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

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

by Ruth C. Clark, Richard E. Mayer
September 2007
Intermediate to advanced
496 pages
10h 53m
English
Pfeiffer
Content preview from e-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of Multimedia Learning

15.2. Do Simulations and Games Teach?

Rieber (2005) tested the effectiveness of the simulation shown in Figure 15.5 for teaching physics principles of velocity and acceleration. The player manipulates the ball's acceleration by clicking on the large arrows. To add a motivational element to the simulation, some participants were given a game goal to earn points by making the ball flip-flop as many times as possible inside the small box in the center of the overhead view.

Figure 15.5. The Flip-Flop Game Interface.

Participants using the game version reported much higher enjoyment than those who worked with the simulation without the game goals. ...

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Publisher Resources

ISBN: 9780787986834Purchase book