Ken Thomas - Instructional Designer | Annotated Resources



Instructional Design Intros & Overviews Instructional Design Theory eLearning Presentation


Instructional Design Books – Introductions & Overviews

Gagne, Robert; Wager, Walter; Golas, Katharine; and Keller, John M. (2004). Principles of Instructional Design (5th Ed.). Belmont, CA: Wadsworth Publishing.

Gagne is considered one of the founders of the field of Instructional Design. In addition to defining the first set of taxonomies of learning, he identified the nine "conditions of learning." These instructional events and corresponding cognitive processes are:
  1. Gaining attention (reception)
  2. Informing learners of the objective (expectancy)
  3. Stimulating recall of prior learning (retrieval)
  4. Presenting the stimulus (selective perception)
  5. Providing learning guidance (semantic encoding)
  6. Eliciting performance (responding)
  7. Providing feedback (reinforcement)
  8. Assessing performance (retrieval)
  9. Enhancing retention and transfer (generalization)


Dick, Walter; Carey, Lou; & Carey, James (2004). The systematic design of instruction (6th ed.). Boston: Allyn & Bacon.

"Dick & Carey," as it's frequently called, is one of the most popular texts used in graduate Instructional Design courses. It lays a foundation for Instructional Design through presenting the "Dick & Carey System Approach Model" of Instructional Design (see diagram and table below).

Dick and Carey System Approach Model

Stage Purpose Description / Clarification
Instructional Goals Define the desired end result. What do you want learners to be able to do when they have completed the instruction?
Instructional Analysis Determine the Knowledge, Skills, & Attitudes (KSAs) required to achieve the instructional goals. Conduct instructional analyses – a step-by-step determination of what people (typically "exemplars" or top performers) are doing when they perform the goal and what entry behaviors are needed for success.
Entry Behaviors & Learner Characteristics Determine which required KSAs the learners already possess. Analyze learners and contexts in which the skills will be learned and the context in which the skills will be used.
Performance Objectives Translate the required (criterion) or missing (gap) KSAs into detailed objectives. Write performance objectives – specific behavior skills to be learned, the conditions under which they must be performed, and the criteria for successful performance.
Criterion-Referenced Test Items Demonstrate mastery of the learning intervention's objectives. Develop assessment instruments based directly on the objectives.
Instructional Strategy Select & define the instructional activities which will be used to accomplish the objectives. Develop instructional strategy / strategies to achieve the terminal objective; emphasis on presentation of information, practice and feedback, testing.
Instructional Materials Leverage or modify existing materials, as well as develop new ones. Develop and select instruction. Using the stated strategy, produce instructional materials.
Formative Evaluation Gather and analyze interim data to guide the revision / improvement of the intervention prior to full implementation. Design and conduct formative evaluation – test instructional materials in one-to-one, small groups, or field evaluations so that the materials can be evaluated with learners and revised prior to distribution – identify difficulties experienced by learners in achieving the objectives and relate these difficulties to specific deficiencies in the materials.
Revision Revise instructional objectives, strategies, materials, or test items based on findings of the formative evaluation. Revise and improve intervention using data from the formative evaluation.
Summative Evaluation Determine the intervention's effectiveness / impact (after its formative stage). summative evaluation — independent evaluation to judge the worth of the instruction


Smith, Patricia L. & Ragan, Tillman J. (2005). Instructional design (3rd ed.). San Francisco: Wiley & Sons.

A frequently selected text for teaching Instructional Design, "Smith & Ragan" provide an in depth overview of the theory of Instructional Design.

Table of Contents:

Introduction
  • Introduction to Instructional Design
  • Foundations of Instructional Design
Analysis and Assessment
  • Instructional Analysis: Analyzing the Learning Context
  • Instructional Analysis: Analyzing the Learner
  • Instructional Analysis: Analyzing the Learning Task
  • Assessing Learning from Instruction
Instructional Strategies
  • A Framework for Instructional Strategy Design
  • Strategies for Declarative Knowledge Instruction
  • Strategies for Instruction Leading to Concept Learning
  • Strategies for Instruction Leading to Learning Procedures
  • Strategies for Instruction Leading to Principle Learning
  • Strategies for Problem-Solving Instruction
  • Strategies for Cognitive Strategy Instruction
  • Strategies for Attitude Change, Motivation, and Interest
  • Strategies for Psychomotor Skill Learning
  • Marco Strategies: Integration of Types of Learning
Implementation, Management, and Evaluation
  • Implementation
  • Management of Instruction
  • Formative and Summative Evaluation


Kirkpatrick, Donald L.; and Kirkpatrick, James D. (2005). Evaluating training programs: The four levels (3rd Ed.). San Francisco: Berrett-Koehler Publishers.

The "Kirkpatrick Model" is the single most used model / approach for evaluating training programs. The levels are:
Level Description
Level 1: Reaction How did the learners feel about the intervention?
Level 2: Learning What did the learners know, and what were they able to do after the intervention?
Level 3: Behavior Were the learners able to apply their new knowledge and skills when they returned to the job?
Level 4: Results How has the organization been impacted by the intervention? Were (are) the costs worth the benefits?
Level 5: ROI What is the financial impact on the organization (calculated by subtracting development and implementation costs from benefits)?

(Kirkpatrick's Model actually only contains the first four levels – Level 5 (ROI) was added by Jack Phillips, who often co-facilitates Evaluation seminars with Kirkpatrick.)


