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During the past twenty-five years, researchers have made impressive
advances in pinpointing effective learning strategies (namely,
activities the learner engages in during learning that are intended
to improve learning). In Learning as a Generative Activity: Eight
Learning Strategies that Promote Understanding, Logan Fiorella and
Richard E. Mayer share eight evidence-based learning strategies
that promote understanding: summarizing, mapping, drawing,
imagining, self-testing, self-explaining, teaching, and enacting.
Each chapter describes and exemplifies a learning strategy,
examines the underlying cognitive theory, evaluates strategy
effectiveness by analyzing the latest research, pinpoints boundary
conditions, and explores practical implications and future
directions. Each learning strategy targets generative learning, in
which learners actively make sense out of the material so they can
apply their learning to new situations. This concise, accessible
introduction to learning strategies will benefit students,
researchers, and practitioners in educational psychology, as well
as general readers interested in the important twenty-first-century
skill of regulating one's own learning.
During the past 30 years, researchers have made exciting progress
in the science of learning (i.e., how people learn) and the science
of instruction (i.e., how to help people learn). This second
edition of the Handbook of Research on Learning and Instruction is
intended to provide an overview of these research advances. With
chapters written by leading researchers from around the world, this
volume examines learning and instruction in a variety of learning
environments including in classrooms and out of classrooms, and
with a variety of learners including K-16 students and adult
learners. Contributors to this volume demonstrate how and why
educational practice should be guided by research evidence
concerning what works in instruction. The Handbook is written at a
level that is appropriate for graduate students, researchers, and
practitioners interested in an evidence-based approach to learning
and instruction. The book is divided into two sections: learning
and instruction. The learning section consists of chapters on how
people learn in reading, writing, mathematics, science, history,
second language, and physical education, as well as how people
acquire the knowledge and processes required for critical thinking,
studying, self-regulation, and motivation. The instruction section
consists of chapters on effective instructional methods-feedback,
examples, questioning, tutoring, visualizations, simulations,
inquiry, discussion, collaboration, peer modeling, and adaptive
instruction. Each chapter in this second edition of the Handbook
has been thoroughly revised to integrate recent advances in the
field of educational psychology. Two chapters have been added to
reflect advances in both helping students develop learning
strategies and using technology to individualize instruction. As
with the first edition, this updated volume showcases the best
research being done on learning and instruction by traversing a
broad array of academic domains, learning constructs, and
instructional methods.
The influx of computer technology into classrooms during the past
decade raises the questions -- how can we teach children to use
computers productively and what effect will learning to program
computers have on them? During this same period, researchers have
investigated novice learning of computer programming. Teaching and
Learning Computer Programming unites papers and perspectives by
respected researchers of teaching and learning computer science
while it summarizes and integrates major theoretical and empirical
contributions. It gives a current and concise account of how
instructional techniques affect student learning and how learning
of programming affects students' cognitive skills. This collection
is an ideal supplementary text for students and a valuable
reference for professionals and researchers of education,
technology and psychology, computer science, communication,
developmental psychology, and industrial organization.
The influx of computer technology into classrooms during the past
decade raises the questions -- how can we teach children to use
computers productively and what effect will learning to program
computers have on them? During this same period, researchers have
investigated novice learning of computer programming. Teaching and
Learning Computer Programming unites papers and perspectives by
respected researchers of teaching and learning computer science
while it summarizes and integrates major theoretical and empirical
contributions. It gives a current and concise account of how
instructional techniques affect student learning and how learning
of programming affects students' cognitive skills. This collection
is an ideal supplementary text for students and a valuable
reference for professionals and researchers of education,
technology and psychology, computer science, communication,
developmental psychology, and industrial organization.
How to Be a Successful Student is a clear, concise, evidence-based
guide to the habits that are scientifically proven to help people
learn. Acclaimed educational psychologist Richard Mayer distils
cutting edge research to focus on the 20 best study habits for
college students, including habits for motivating yourself to
learn, managing your learning environment, and effectively applying
learning strategies. This accessible, practical book covers all
three areas with evidence-based, approachable suggestions to help
you become a successful student by developing effective study
habits and rejecting ineffective ones.
