E-learning: The Science of Instruction Ruth Colvin Clark and Richard E Mayer - PowerPoint PPT Presentation

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E-learning: The Science of Instruction Ruth Colvin Clark and Richard E Mayer

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Plus digressions for additional related materials on instructional methods ... E.g., driving a golf ball or driving a crane. Require coaching and detailed feedback ... – PowerPoint PPT presentation

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Title: E-learning: The Science of Instruction Ruth Colvin Clark and Richard E Mayer


1
E-learning The Science of InstructionRuth
Colvin Clark and Richard E Mayer
  • Today well cover
  • Chapter 1 e-learning promise and pitfalls
  • Chapter 2 How people learn from e-courses
  • Chapter 3 Multimedia principle
  • Chapter 4 Contiguity principle
  • Plus digressions for additional related materials
    on instructional methods

2
The e-Learning Bandwagon
  • 90 of universities have distance learning
  • Does this include Lehigh?
  • U of Phoenix, Athabasca U, etc., entirely online
  • Verizons Virtual University hosts most technical
    training
  • U.S. Army partners with PricewaterhouseCoopers
  • Companies are spending 50-60 billion/year on
    e-learning. Are you impressed?
  • What is a knowledge-based economy?
  • Is e-learning a key to knowledge-based economy?

3
What is e-learning?
  • Instruction delivered via computer
  • Content relevant to learning objectives
  • Uses instructional methods such as examples and
    practice
  • Builds new knowledge and skills

4
Media instructional methods
  • Media elements present and illustrate content
  • Text, audio narration, music, graphics, animation
    and video
  • E.g., Dreamweaver course uses audio narration and
    animated graphics
  • Instructional techniques support learning
  • Examples, practice exercises, feedback
  • E.g., Dreamweaver lesson uses simulation practice
  • Why might simulating an actual work environment
    be particularly effective?

5
When to use e-Learning (from Margaret Driscoll,
Web-Based Training)
  • Cognitive skills solving problems, applying
    rules, distinguishing items
  • E.g., how to complete tax forms
  • Psychomotor skills coordination physical
    movement and thought
  • E.g., driving a golf ball or driving a crane
  • Require coaching and detailed feedback
  • Attitudinal skills opinions and behaviors
  • E.g., whether to recycle
  • Which is hardest to teach with multimedia?

6
Which skills are most suitable for e-learning?
  • CPR training?
  • Developing a sort algorithm?
  • Supporting a political party?
  • Driving a stick shift?
  • Finding and using Photoshop plug-ins?
  • Trouble-shooting printer problems?
  • Discuss in small groups.

7
Three theories of learning(see check boxes on
page 33)
  • Response strengthening
  • Strengthen stimulus-response associations
  • Drill-and-practice with reinforcing feedback
  • Information acquisition
  • Learning adds information to memory
  • Instruction delivers information efficiently
  • Knowledge construction
  • Learner builds a mental representation
  • Guide learner in the context of solving problems
  • Is one theory right? Or a combination?

8
The Art of Changing the Brain(James E. Zull)
  • The Learning Cycle Sense ? Integrate ? Act
  • Learning originates with concrete sensory
    experience
  • Reflective observation integrates inputs in
    patterns and develops generalizations or
    abstract hypotheses
  • Active learning tests the results of motor output

9
Types of e-Learning goals
  • Inform build awareness, e.g., about a companys
    organization
  • Perform build skills, e.g., how to use software
    or how to evaluate bank loans
  • Procedural step-by step tasks
  • Near transfer from training to application
  • Learning Dreamweaver may involve near transfer?
    Why?Give an example.
  • Principle-based guidelines and problem-solving
    skills
  • Far transfer from training to application
  • Why does learning how to evaluate bank loans far
    transfer?

10
How do people learn?
  • Two information processing channels
  • visual and auditory, each with limited capacity
    (attention)
  • Working memory has limited capacity
  • 7 chunks plus or minus 2
  • Learning occurs by active processing
  • From working to long-term memory
  • Rehearsal encodes knowledge
  • Knowledge must be retrieved from memory
  • Retrieval brings knowledge back into working
    memory

11
One minute paper
  • How might understanding the way people process
    information and learn affect the way you design
    multimedia e-learning activities?

12
Pitfalls of e-Learning
  • Failure to do job or skill analysis
  • Presenting skills and knowledge out of job
    context risks transfer failure
  • How could this pitfall affect your project?
  • Failure to accommodate human learning
  • Multimedia can actually depress learning if it
    overwhelms limits of human processing
  • Attrition e-Learning dropouts at least 35
  • Games and stories may detract from learning Why?

13
Do these techniques aid or hinder human learning?
Why?
  • Using an arrow or color to draw the eye to
    important information?
  • Listing learning objectives up front?
  • Including background music?

14
e-Learning Research
  • Informal studies observing people as they learn
    or asking them about it
  • Formative evaluation makes changes from learner
    feedback
  • Summative evaluation reports results to sponsors
    others
  • Formal studies use experimental research design,
    with subjects randomly assigned to test and
    control groups
  • Controlled compare outcomes of 2 or more groups
    of learners
  • Clinical trials evaluate e-learning in real
    world contexts
  • Should show statistical significance (plt.05)
  • Effect size mean difference / standard deviation
  • Book uses results of controlled studies that
    suggest basic design principles for e-learning
  • Why are experimental studies useful to designers?
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