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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
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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
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Makransky, Guido; Borre-Gude, Stefan; Mayer, Richard E. – Journal of Computer Assisted Learning, 2019
The main objective of this study was to examine the effectiveness of immersive virtual reality (VR) as a medium for delivering laboratory safety training. We specifically compare an immersive VR simulation, a desktop VR simulation, and a conventional safety manual. The sample included 105 first year undergraduate engineering students (56 females).…
Descriptors: Computer Simulation, Self Efficacy, Learning Motivation, Comparative Analysis
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Huang, Xiaoxia; Mayer, Richard E. – Journal of Educational Computing Research, 2019
This study investigated the effectiveness of adding four self-efficacy features to an online statistics lesson, based on Bandura's four sources of self-efficacy information. In a randomized between-subjects experiment, participants learned statistical rules in an example-based online environment with four self-efficacy features added (treatment…
Descriptors: Self Efficacy, Online Courses, Statistics, Teaching Methods
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Ponce, Héctor R.; Mayer, Richard E.; López, Mario J.; Loyola, María Soledad – Instructional Science: An International Journal of the Learning Sciences, 2018
This study examines the effects of including interactive graphic organizers into a whole-class PowerPoint lesson as an instructional approach intended to improve student engagement and generative learning in schools. A software application was developed and integrated into PowerPoint that makes it possible for the instructor to fill in empty…
Descriptors: Visual Aids, Computer Software, Teaching Methods, Grade 4
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Adams, Deanne M.; Pilegard, Celeste; Mayer, Richard E. – Journal of Educational Computing Research, 2016
Learning physics often requires overcoming common misconceptions based on naïve interpretations of observations in the everyday world. One proposed way to help learners build appropriate physics intuitions is to expose them to computer simulations in which motion is based on Newtonian principles. In addition, playing video games that require…
Descriptors: Video Games, Teaching Methods, Technology Uses in Education, Simulated Environment
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Fiorella, Logan; Mayer, Richard E. – Journal of Educational Psychology, 2016
In 4 experiments, participants viewed a short video-based lesson about how the Doppler effect works. Some students viewed already-drawn diagrams while listening to a concurrent oral explanation, whereas other students listened to the same explanation while viewing the instructor actually draw the diagrams by hand. All students then completed…
Descriptors: Multimedia Instruction, Multimedia Materials, Observational Learning, Freehand Drawing
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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
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Mayer, Richard E.; Anderson, Richard B. – Journal of Educational Psychology, 1992
In 2 experiments, 280 college students studied animations depicting a mechanical operation with concurrent oral narration of the process, successive animation and narration, animation alone, narration alone, or no instruction (the control group). Results are consistent with a dual coding model of retention and problem solving. (SLD)
Descriptors: Animation, Coding, College Students, Comparative Analysis
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Mayer, Richard E.; And Others – American Educational Research Journal, 1995
This brief report compares the lessons on addition and subtraction of signed whole numbers in three seventh-grade Japanese mathematics texts and four U.S. mathematics texts. Japanese books contained many more worked-out examples and relevant illustrations, while U.S. books had more irrelevant illustrations and unsolved problems. (SLD)
Descriptors: Addition, Comparative Analysis, Foreign Countries, Grade 7