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e-Learning and the Science of Instruction
book

e-Learning and the Science of Instruction

by Ruth C. Clark, Richard E. Mayer
March 2016
Beginner to intermediate
528 pages
12h 59m
English
Wiley
Content preview from e-Learning and the Science of Instruction

REFERENCES

  1. Abrami, P.C., Bernard, R.M., Borokhovski, E., Waddington, D.I., Wade, A., & Persson, T. (2015). Strategies for teaching students to think critically: A meta-analysis. Review of Educational Research, 85, 275–314.
  2. Abt, C.C. (1970). Serious games. New York: Viking.
  3. Adams, D.M., & Mayer, R.E. (2014). Cognitive consequences approach: What is learned from playing a game. In R.E. Mayer, Computer games for learning: An evidence-based approach (pp. 171–224). Cambridge, MA: MIT Press.
  4. Adams, D.M., Mayer, R.E., MacNamara, A., Koenig, A., & Wainess, R. (2012). Narrative games for learning: Testing the discovery and narrative hypotheses. Journal of Educational Psychology, 104, 235–249.
  5. Adesope, O.O., & Nesbit, J.C. (2012). Verbal redundancy in multimedia learning environments: A meta-analysis. Journal of Educational Psychology, 104, 250–263.
  6. Albanese, M.A. (2010). Problem-based learning. In W.B. Jeffries & K.N. Huggett (Eds.), An introduction to medical teaching. New York: Springer.
  7. American Management Association. (2014). Companies see need to build analytical skills in their organizations: A study of analytical skills in the workforce. www.amanet.org/training/articles/Companies-See-Need-to-Build-Analytical-Skills-in-their-organizations.aspx
  8. Anderson, A.F., & Bavelier, D. (2011). Action game play as a tool to enhance perception, attention, and cognition. In S.Tobias & J.D. Fletcher (Eds.), Computer games and instruction (pp. 282–306). Charlotte, NC: Information Age Publishing. ...
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Publisher Resources

ISBN: 9781119158660Purchase book