NotesFAQContact Us
Collection
Advanced
Search Tips
Laws, Policies, & Programs
Assessments and Surveys
Flanders System of…1
What Works Clearinghouse Rating
Showing 1 to 15 of 58 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Stull, Andrew T.; Fiorella, Logan; Mayer, Richard E. – Journal of Educational Psychology, 2021
This study explores the role of the instructor's face and eye gaze as social and attentional cues in promoting learning from a video lecture on kidney physiology. In a 2 × 2 between-subjects design, 133 college students were randomly assigned to a gaze behavior condition and a video whiteboard type condition. The instructor either shifted her gaze…
Descriptors: Human Body, Observation, Eye Movements, Attention
Peer reviewed Peer reviewed
Direct linkDirect link
Mayer, Richard E.; Fiorella, Logan; Stull, Andrew – Educational Technology Research and Development, 2020
This paper reviews five ways to increase the effectiveness of instructional video and one way not to use instructional video. People learn better from an instructional video when the onscreen instructor draws graphics on the board while lecturing (dynamic drawing principle), the onscreen instructor shifts eye gaze between the audience and the…
Descriptors: Video Technology, Teaching Methods, Technology Uses in Education, Instructional Effectiveness
Peer reviewed Peer reviewed
Direct linkDirect link
Kuang, Ziyi; Wang, Fuxing; Xie, Heping; Mayer, Richard E.; Hu, Xiangen – Educational Psychology Review, 2023
The instructor's eye gaze can serve as an important social cue in video lectures. The current study used two sets of three-level meta-analyses to explore the effects of the instructor's guided gaze or the instructor's direct gaze on learning outcomes, fixation time, perception of parasocial interaction, and cognitive load. A total of eight…
Descriptors: Teacher Behavior, Eye Movements, Lecture Method, Video Technology
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
Lawson, Alyssa P.; Mayer, Richard E.; Adamo-Villani, Nicoletta; Benes, Bedrich; Lei, Xingyu; Cheng, Justin – Educational Technology Research and Development, 2021
The positivity principle states that people learn better from instructors who display positive emotions rather than negative emotions. In two experiments, students viewed a short video lecture on a statistics topic in which an instructor stood next to a series of slides as she lectured and then they took either an immediate test (Experiment 1) or…
Descriptors: Positive Attitudes, Video Technology, Lecture Method, Statistics Education
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
Mayer, Richard E. – Applied Cognitive Psychology, 2019
This paper presents a personal account of developments in research on online learning over the past 30 years. Research on how to design online instruction represents an example of applying the science of learning to education. It contributes to the science of learning (as exemplified by developments in cognitive load theory, the cognitive theory…
Descriptors: Educational Research, Electronic Learning, Instructional Design, Multimedia Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Fiorella, Logan; Stull, Andrew T.; Kuhlmann, Shelbi; Mayer, Richard E. – Journal of Educational Psychology, 2020
This study explored ways to foster generative learning during a narrated video lesson about the human kidney. In a 2 × 3 between-subjects design, 196 college students were randomly assigned to a video format condition and a learning strategy condition. Students listened to oral explanations from the instructor as they viewed either a series of…
Descriptors: Video Technology, Teaching Methods, Human Body, Visual Aids
Peer reviewed Peer reviewed
Direct linkDirect link
Parong, Jocelyn; Wells, Ashleigh; Mayer, Richard E. – Journal of Educational Psychology, 2020
Executive function is the set of cognitive skills needed for goal directed behavior and is a strong predictor of academic success (Best, 2014). The present study examines the effectiveness of a custom video game designed to train the executive function skill of shifting--being able to efficiently shift attention from 1 task to another. In…
Descriptors: Replication (Evaluation), Game Based Learning, Video Games, Executive Function
Peer reviewed Peer reviewed
Direct linkDirect link
Homer, Bruce D.; Ober, Teresa M.; Rose, Maya C.; MacNamara, Andrew; Mayer, Richard E.; Plass, Jan L. – Mind, Brain, and Education, 2019
Adolescence is a period of rapid cognitive change, including an initial increase in speed of cognitive processing and a more gradual increase in efficiency of cognitive processing. This study examined how neurophysiological changes associated with adolescent development can inform the design of game-based executive function (EF) training. Two…
Descriptors: Accuracy, Computer Games, Cognitive Development, Cognitive Processes
Peer reviewed Peer reviewed
Direct linkDirect link
Parong, Jocelyn; Mayer, Richard E. – Journal of Computer Assisted Learning, 2021
As immersive virtual reality (IVR) systems proliferate in classrooms, it is important to understand how they affect learning outcomes and the underlying affective and cognitive processes that may cause these outcomes. Proponents argue that IVR could improve learning by increasing positive affective and cognitive processing, thereby supporting…
Descriptors: Virtual Classrooms, Cognitive Processes, Affective Behavior, Comparative Analysis
Peer reviewed Peer reviewed
Direct linkDirect link
Mayer, Richard E.; Howarth, Jeffrey T.; Kaplan, Michelle; Hanna, Sara – Educational Technology Research and Development, 2018
Multimedia design principles were applied to an online geography slideshow on geographic information systems (GIS) intended for college students taking an introductory course. In a 2 (segment vs. non-segmented) × 2 (redundant vs. non-redundant) between-subjects design, the base lesson (non-segmented condition) provided a worked example of how to…
Descriptors: Geography, Geographic Information Systems, Geography Instruction, College Students
Peer reviewed Peer reviewed
Direct linkDirect link
Gyllen, Justin G.; Stahovich, Thomas F.; Mayer, Richard E.; Darvishzadeh, Amirali; Entezari, Negin – Metacognition and Learning, 2019
The present work examines the accuracy of self-reports of study time for college students. In a 10-week Mechanical Engineering course, 99 college students accessed their textbook, homework solutions, graded work, and lecture slides via custom software that recorded objective measures of reading time. In addition, the students provided subjective…
Descriptors: College Students, Engineering Education, Study Habits, Reading Habits
Peer reviewed Peer reviewed
Direct linkDirect link
McLaren, Bruce M.; Adams, Deanne M.; Mayer, Richard E.; Forlizzi, Jodi – International Journal of Game-Based Learning, 2017
Excitement about learning from computer-based games has been papable in recent years and has led to the development of many educational games. However, there are relatively few sound empirical studies in the scientific literature that have shown the benefits of learning mathematics from games as opposed to more traditional approaches. The…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Middle School Students
Previous Page | Next Page »
Pages: 1  |  2  |  3  |  4