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e-Learning and the Science of Instruction, 5th Edition
book

e-Learning and the Science of Instruction, 5th Edition

by Ruth C. Clark, Richard E. Mayer
December 2023
Intermediate to advanced content levelIntermediate to advanced
512 pages
14h 11m
English
Wiley
Content preview from e-Learning and the Science of Instruction, 5th Edition

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 Mayer, R.E. Computer Games for Learning: An Evidence-Based Approach. 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. Alemdag, E. (2022). Effects of instructor-present videos on learning, cognitive load, motivation, and social presence: A meta-analysis. Education and Information Technologies, 27, 12713–12742.
  7. Alemdag, E., & Cagiltay, K. (2018). A systematic review of eye tracking research on multimedia learning. Computers & Education, 125, 413–428.
  8. Altmeyer, K., Kapp, S., Thees, M., Malone, S., Kuhn, J., & Brunken, R. (2020). The use of augmented reality to foster conceptual knowledge acquisition in STEM laboratory courses – Theoretical background and empirical results. British Journal of Educational Technology, 51(3), 611–628.
  9. American Management Association (2014). Companies ...
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Publisher Resources

ISBN: 9781394177370Purchase Link