During the past 30 years, researchers have made exciting progress
in the science of learning (i.e., how people learn) and the science
of instruction (i.e., how to help people learn). This second
edition of the Handbook of Research on Learning and Instruction is
intended to provide an overview of these research advances. With
chapters written by leading researchers from around the world, this
volume examines learning and instruction in a variety of learning
environments including in classrooms and out of classrooms, and
with a variety of learners including K-16 students and adult
learners. Contributors to this volume demonstrate how and why
educational practice should be guided by research evidence
concerning what works in instruction. The Handbook is written at a
level that is appropriate for graduate students, researchers, and
practitioners interested in an evidence-based approach to learning
and instruction. The book is divided into two sections: learning
and instruction. The learning section consists of chapters on how
people learn in reading, writing, mathematics, science, history,
second language, and physical education, as well as how people
acquire the knowledge and processes required for critical thinking,
studying, self-regulation, and motivation. The instruction section
consists of chapters on effective instructional methods-feedback,
examples, questioning, tutoring, visualizations, simulations,
inquiry, discussion, collaboration, peer modeling, and adaptive
instruction. Each chapter in this second edition of the Handbook
has been thoroughly revised to integrate recent advances in the
field of educational psychology. Two chapters have been added to
reflect advances in both helping students develop learning
strategies and using technology to individualize instruction. As
with the first edition, this updated volume showcases the best
research being done on learning and instruction by traversing a
broad array of academic domains, learning constructs, and
instructional methods.
Digital and online learning is more prevalent than ever, making
multimedia learning a primary objective for many instructors. The
Cambridge Handbook of Multimedia Learning examines cutting-edge
research to guide creative teaching methods in online classrooms
and training. Recognized as the field's major reference work, this
research-based handbook helps define and shape this area of study.
This third edition provides the latest progress report from the
world's leading multimedia researchers, with forty-six chapters on
how to help people learn from words and pictures, particularly in
computer-based environments. The chapters demonstrate what works
best and establishes optimized practices. It systematically
examines well-researched principles of effective multimedia
instruction and pinpoints exactly why certain practices succeed by
isolating the boundary conditions. The volume is founded upon
research findings in learning theory, giving it an informed
perspective in explaining precisely how effective teaching
practices achieve their goals or fail to engage.
During the past twenty-five years, researchers have made impressive
advances in pinpointing effective learning strategies (namely,
activities the learner engages in during learning that are intended
to improve learning). In Learning as a Generative Activity: Eight
Learning Strategies that Promote Understanding, Logan Fiorella and
Richard E. Mayer share eight evidence-based learning strategies
that promote understanding: summarizing, mapping, drawing,
imagining, self-testing, self-explaining, teaching, and enacting.
Each chapter describes and exemplifies a learning strategy,
examines the underlying cognitive theory, evaluates strategy
effectiveness by analyzing the latest research, pinpoints boundary
conditions, and explores practical implications and future
directions. Each learning strategy targets generative learning, in
which learners actively make sense out of the material so they can
apply their learning to new situations. This concise, accessible
introduction to learning strategies will benefit students,
researchers, and practitioners in educational psychology, as well
as general readers interested in the important twenty-first-century
skill of regulating one's own learning.
Advances in computer graphic technologies have inspired new efforts
to understand the potential of multimedia instruction as a means of
promoting human learning. In Multimedia Learning, Third Edition,
Richard E. Mayer takes an evidence-based approach to improving
education using well-designed multimedia instruction. He reviews 15
principles of multimedia instructional design that are based on
more than 200 experimental research studies and grounded in a
cognitive theory of how people learn from words and graphics. The
result is the latest instalment of what Mayer calls the Cognitive
Theory of Multimedia Learning, a theory introduced in previous
editions of Multimedia Learning and in The Cambridge Handbook of
Multimedia Learning, Second Edition. This edition provides an
up-to-date and systematic summary of research studies on multimedia
learning, supplemented with complementary evidence from around the
globe. It is well-suited to graduate and undergraduate courses in
psychology, education, computer science, communication,
instructional design, and game design.
A comprehensive introduction to the latest research and theory on
learning and instruction with computer games. This book offers a
comprehensive introduction to the latest research on learning and
instruction with computer games. Unlike other books on the topic,
which emphasize game development or best practices, Handbook of
Game-Based Learning is based on empirical findings and grounded in
psychological and learning sciences theory. The contributors, all
leading researchers in the field, offer a range of perspectives,
including cognitive, motivational, affective, and sociocultural.
