Learning as a Generative Activity

Learning as a Generative Activity

Author: Logan Fiorella

Publisher: Cambridge University Press

Published: 2015-02-05

Total Pages: 235

ISBN-13: 1316258513

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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.


Multimedia Learning

Multimedia Learning

Author: Richard E. Mayer

Publisher: Cambridge University Press

Published: 2009-01-19

Total Pages: 321

ISBN-13: 0521514126

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An evidence based, rigorous text reviewing 12 principles of experimental studies grounded in cognitive theory of multi-media learning.


Learning as a Generative Activity

Learning as a Generative Activity

Author: Logan Fiorella

Publisher: Cambridge University Press

Published: 2015-02-05

Total Pages: 235

ISBN-13: 1107069912

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This book presents eight evidence-based strategies that promote generative learning, which enables learners to apply their knowledge to new problems.


Applying the Science of Learning

Applying the Science of Learning

Author: Richard E. Mayer

Publisher: Pearson

Published: 2011

Total Pages: 0

ISBN-13: 9780136117575

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This text explores the scientific relationship between learning, instruction, and assessment with a concise and bold approach. This text explores the science of learning, including the essentials of evaluating instruction, the research findings regarding the science of learning, and the possible prescriptions of that research. Written for both preservice and inservice educators who wish to better understand how and why students learn.


Learning and Instruction

Learning and Instruction

Author: Richard E. Mayer

Publisher: Prentice Hall

Published: 2008

Total Pages: 0

ISBN-13: 9780131707719

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How do people learn? How can instruction promote learning? Learning and Instruction, second edition, thoroughly and succinctly answers these two fundamental educational psychology questions. The author focuses on the big ideas, preferring that students understand a few exemplary ideas deeply, rather than numerous ideas superficially. The book is research-based and painstakingly shows how specific instructional implications follow from research and theory. Coverage is organized around the two sides of the educational coin, learning in subject areas and instructional methods, that foster meaningful learning. The text uses clear definitions, concrete examples, active learning tasks and a conversational writing style that easily engages readers by addressing them directly.


Handbook of Game-Based Learning

Handbook of Game-Based Learning

Author: Jan L. Plass

Publisher: MIT Press

Published: 2020-02-04

Total Pages: 601

ISBN-13: 0262356546

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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


The Cambridge Handbook of Multimedia Learning

The Cambridge Handbook of Multimedia Learning

Author: Richard E. Mayer

Publisher: Cambridge University Press

Published: 2021-12-09

Total Pages: 800

ISBN-13: 9781108814669

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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.


Sweller's Cognitive Load Theory in Action

Sweller's Cognitive Load Theory in Action

Author: Oliver Lovell

Publisher: Hachette UK

Published: 2020-10-23

Total Pages: 186

ISBN-13: 1913808440

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What is it that enables students to learn from some classroom activities, yet leaves them totally confused by others? Although we can't see directly into students' minds, we do have Cognitive Load Theory, and this is the next best thing. Built on the foundation of all learning, the human memory system, Cognitive Load Theory details the exact actions that teachers can take to maximise student outcomes.Written under the guidance, and thoroughly reviewed by the originator of CLT, John Sweller, this practical guide summarises over 30 years of research in this field into clear and easily understandable terms. This book features both a thorough discussion of the core principles of CLT and a wide array of classroom-ready strategies to apply it to art, music, history, chemistry, PE, mathematics, computer science, economics, biology, and more.


Rosenshine's Principles in Action

Rosenshine's Principles in Action

Author: Tom Sherrington

Publisher: John Catt Educational

Published: 2019-05-06

Total Pages: 88

ISBN-13: 9781912906208

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Sherrington amplifies and augments the principles and further demonstrates how they can be put into practice in everyday classrooms.


Retrieval Practice: Resource Guide: Ideas & activities for the classroom

Retrieval Practice: Resource Guide: Ideas & activities for the classroom

Author: Kate Jones

Publisher: John Catt

Published: 2021-04-30

Total Pages: 113

ISBN-13: 1914351177

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As part of the successful and popular Retrieval Practice collection by Kate Jones, this practical resource guide is the go-to guide for a wide range of retrieval practice tasks that teachers can use in their classrooms. There are over fifty evidence-informed and creative, tried and tested, classroom resources and strategies to support retrieval practice. These include starter tasks, tasks to support literacy and revision as well as a range of recommended online quizzing tools. For each resource, there is an explanation with top tips and visuals for easy implementation. All of the resources provided aim to be low effort, high impact. Low effort for the teacher in terms of workload but high impact on student learning. Regardless of the subject or age range taught there are plenty of takeaways for every teacher – a handy retrieval resource guide for every teacher and every classroom.