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Article
Open AccessConfounded or Controlled? A Systematic Review of Media Comparison Studies Involving Immersive Virtual Reality for STEM Education
A substantial amount of media comparison research has been conducted in the last decade to investigate whether students learn Science, Technology, Engineering, and Mathematics (STEM) content better in immersiv...
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Article
Role of Gesturing Onscreen Instructors in Video Lectures: A Set of Three-level Meta-analyses on the Embodiment Effect
Although gesturing onscreen instructors are widely included in video lectures, it is still unclear whether, when, and how they are conducive to learning. To clarify this issue, we conducted a set of three-leve...
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Article
Open AccessThe Past, Present, and Future of the Cognitive Theory of Multimedia Learning
The cognitive theory of multimedia learning (Mayer, 2021, 2022), which seeks to explain how people learn academic material from words and graphics, has developed over the past four decades. Although the name a...
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Article
Effect of the Instructor’s Eye Gaze on Student Learning from Video Lectures: Evidence from Two Three-Level Meta-Analyses
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 inst...
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Article
Role of emotional tone and gender of computer-generated voices in multimedia lessons
How does the emotional tone (happy or sad) and gender (male or female) of the instructor’s computer-generated voice in a multimedia lesson affect learning processes and outcomes for female learners (Experiment...
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Article
How to Assess Whether an Instructional Intervention Has an Effect on Learning
This commentary critiques Brady et al.’s (2023) paper, “How scientific is educational psychology research? The increasing trend of squeezing causality and recommendations from non-intervention studies” and ana...
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Article
Open AccessLearning Cognitive Skills by Playing Video Games at Home: Testing the Specific Transfer of General Skills Theory
Can people learn cognitive skills by playing video games at home? In the present study, college students took a pretest consisting of four cognitive tasks and 2 weeks later took a posttest consisting of the sa...
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Article
Open AccessThe Power of Voice to Convey Emotion in Multimedia Instructional Messages
This study examines an aspect of the role of emotion in multimedia learning, i.e., whether participants can recognize the instructor’s positive or negative emotion based on hearing short clips involving only t...
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Article
Open AccessBenefits of Taking a Virtual Field Trip in Immersive Virtual Reality: Evidence for the Immersion Principle in Multimedia Learning
This study describes and investigates the immersion principle in multimedia learning. A sample of 102 middle school students took a virtual field trip to Greenland via a head mounted display (HMD) or a 2D vide...
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Article
Effects of Learner-Generated Highlighting and Instructor-Provided Highlighting on Learning from Text: A Meta-Analysis
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...
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Article
Benefits of Writing an Explanation During Pauses in Multimedia Lessons
Generative learning theory posits that learners engage more deeply and produce better learning outcomes when they engage in selecting, organizing, and integrating processes during learning. The present experim...
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Article
Open AccessThe positivity principle: do positive instructors improve learning from video lectures?
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 ...
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Article
Open AccessPlaying a Video Game and Learning to Think: What’s the Connection?
The present study examines whether playing a video game can help improve cognitive skills needed for successful performance on cognitive tasks, such as updating, which involves continuous monitoring of incoming i...
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Article
Learning about history in immersive virtual reality: does immersion facilitate learning?
A relatively new technology being used to deliver academic lessons is immersive virtual reality (IVR). This study examined whether IVR is a more effective instructional medium than other multimedia, such as a ...
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Article
Limits on Training Inhibitory Control with a Focused Video Game
Gwakkamole is a focused video game designed to train the executive function skill of inhibition in young adolescents and has been shown to be enjoyable and challenging for them. This study examined whether the ga...
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Article
Do Learners Recognize and Relate to the Emotions Displayed By Virtual Instructors?
There has been much research on the effectiveness of animated pedagogical agents in an educational context, however there is little research about how the emotions they display contribute to a learner’s unders...
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Chapter and Conference Paper
Multimodal Affective Pedagogical Agents for Different Types of Learners
The paper reports progress on an NSF-funded project whose goal is to research and develop multimodal affective animated pedagogical agents (APA) for different types of learners. Although the preponderance of r...
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Article
Effects on response time and accuracy of technology-enhanced cloze tests: an eye-tracking study
The transition from paper-based tests to corresponding computer-administered tests allows for the incorporation of improved interfaces that support response making. The main research question is whether innova...
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Article
Five ways to increase the effectiveness of instructional video
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 ...
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Article
Accuracy in judgments of study time predicts academic success in an engineering course
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 wo...