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Ponce, Héctor R.; Mayer, Richard E.; Méndez, Ester E. – Educational Psychology Review, 2022
The present study examines the existing published research about the effectiveness of learner-generated highlighting and instructor-provided highlighting on learning from text. A meta-analysis was conducted of scientifically rigorous experiments comparing the learning outcomes (i.e., performance on memory and/or comprehension tests) of students…
Descriptors: Teaching Methods, Meta Analysis, Learning Strategies, Reading Comprehension
Wang, Fuxing; Cheng, Meixia; Mayer, Richard E. – Journal of Educational Psychology, 2023
Learning-by-teaching is a generative learning strategy in which students are asked to teach what they are learning to others (Fiorella & Mayer, 2015). In this study, college students watched a multimedia lesson on chemical synaptic transmission with instructions that afterward they would explain the materials by making a lecture video…
Descriptors: Teaching Methods, Interaction, Learning Activities, Social Behavior
Hellenbrand, Johannes; Mayer, Richard E.; Opfermann, Maria; Schmeck, Annett; Leutner, Detlev – Applied Cognitive Psychology, 2019
Generative drawing is a learning strategy in which students draw illustrations while reading a text to depict the content of the lesson. In two experiments, students were asked to generate drawings as they read a scientific text or read the same text on influenza with author-provided illustrations (Experiment 1) or to generate drawings or write…
Descriptors: Eye Movements, Learning Strategies, Freehand Drawing, Illustrations
Mayer, Richard E.; Johnson, Cheryl I. – Journal of Educational Computing Research, 2010
Students learned about electrical circuits in an arcade-type game consisting of 10 levels. For example, in one level students saw two circuits consisting of various batteries and resistors connected in series or parallel, and had to indicate which one had a higher rate of moving current. On levels 1-9, all students received a correct tone and had…
Descriptors: Feedback (Response), Educational Games, Experiential Learning, Science Instruction
Mayer, Richard E. – 1982
This 5-section report summarizes the results of a project concerned with how novices learn to become creative educational computer users. Based on a cognitive analysis of elementary programming statements in BASIC and calculator language into conceptual units, the project builds on previous research on learning BASIC programming. A general…
Descriptors: Calculators, Computer Literacy, Computers, Learning Processes
Mayer, Richard E. – 1982
This three-part volume provides a summary, for use by practitioners, of a project concerned with how novices learn to become creative educational computer users. The first chapter examines techniques for increasing the novice's understanding of computers and computer programming, and specifically analyzes the potential usefulness of five…
Descriptors: Calculators, Computer Literacy, Computers, Curriculum Development
Mayer, Richard E. – Journal of Educational Computing Research, 2003
A "science of e-learning" involves the scientific investigation of how people learn in electronic learning environments. Three elements of a science of e-learning are: a) "evidence"--a base of replicated findings from rigorous and appropriate research studies; b) "theory"--a research-based theory of how people learn in electronic learning…
Descriptors: Classroom Environment, Classroom Research, Learning Strategies, Learning Theories