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Computers Graphics and Learning

TLDR
The general premise throughout the book is that learning is paramount and should take center stage and the reader is reminded of this underlying premise which made this book particularly effective.
Abstract
The first of the topics begins with an overview of instructional computer graphics. This leads into an overview of the status of instructional visual research including discussions on visual perception, visual cognition, and theories on storing visual information in short-term and long-term memory. More practical application information is found in the next few chapters covering when and how static and animated graphics should be integrated into computer based instruction. The book concludes with a consideration of the role visuals play with multimedia. The useful information of each chapter is delivered with a cautious and wise nature. Rieber introduces his book with the first principle of instructional graphics, which I found to be very insightful. It reads, "There are times when pictures can aid learning, times when pictures do not aid learning but do no harm, and times when pictures do not aid learning and are distracting." The general premise throughout the book is that learning is paramount and should take center stage. He further warns the instructional designer about becoming "technocentric" (this is where technology dictates decision making) and recommends that media decisions not be made untilother instructional decisions are made. Again and again, from chapter to chapter, the reader is reminded of this underlying premise which made this book particularly effective. Another strength was the comprehensive nature of the book. There was an excellent balance of theory, research, and application to ensure the reader will gain the knowledge for appropriate integration of graphics into instructional materials. The theoretical information covers the role of visuals in communication and education, quoting many research sources for validation. There is an overview of three types of instructional graphics (representational, analogical, and arbitrary) and an analysis of their possible use in Gagneis domains of learning. Rieber states that the design of instructional graphics is strongly influenced by the inter-relationships and interdependency of the five domains. To help the reader choose the correct graphic for the job intended, a section describing the five applications of instructional graphics (cosmetic, motivation, attention-gaining, presentation, and practice) is included. It is recognized that these applications originated from Gagne's nine events of instruction.

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Citations
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Journal ArticleDOI

Instructional animation versus static pictures: A meta-analysis

TL;DR: A meta-analysis of 26 primary studies, yielding 76 pair-wise comparisons of dynamic and static visualizations, reveals a medium-sized overall advantage of instructional animations over static pictures as discussed by the authors.
Book ChapterDOI

The multimedia principle.

TL;DR: The authors explores three assumptions underlying a cognitive theory of multimedia learning: dual-channel assumption, limited-capacity assumption and active processing assumption, and explores three demands on cognitive capacity during multimedia learning, extraneous processing, essential processing and generative processing.
Journal ArticleDOI

A Brief History of Time From the Big Bang to Black Holes

TL;DR: Near-death theory and near-death research reciprocally help explain some of the unanswered questions posed by Hawking, as he takes the reader through explanations of the very tiniest bits of matter to the very boundary of a vast universe.
References
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Journal Article

The magical number seven, plus or minus two: some limits on our capacity for processing information

TL;DR: The theory of information as discussed by the authors provides a yardstick for calibrating our stimulus materials and for measuring the performance of our subjects and provides a quantitative way of getting at some of these questions.
Journal ArticleDOI

Situated Cognition and the Culture of Learning

TL;DR: Collins, Brown, and Newman as mentioned in this paper argue that knowledge is situated, being in part a product of the activity, context, and culture in which it is developed and used, and propose cognitive apprenticeship as an alternative to conventional practices.
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Mindstorms: Children, Computers, And Powerful Ideas

TL;DR: The gears of my childhood as discussed by the authors were a source of inspiration for many of the ideas we use in our own work, such as the notion of assimilation of knowledge into a new model.
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Cognitive Psychology and Its Implications

TL;DR: Anderson as mentioned in this paper constructs a coherent picture of human cognition, relating neural functions to mental processes, perception to abstraction, representation to meaning, knowledge to skill, language to thought, and adult cognition to child development.