They explore research on whether (and how) computer games can help
students learn educational content and academic skills; which game
features (including feedback, incentives, adaptivity, narrative
theme, and game mechanics) can improve the instructional
effectiveness of these games; and applications, including games for
learning in STEM disciplines, for training cognitive skills, for
workforce learning, and for assessment. The Handbook offers an
indispensable reference both for readers with practical interests
in designing or selecting effective game-based learning
environments and for scholars who conduct or evaluate research in
the field. It can also be used in courses related to play,
cognition, motivation, affect, instruction, and technology.
Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda
E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson,
Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric
Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer,
Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen,
V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass,
Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P.
Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J.
Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam,
Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan
Digital and online learning is more prevalent than ever, making
multimedia learning a primary objective for many instructors. The
Cambridge Handbook of Multimedia Learning examines cutting-edge
research to guide creative teaching methods in online classrooms
and training. Recognized as the field's major reference work, this
research-based handbook helps define and shape this area of study.
This third edition provides the latest progress report from the
world's leading multimedia researchers, with forty-six chapters on
how to help people learn from words and pictures, particularly in
computer-based environments. The chapters demonstrate what works
best and establishes optimized practices. It systematically
examines well-researched principles of effective multimedia
instruction and pinpoints exactly why certain practices succeed by
isolating the boundary conditions. The volume is founded upon
research findings in learning theory, giving it an informed
perspective in explaining precisely how effective teaching
practices achieve their goals or fail to engage.
In recent years, multimedia learning, or learning from words and
images, has developed into a coherent discipline with a significant
research base. The Cambridge Handbook of Multimedia Learning is
unique in offering a comprehensive, up-to-date analysis of research
and theory in the field, with a focus on computer-based learning.
Since the first edition appeared in 2005, it has shaped the field
and become the primary reference work for multimedia learning.
Multimedia environments, including online presentations, e-courses,
interactive lessons, simulation games, slideshows, and even
textbooks, play a crucial role in education. This revised second
edition incorporates the latest developments in multimedia learning
and contains new chapters on topics such as drawing, video,
feedback, working memory, learner control, and intelligent tutoring
systems. It examines research-based principles to determine the
most effective methods of multimedia instruction and considers
research findings in the context of cognitive theory to explain how
these methods work.
Advances in computer graphic technologies have inspired new efforts
to understand the potential of multimedia instruction as a means of
promoting human learning. In Multimedia Learning, Third Edition,
Richard E. Mayer takes an evidence-based approach to improving
education using well-designed multimedia instruction. He reviews 15
principles of multimedia instructional design that are based on
more than 200 experimental research studies and grounded in a
cognitive theory of how people learn from words and graphics. The
result is the latest instalment of what Mayer calls the Cognitive
Theory of Multimedia Learning, a theory introduced in previous
editions of Multimedia Learning and in The Cambridge Handbook of
Multimedia Learning, Second Edition. This edition provides an
up-to-date and systematic summary of research studies on multimedia
learning, supplemented with complementary evidence from around the
globe. It is well-suited to graduate and undergraduate courses in
psychology, education, computer science, communication,
instructional design, and game design.
How to Not Be a Terrible School Board Member is a practical guide
both for how to become an effective school board member, and for
how school administrators can improve their board relations. The
intended audience is prospective, present, and past school board
members and school administrators.While the overwhelming majority
of school board members have good motives, even people with good
motives can make bad moves, even terrible moves. This book is
dedicated to preventing situations in which good intentions can
lead to bad outcomes. The book takes a case based approach that
focuses on terrible school board member moves as the fastest and
most memorable way to help one learn how to be an effective school
board member ,and to see, by contrast, how a successful school
board member operates. Case-based learning is used in many
professional programs such as business, law, medicine, and even
teacher education, and research on learning by example has a strong
and growing empirical research base.
Reflecting important research developments and classic theories of
problem solving, Mayer's well regarded text provides a balanced
survey of higher cognitive processes. It includes chapters on
everyday thinking, expert problem solving and analogical reasoning.
New and classic problem-solving exercises are used throughout the
text to illustrate concepts and to enhance students' active
involvement in the process. The Third edition has been thoroughly
revised to take into account recent advances in this field as well
providing fresh exercises for students.
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