e-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of Multimedia (5th edition)
About the book: During the pandemic, e-learning assumed a much greater role as an instructional delivery medium, especially with virtual classrooms using tools suc...
- AuthorRuth C. Clark (Author), Richard E. Mayer (Author)
- TagAll Book Instructional Design Basics
About the book:
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.
Part 1 Foundations of e-Learning and the Science of Instruction
Chapter 1 e-Learning: Promise and Pitfalls
- What Is e-Learning?
- Synchronous and Asynchronous e-Learning
- Six e-Learning Formats
- The Evolution of e-Learning for Training
- Is e-Learning Better?
- The Promise of e-Learning
- Promise 1: Rich Multimedia
- Promise 2: Customization
- Promise 3: Engagement and Feedback
- Promise 4: Acceleration of Expertise Through Scenarios
- Promise 5: Collaborative Learning
- The Pitfalls of e-Learning
- Pitfall 1: Too Much of a Good Thing
- Pitfall 2: Not Enough of a Good Thing
- Pitfall 3: Misplaced Training
- Pitfall 4: Technology Fads
- e-Learning Architectures
Chapter 2 How People Learn from e-Courses
- How Do People Learn?
- Taking a Learner-Centered Approach to Learning with Technology
- What Is Learning and Instruction?
- Three Metaphors for Learning
- Principles and Processes of Learning
- Guiding the Learner’s Cognitive Processing During Learning
- Selecting Information
- Organizing Information
- Integrating Information
- Core Goals for Instructional Design in e-Learning
- Minimize Extraneous Processing
- Manage Essential Processing
- Foster Generative Processing
- How e-Lessons Affect Learning
- Methods for Helping Learners Focus on Important Information During e-Learning
- Methods for Helping Learners Cope with Limited Capacity in Working Memory
- Methods for Helping Learners Make Sense of the Presented Material
- Methods for Helping Learners Develop Positive Feelings and Social Connections
- Methods for Helping Learners Prepare for Retrieval and Transfer
- Summary of Learning Processes
- What We Don’t Know About Learning
Chapter 3 Evidence-Based Practice
- What Is Evidence-Based Practice?
- Rationale for Evidence-Based Practice
- Three Approaches to Research on Instructional Effectiveness
- What to Look for in Experimental Comparisons
- Random Assignment
- Experimental Control
- Appropriate Measures
- Supplemental Criteria
- What Are Boundary Conditions?
- What Is a Meta-Analysis?
- Limits of Experimental Research
- Where Can You Find Relevant Research?
- The Evolution of Evidence-Based Practice
- What We Don’t Know About Evidence-Based Practice
Part 2 How to Leverage Visuals and Words in e-Learning
Chapter 4 Applying the Multimedia Principle: Use Words and Graphics Rather than Words Alone
- Do Visuals Make a Difference?
- Multimedia Principle: Include Both Words and Graphics
- Why Use Words and Graphics?
- Select Graphics that Support Learning
- Some Ways to Use Graphics to Promote Learning
- Graphics as Content Organizers
- Graphics to Show Quantitative Relationships
- Graphics as Lesson Interfaces
- Psychological Reasons for the Multimedia Principle
- Evidence for Using Words and Pictures
- The Multimedia Principle Is Resilient
- Learners Often Misjudge the Value of Graphics
- The Multimedia Principle Works Best for Novices
- Should You Change Static Illustrations into Animations?
