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Richard E. Mayer

    1. Jänner 1947
    Meditation compact
    Mein Herz
    Black Heart Bande
    Online. Vernetzt. Gläsern.
    Die Heiligen in Deutschland
    Ich nehme eine Wolke ... Drei Frauen auf Streifzug durch Trierer Cafés
    • 2023

      e-Learning and the Science of Instruction

      Proven Guidelines for Consumers and Designers of Multimedia Learning

      Grounded in the latest e-learning research, this comprehensive guide offers proven strategies for creating effective digital instructional materials. It covers a range of formats, including self-study tutorials, virtual classrooms, and simulations, and is authored by experts in multimedia learning and workforce education. The guidelines provided are based on solid research and psychological theories, equipping readers with the tools to evaluate and design impactful digital learning environments. Real-world examples illustrate key concepts throughout the book.

      e-Learning and the Science of Instruction
    • 2020

      Multimedia Learning

      • 320 Seiten
      • 12 Lesestunden
      4,4(8)Abgeben

      This textbook examines the scientific underpinnings of multimedia learning and is well-suited to graduate and undergraduate courses in psychology, education, computer science, communication, instructional design, and game design. It lays out a cognitive theory of multimedia instruction and principles for designing effective multimedia messages.

      Multimedia Learning
    • 2018

      How to Be a Successful Student

      20 Study Habits Based on the Science of Learning

      • 186 Seiten
      • 7 Lesestunden
      4,3(12)Abgeben

      Acclaimed educational psychologist Richard Mayer presents a clear and concise guide focused on scientifically proven habits that enhance learning. This evidence-based approach offers practical strategies for students aiming to improve their academic performance and develop effective study techniques.

      How to Be a Successful Student
    • 2017

      Hms Warrior Manual

      • 192 Seiten
      • 7 Lesestunden

      Designed and built to challenge an aggressive French shipbuilding programme in the late 1850s, when commissioned the 40-gun steam-powered ironclad HMS Warrior was the largest warship in the world.

      Hms Warrior Manual
    • 2017

      Jeder hat es, jeder macht es, jeder liest es. Ganz klar, wovon die Rede ist. Facebook! Doch wer liest ein Buch im Facebook-Format? Man kann sich es wie ein Tagebuchroman vorstellen. Ein Tagebuch, das andere lesen können und ihren Senf dazu als Kommentar abgeben können. Das wichtigste jedoch ist, dass es trotzdem wie eine Story zu lesen ist. Es geht um die Themen Liebe, Stress und das Leben allgemein. Wenn Eltern sich scheiden lassen und man selbst noch Kind ist, wünscht man sich nichts sehnlicher, als älter zu sein, um sein eigenes Leben zu leben. Doch was, wenn genau das passiert?

      Online. Vernetzt. Gläsern.
    • 2017

      Der abenteuerlustige Städter Kim besucht seine Cousine Lisa am Meer. Kim, Lisa, die Krähe Lizzy und Mops Zirco stoßen in einer rätselhaften Höhle auf Hinweise, die zu einem sagenhaften Schatz führen. Das erklärt aber noch nicht die seltsamen Träume, die Kim hat. Außerdem treiben sich allerhand zwielichtige Gestalten in der Nähe der Höhle herum. Suchen auch sie nach dem Schatz? Auf einer unbewohnten Insel müssen die Freunde schließlich zeigen, was in ihnen steckt. Dabei werden sie von ihren Tieren tatkräftig unterstützt.

      Black Heart Bande
    • 2015

      Kommt es im Leben wirklich darauf an, wie toll und erfolgreich jemand ist? Nein, viel wichtiger ist die Art und Weise, wie ein Mensch mit Schicksalsschlägen umgeht. Unfreiwillig wird der sechzehnjährige Jan-Hendrick Zeuge eines Unfalles. Er kann nicht helfen. Das traumatische Ereignis verändert sein Leben vollkommen, und er beschließt, Rettungssanitäter zu werden. Wenig später erfährt seine Freundin Jeannette, dass sie unter einer schweren Herzkrankheit leidet. Die Ärzte geben ihr nur noch ein paar Wochen. Jeanette versteht die Welt nicht mehr. Warum soll sie jetzt noch in der Schule hocken? Warum soll sie noch für gute Noten kämpfen? Nein, sie will in ihren letzten Wochen noch ins Abenteuer stürzen, und die beiden hauen ab nach Berlin ...

      Mein Herz
    • 2014

      During the past twenty-five years, researchers have made impressive advances in pinpointing effective learning strategies (i.e., activities the learner engages in during learning that are intended to improve learning). In Learning as a Generative Activity: Eight Learning Strategies That Promote Understanding, Logan Fiorella and Richard E. Mayer share eight evidence-based learning strategies that promote understanding: summarizing, mapping, drawing, imagining, self-testing, self-explaining, teaching, and enacting. Each chapter describes and exemplifies a learning strategy, examines the underlying cognitive theory, evaluates strategy effectiveness by analyzing the latest research, pinpoints boundary conditions, and explores practical implications and future directions. Each learning strategy targets generative learning, in which learners actively make sense out of the material so they can apply their learning to new situations. This concise, accessible introduction to learning strategies will benefit students, researchers, and practitioners in educational psychology, as well as general readers interested in the important twenty-first-century skill of regulating one's own learning.

      Learning as a Generative Activity
    • 2014

      Computer Games for Learning

      • 296 Seiten
      • 11 Lesestunden
      3,3(7)Abgeben

      Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares that learning outcomes of students who learn material by playing a game to those of students who learn the same material by using conventional media. After introductory chapters that describe the rationale and goals of learning-game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games. -- from dust jacket

      Computer Games for Learning