High Learner Control Over Manipulation of a Mechanical Device.
Figure 15.4
Default Navigation Options That Bypass Practice (Version 1) Led to Poorer Learning Than Default Options That Led to Practice (Version 2).
Figure 15.5
Three Navigational Map Layouts.
Chapter 16
Figure 16.1
Online Thinking Skills Training.
Figure 16.2
A Sample Thinking Test Item.
Figure 16.3
Part of an Introduction to an Online Tutorial on Argument Analysis.
Figure 16.4
The Thought Bubble Displays Expert Thinking Processes.
Figure 16.5
The Sales Representative Tells the Learner What to Watch for in the Video Example.
Figure 16.6
A Case Problem Used in PBL.
Figure 16.7
A Multimedia Interface for Automotive Troubleshooting.
Figure 16.8
A Comparison of Learner with Expert Problem-Solving Actions During Automotive Troubleshooting.
Figure 16.9
The Learner Moves Relevant Data into the Evidence Table in BioWorld.
Figure 16.10
A Branched Scenario Design to Teach Anesthesiology.
Figure 16.11
Intrinsic Feedback Given to an Incorrect Response During Automotive Troubleshooting.
Chapter 17
Figure 17.1
Value-Added Experiment Compares Base Group to Enhanced Group on Learning Outcome.
Figure 17.2
The Circuit Game.
Figure 17.3
The Circuit Game with Coaching Added.
Figure 17.4
The Circuit Game with Self-Explanation Questions Added.
Figure 17.5
The Design-A-Plant Game.
Figure 17.6
Cognitive Consequences Experiments Compare Game Group and Control Group on Cognitive Skill.
Figure 17.7
Tetris Game.
Figure 17.8
Media Comparison Experiment Compares Game Group and Conventional Group on Learning Outcome.
Figure 17.9
Cache 17 Game.
Chapter 18
Figure 18.1
What’s Wrong Here?
Figure 18.2
What Guidelines Are Applied in This Revision of Figure 18.1?
Figure 18.3
What Guidelines Are Applied in This Revision of Figure 18.1?
Figure 18.4
What’s Wrong Here?
Figure 18.5
What Guidelines Are Applied in This Revision of Figure 18.4?
Figure 18.6
Use of Self-Explanation Question to Promote Engagement with an Example.
Figure 18.7
Content Outline of Synchronous Excel Lesson.
Figure 18.8
Introduction to Synchronous Excel Lesson.
Figure 18.9
Guidance from Faded Worked Example and Memory Support.
Figure 18.10
Work Order Triggers Automotive Troubleshooting Case.
Figure 18.11
Computer Offers Technical Guidance During Troubleshooting Case.
Figure 18.12
Continuing High Idle Shows That the Correct Diagnosis Was Not Selected.
Figure 18.13
End of Troubleshooting Simulation Allows Student-Expert Solution Comparisons.
Guide
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