Latest from Ruth Clark

  • Gamification and Evidence-Based Practice

    Gamification and Evidence-Based Practice

    What do we know about the effectiveness of gamification? We know that it depends on the type and design of the game, the instructional goal, and the learner’s background. In a series of experiments detailed in the new fourth edition of e-Learning and the Science of Instruction, Richard Mayer has identified several factors that lead to better learning from games.

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  • Why Games Don’t Teach

    Why Games Don’t Teach

    Ask trainers to define what they mean by the term “game” and you will likely hear a mix of features or examples. The problem is that many things that could be called a game do not necessarily lead to learning. A leader in the field of instructional technology takes on the question: Is it right to advocate games as a main or frequent instructional strategy?

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  • Efficiency in e-Learning: Proven Instructional Methods for Faster, Better, Online Learning

    Efficiency in e-Learning: Proven Instructional Methods for Faster, Better, Online Learning

    Instructional designers face the constant challenge of balancing many considerations affecting learning. Of all the guidelines from research offering advice on these matters, few are more challenging than those dealing with cognitive load. How much is too much? Is cognitive load always bad? In this article, two authors who have focused on these questions give you the answers and a systematic view.

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  • More Than Just Eye Candy: Graphics for eLearning

    More Than Just Eye Candy: Graphics for eLearning

    Visuals included in your eLearning can improve learning—if you can figure out how to use them correctly. In this, the first of two parts, two experts guide you through the results of research into the best practices. This is an article you will want to refer to often!

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