- When to Use Animations
- Use Animations to Illustrate Complex Visual Changes
- Use Animations to Demonstrate Hands-On Procedures
- Use Animations as Interpretive Graphics
- Animations: The Bottom Line
- How to Optimize Learning from Graphics
- Lesson-Focused Methods
- Learner-Focused Methods
- What We Don’t Know About Visuals
Chapter 5 Applying the Contiguity Principle: Align Words to Corresponding Graphics
- Spatial Contiguity Principle: Place Printed Words near Corresponding Graphics
- Violations of Spatial Contiguity
- Placing Text Caption Below Corresponding Graphic
- Placing a Legend Under or to the Side of Corresponding Chart
- Separating Text and Graphic on Scrolling Screens
- Displaying Feedback on a Separate Screen from Questions or Responses
- Displaying Linked Windows on Top of Corresponding Content
- Displaying Exercise Directions Separate from the Exercise
- Displaying Text in a Separate Window with Animations or Video
- Psychological Reasons for the Spatial Contiguity Principle
- Evidence for the Spatial Contiguity Principle
- Meta-Analytic Evidence
- Eye Tracking Evidence
- Boundary Conditions for Spatial Contiguity
- Spatial Contiguity and Visual Cues
- Promoting Spatial Contiguity with Augmented Reality
- Temporal Contiguity Principle: Synchronize Spoken Words with Corresponding Graphics
- Separating Graphics and Narration Through Icons
- Separating Graphics and Narration in a Continuous Presentation
- Psychological Reasons for the Temporal Contiguity Principle
- Evidence for the Temporal Contiguity Principle
- Core Evidence
- Boundary Conditions for Temporal Contiguity
- Exceptions to Temporal Contiguity
Chapter 6 Applying the Signaling Principle: Use Verbal and Visual Cues to Direct Attention
- What Is Signaling?
- How Does Signaling Work?
- Eye Tracking and Attention
- Evidence for the Benefits of Signaling
- Principle 1: Use Text Summaries and Headers to Signal Learning Content
- Principle 2: Use Text Phrases to Explicitly Direct Attention to Relevant Content
- Principle 3: Use Emphasis Cues Such as Color and Intonation
- Principle 4: Use Graphic Cues Such as Arrows and Pointers
- Principle 5: Use Anti-Cueing in Animations to Signal Less Salient Visual Elements in Animations
- Signaling: The Bottom Line
Chapter 7 Applying the Modality Principle: Present Words as Audio Narration Rather Than On-Screen Text
- Modality Principle: Present Words as Speech Rather Than On-Screen Text
- Psychological Reasons for the Modality Principle
- Evidence for Using Spoken Rather Than Printed Text
- Evidence from a Naturalistic Setting
- Eye Tracking Evidence
- Meta-Analytic Evidence
- When Audio Is Not Effective: Boundary Conditions for the Modality Principle
- Use Printed Text for Second-Language Learners
- Use Printed Text When Explanations Are Lengthy and Complex
- Use Printed Text When the Instruction Is Self-Paced
- Use Printed Text for Recognition or Recall Learning Rather Than Transfer
- Use Printed Text When Learners Need Access to Content over Time
- Summary of Boundary Conditions for the Modality Principle
Chapter 8 When to Add Text to Audio Narration: Applying the Redundancy Principle
- What Is the Redundancy Principle?
- Psychological Reasons for the Redundancy Principle
- Evidence for Omitting Redundant On-Screen Text
- Add On-Screen Text to Narration in Special Situations
- Add On-Screen Text for Learning in a Second Language or When Words Are Unfamiliar
- Add On-Screen Text That Includes Only a Few Key Words from the Audio Narration
- Add On-Screen Text When Learners Have Plenty of Cognitive Resources Available
- Add On-Screen Text When There Are No Graphics
- The Bottom Line
Chapter 9 Applying the Coherence Principle: Adding Extra Material Can Hurt Learning
- 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
- Meta-Analytic Evidence
- Boundary Conditions for Seductive Details
- Evidence for Using Simpler Visuals
- Can Interesting Graphics Ever Be Helpful? Guidelines for Emotional Design
- What Is Emotional Design?
- Principle 3: Avoid e-Lessons with Extraneous Audio
- Psychological Reasons to Avoid Extraneous Audio in e-Learning
- Evidence for Omitting Extraneous Audio
- Evidence Against Background Music
- Evidence Against Environmental Sounds
Part 3 How to Promote Skill Building in e-Learning
Chapter 10 Engagement in e-Learning: Activities for Promoting Generative Learning
- What Is Engagement?
