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.
Richard E. Mayer Books






Multimedia Learning
- 320 pages
- 12 hours of reading
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.
How to Be a Successful Student
20 Study Habits Based on the Science of Learning
- 186 pages
- 7 hours of reading
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.
From the Inside Flap: Any conversation about effective teaching must begin with a consideration of how students learn. However, instructors may find a gap between resources that focus on the technical research on learning and those that provide practical classroom strategies. How Learning Works provides the bridge for such a gap. In this volume, the authors introduce seven general principles of learning, distilled from the research literature as well as from twenty-seven years of experience working one-on-one with college faculty. They have drawn on research from a breadth of perspectives (cognitive, developmental, and social psychology; educational research; anthropology; demographics; and organizational behavior) to identify a set of key principles underlying learning-from how effective organization enhances retrieval and use of information to what impacts motivation. These principles provide instructors with an understanding of student learning that can help them see why certain teaching approaches are or are not supporting student learning, generate or refine teaching approaches and strategies that more effectively foster student learning in specific contexts, and transfer and apply these principles to new courses. For anyone who wants to improve his or her students' learning, it is crucial to understand how that learning works and how to best foster it. This vital resource is grounded in learning theory and based on research evidence, while being easy to understand and apply to college teaching
Computer Games for Learning
- 296 pages
- 11 hours of reading
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
How Not to Be a Terrible School Board Member
Lessons for School Administrators and Board Members
- 160 pages
- 6 hours of reading
Focusing on the challenges faced by school board members, this guide offers practical strategies for both current and aspiring members, as well as school administrators. It highlights how even well-intentioned individuals can make detrimental decisions and aims to prevent such outcomes. Utilizing a case-based approach, the book illustrates common pitfalls and contrasts them with examples of effective board member behavior. This method draws on successful learning techniques used in various professional fields, making it a valuable resource for improving board relations and effectiveness.
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.
Hms Warrior Manual
- 192 pages
- 7 hours of reading
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.
Beautiful pictorial book that captures the atmosphere of the countryside and the cultural attractions of Upper Bavaria in picture and prose. Author Mayer tracks down little-known art works and treaures of the region. The closer thing to actual visiting this enchanted area.