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

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

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    Description de "e-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of..."

    In this thoroughly revised edition of the bestselling e-Learning and the Science of Instruction authors Ruth Colvin Clark and Richard E. Mayer--internationally-recognized experts in the field of e-learning, offer essential information and guidelines for selecting, designing, and developing asynchronous and synchronous e-learning courses that build knowledge and skills for learners in corporate, government, and academic settings. In addition to updating research in all chapters, two new chapters and a CD with multimedia examples are included.Based on scientific theory of how people learn and the results from over twenty-five years of research on multimedia learning, this new edition includes guidelines on a range of e-learning issues including the best use of text, visuals, and audio; the optimal amount and type of practice interactions; the best use of communication tools such as chat and discussion boards for collaborative learning; lesson design techniques to build problem-solving skills; what we have learned about the use of games and simulations; and how to best use virtual coaches to improve learning. This new edition is a comprehensive resource that contains vital information for anyone serious about getting multimedia learning right. It provides design principles to increase learning while debunking many popular theories about good design and includes: The most current research information availableNew examples of working multimedia that illustrate the book's research guidelinesUpdated examples of multimedia screen captures Application of guidelines for synchronous e-learningNew guidelines on segmenting and sequencing topics to manage complex content A new chapter on games and simulations Each chapter includes examples drawn from Internet and from CD-ROM courseware and checklists of what to look for in e-learning courses you are reviewing or designing. Written for e-learning consumers and designers, both novice and seasoned alike, this essential resource shows how to apply a range of research-based multimedia learning principles to the selection and design of effective e-learning courseware.

    Détails sur le produit

    • Reliure : Hardcover
    • 496  pages
    • Dimensions :  3.3cmx18.0cmx23.9cm
    • Poids : 975.2g
    • Editeur :   Pfeiffer Paru le
    • ISBN :  0787986836
    • EAN13 :  9780787986834
    • Classe Dewey :  658.312402854678
    • Langue : Anglais

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    In this thoroughly revised edition of the bestselling e-Learning and the Science of Instruction authors Ruth Colvin Clark and Richard E. Mayer--internationally-recognized experts in the field of e-learning, offer essential information and guidelines for selecting, designing, and developing asynchronous and synchronous e-learning courses that build knowledge and skills for learners in corporate, government, and academic settings. In addition to updating research in all chapters, two new chapters and a CD with multimedia examples are included.Based on scientific theory of how people learn and the results from over twenty-five years of research on multimedia learning, this new edition includes guidelines on a range of e-learning issues including the best use of text, visuals, and audio; the optimal amount and type of practice interactions; the best use of communication tools such as chat and discussion boards for collaborative learning; lesson design techniques to build problem-solving skills; what we have learned about the use of games and simulations; and how to best use virtual coaches to improve learning. This new edition is a comprehensive resource that contains vital information for anyone serious about getting multimedia learning right. It provides design principles to increase learning while debunking many popular theories about good design and includes: The most current research information availableNew examples of working multimedia that illustrate the book's research guidelinesUpdated examples of multimedia screen captures Application of guidelines for synchronous e-learningNew guidelines on segmenting and sequencing topics to manage complex content A new chapter on games and simulations Each chapter includes examples drawn from Internet and from CD-ROM courseware and checklists of what to look for in e-learning courses you are reviewing or designing. Written for e-learning consumers and designers, both novice and seasoned alike, this essential resource shows how to apply a range of research-based multimedia learning principles to the selection and design of effective e-learning courseware.