- Engagement and Generative Processing
- Behavioral Versus Psychological Engagement
- When Behavioral Engagement Impedes Learning
- When an Activity Imposes Too Much Extraneous Mental Load
- When an Activity Results in Inaccurate Learner Representations
- When an Activity Promotes Shallow Processing of Lesson Content
- Three Engagement Activities That Can Promote Generative Processing
- Self-Explanation Assignments
- Teach-Back Assignments
- Drawing Assignments
- The Bottom Line to Engagement in e-Learning
Chapter 11 Leveraging Examples in e-Learning
- What Is Example-Based Instruction?
- Examples for Procedural and Strategic Tasks
- Modeling Examples for Procedural and Strategic Skills
- The Psychology of Example-Based Instruction
- Evidence for the Benefits of Example-Based Instruction
- How to Optimize the Benefits of Example-Based Instruction
- Principle 1: Provide at Least Two Examples When the Lesson Content Is Complex
- Principle 2: Promote Accurate Self-Explanations
- Principle 3: Fade from Examples to Problems as Expertise Builds
- Principle 4: Apply Multimedia Principles to Examples
- Principle 5: Consider Using Video Examples for Complex Tasks
- Principle 6: Optimize Example-Based Instruction for Strategic Tasks
Chapter 12 Does Practice Make Perfect?
- What Is Practice in e-Learning?
- Formats of e-Learning Practice
- Is Practice a Good Investment?
- Meta-Analysis of Multimedia Practice
- Practice Among Elite Performers
- Principle 1: Add Sufficient Practice Interactions to Achieve the Objective
- The Benefits of Practice
- Adjust the Amount of Practice Based on Task Criticality
- Principle 2: Make Sure Practice Mirrors the Job
- Principle 3: Provide Effective Feedback on Practice Performance
- Provide Explanatory Feedback
- Evidence for Benefits of Explanatory Feedback
- Emphasize Three Categories of Explanatory Feedback
- Written Versus Audio Versus Video Feedback
- Should Feedback Be Immediate or Delayed?
- Create Multiple-Try Feedback That Promotes Generative Processing
- Tips for Implementing Feedback
- Principle 4: Distribute and Mix Practice Among Learning Events
- Distribute Practice Throughout the Learning Environment
- Mix Practice Types in Lessons
- Tips for Determining the Number and Placement of Practice Events
- Principle 5: Arrange Practice That Increases in Challenge as Learners Progress
- Principle 6: Provide Scaffolding to Support Guided Practice When Needed
- Principle 7: Apply Multimedia Principles in Designing Feedback
- Modality and Redundancy Principles
- Contiguity Principle
- Coherence Principle
- Tips for Applying the Multimedia Principles to Your Interactions
- What We Don’t Know About Practice
Part 4 How to Organize Content in e-Learning
Chapter 13 Organizing Instruction: Applying the Segmenting and Pre-training Principles
- What Is the Segmenting Principle?
- Segmenting a Continuous Presentation into Learner-Paced Parts
- Segmenting with Slide Overlays
- Segmenting with Briefer Audio
- Segmenting in Instructor-Paced e-Learning
- Segmenting in Video and Animated Self-Study Lessons
- What Is the Pretraining Principle?
- Pretraining for a Continuous Animation, Video, or Slide Show
- Pretraining in Immersive Learning Environments
- Use Pretraining for Software Interface Orientations
- Psychological Reasons for the Pretraining Principle
- Should You Initiate a Lesson with a Problem Assignment?
- Managing Essential Overload
Chapter 14 Who’s in Control?: Guidelines for e-Learning Navigation
- Learner Control Versus Program Control
- Three Categories of Learner Control
- Tradeoffs to Learner Control
- Do Learners Make Good Instructional Decisions?
- Calibration Accuracy: Do You Know What You Think You Know?
- How Does Calibration Affect Learning?
- How Common Is Overconfidence Among Learners?
- Do Learners Like Instructional Methods That Lead to Learning?
- The Psychology of Learner Decisions
- Learner Control and Metacognitive Accuracy
- Four Principles for Learner Control in e-Learning
- Principle 1: Give Experienced Learners Control
- Principle 2: Make Important Instructional Events the Default
- Principle 3: Give Pacing Control to All Learners
- Principle 4: Provide Guidance in Open-Ended e-Learning Environments
- The Bottom Line
Part 5 How to Leverage Social Cues in e-Learning
Chapter 15 Applying the Personalization Principle: Use Conversational Style, Polite Wording, Friendly Voice, On-Screen Agents, and Social Presence in e-Learning
- Personalization Principle 1: Use Conversational Rather Than Formal Style
- Psychological Reasons for the Personalization Principle
- Evidence for Using a Conversational Style
- Personalization Principle 2: Use Polite Wording
- Evidence for Use of Polite Language
- Personalization Principle 3: Use a Friendly Human Voice Quality for Narrations
- Evidence for the Use of Friendly Human Voice
- Can On-Screen Agents Promote Learning in Asynchronous e-Learning?
- What Are Pedagogical Agents?
- The Psychology of Pedagogical Agents
- Can Agents Promote Learning?
- What Actions Should Agents Perform?
- Do Agents Need to Look Real?
- Do Agents Need to Sound Real?
- How Can Instructors in Video Lessons Leverage Personalization?
Chapter 16 Online Collaborative Learning
- What Is Collaborative Learning?
- The Psychology of Collaborative Learning
- What Is Computer-Supported Collaborative Learning (CSCL)?
- Principle 1: Design Tasks and Team Assignments to Foster Interdependence
- Assign Complex Tasks
- Promote Diverse Relevant Expertise Among Team Members
- Principle 2: Optimize Group Size, Prior Knowledge, and Collaboration Experience
- Principle 3: Consider Tradeoffs Between Synchronous and Asynchronous Collaboration
- Principle 4: Maximize Social Presence in Online Collaborative Environments
- Principle 5: Use Scripts to Optimize Team Outcomes
Part 6 Special Applications of e-Learning
Chapter 17 e-Learning to Build Thinking Skills
- What Are Thinking Skills?
- What to Teach: Focused Target Skills Versus Improving the Mind in General
- Where to Teach: Domain-General Versus Domain-Specific Thinking Skills
- How to Teach: Expert Modeling with Learner Practice Versus Direct Instruction
- Can Thinking Skills Be Trained?
- Principle 1: Build Explicit Instruction to Teach Specific Job-Relevant Thinking Skills
- Display Expert Thinking Models
- Signal Behaviors of Expert Models to Focus Learner Attention
- Promote Active Engagement with Expert Models
- Principle 2: Incorporate Online Simulations of Authentic Work Scenarios
- Are Simulations Effective for Building Thinking Skills?
- Which Features Make Simulations Effective for Learning?
- Are Scaffolds Needed in Simulations?
- Cost-Benefit Analysis of Simulations
- Principle 3: Identify Job-Specific Thinking Processes
- Teaching Thinking Skills: The Bottom Line
Chapter 18 Designing Effective Instructional Video
- The Challenge of Instructional Video
- Historical Foundations of Instructional Video
- Uses of Instructional Video
- Principle 1: Record a Demonstration Video from a First-Person Perspective
- Principle 2: Have the Instructor Draw on the Board While Lecturing
- Principle 3: Embed Generative Activities During Breaks in the Video
- Principle 4: Add Subtitles for Learning in a Second Language
- Principle 5: Have the Instructor Exhibit Positive Voice and Gestures
- Principle 6: Have the Instructor Use Pointing and Eye Gaze to Direct Attention
- Principle 7: Avoid Overuse of Talking Heads or Static Instructor Images
- Principle 8: Apply Multimedia Design Principles
Chapter 19 Learning with Computer Games
Chapter 20 Immersive Virtual Reality for Instruction
Ruth C. Clark (Author), Richard E. Mayer (Author)
My takeaways
This has been my textbook during my master’s degree. It is not an easy read (like I wouldn’t imagine finishing it if it was not my textbook). However, reading this book could
Mayer is the author of the famous ‘Mayer’s principles’.
Note: There was a retired version of this book called Scenario-based e-Learning: Evidence-Based Guidelines for Online Workforce Learning