Gronlund, Norman E. & Brookhart, Susan M. (2009). Writing instructional objectives (8th ed.). Upper Saddle River, NJ: Pearson Education, Inc.

Section One: Preparing Instructional Objectives

Focusing on Intended Learning Outcomes
  • Instructional objectives are most useful when stated as intended outcomes and defined in terms of student performance. Stated as such, they provide direction for instruction, guidelines for student learning, and targets for formative and summative evaluation.
  • Objectives at the training level are typically stated as specific, limited, and well-defined tasks to be performed.
Obtaining Clear Statements of Instructional Objectives
  • Begin each general objective with a verb that encompasses a domain of student performance (see Bloom’s Taxonomy), includes only one general learning outcome, and contains an action verb that specifies observable performances.
  • Don’t neglect complex objectives (e.g., thinking skills) simply because they are difficult to define in terms of specific learning outcomes.
Using Objectives in Planning for Teaching and Assessment
  • Instructional objectives should be prepared before selecting the methods and materials of instruction and assessment.
  • Use a three column planning chart to ensure the (1) objectives, (2) content, and (3) assessment are all in sync. The chart states what the instruction is to achieve, how you plan to achieve it, and how you will determine the success of your training.
  • Sharing instructional objectives with students can provide clear targets for learning and contribute to self-assessment skills and independent learning.
Content Standards and Instructional Objectives
  • Content standards are general goals that indicate what students are expected to learn. Content standards provide a framework for developing the curriculum, but specifically stated instructional objectives are needed for teaching and assessment.
Considerations in Preparing Instructional Objectives
  • A frame of reference that classifies the various types of learning outcomes can aid in identifying, stating, and organizing objectives into an appropriate list.
  • Check your final list of instructional objectives for appropriateness, representativeness, attainability, relevance to the instructional program, and relevance to the basic principles of learning.
Section Two: Writing Instructional Objectives for Various Outcomes

Writing Objectives for Knowledge, Comprehension, and Application Outcomes
  • Most areas of instruction include knowledge outcomes (remembering material), comprehension outcomes (grasping the meaning of material), and application outcomes (using the information in some way).
Writing Objectives for Higher-Level Thinking Skills
  • Higher-level thinking skills are commonly discussed as critical thinking, creative thinking, and problem solving. They are in the domains of analysis, synthesis, and evaluation (see Bloom’s Taxonomy).
  • Instructional objectives at the thinking level require that the problems or situations be new to the students and affective components of thinking should not be overlooked.
Writing Objectives for Affective Outcomes
  • Objectives in the affective domain are more difficult to write than cognitive and skill outcomes. They should be written in terms of observable behavior whenever possible, but feelings, opinions, and preferences should not be neglected.
Writing Performance Objectives for Skills and Products
  • When performance objectives are clearly defined, the list of specific outcomes can be easily converted to checklists or rating scales for use in the assessment. They should include all specific outcomes that are crucial to successful performance.
Writing Performance Objectives for Problem-Solving Projects
  • Problem-solving projects are useful for integrating learning and skills from many different areas, developing higher-level thinking skills, and providing opportunities for student self-assessment and independent learning.
  • Restricted problem-solving projects are limited in scope, highly structured, and typically assigned by the facilitator. Extended problem-solving projects are broad in scope, concerned with ill structured problems that have many possible solutions, and the learners are typically free to select and study a problem of their choice. It is critical in both cases to provide clear criteria for judging the performance.
Section Three: Using Instructional Objectives in Assessment

Using Objectives in Achievement Testing
  • Instructional objectives play a key role in the testing of student achievement by describing the types of performance to be measured.
  • A table of specifications is a two-dimensional table that indicates the nature and number of test items needed to obtain a balanced measure of the intended learning outcomes.
  • Instructional objectives can be used to interpret assessment results to students. This may be done in terms of the specific learning outcomes or the general objectives.
Using Objectives in Performance and Affective Assessment
  • Instructional objectives play a key role in assessing performance skills and affective outcomes by describing the relevant aspects to be judged. They provide the criteria for assessment.
  • Performance skills may be assessed during analytical scoring (a separate judgment on each criterion) or holistic scoring (a general impression of the performance).
  • Analytical scoring is typically done by using a rating scale for recording the degree to which an element is present, or by using a checklist that simply requires a judgment of presence or absence.
  • Holistic scoring typically uses a scoring guide or rubric that classifies the performance into one of several categories, such as advanced, proficient, average, below average.
  • A portfolio is especially useful in evaluating complex performance skills and affective behavior because the changes are subtle and take a long time to develop. The periodic collection of evidence makes the changes more apparent and thus more useful in judging student performance.


Instructional Design Theory

Reigeluth, Charles M. (ed.). (1999). Instructional-design theories and models: A new paradigm of instructional theory (Volume 2). Mahwah, NJ: Lawrence Erlbaum Associates.

One of the best collection of articles from some of the top theorists in the business. Well selected, well organized, and an excellent read for the serious student of Instructional Design.

Table of Contents:

Unit I Instruction: What the Discipline is Like
  • Instructional Design: What is It and Why is It?
  • A Metatheory of Instruction: a Framework for Analyzing and Evaluating Instructional Theories and Models
  • Descriptive and Prescriptive Theories of Learning and Instruction: an Analysis of Their Relationships and Interactions
Unit II Models and Theories of Instruction
  • Contributions of Gagné and Briggs to a Prescriptive Model of Instruction
  • A Behavioral Approach to Instructional Prescription
  • The Algo-Heuristic Theory of Instruction
  • Instructional Strategies Based on the Structural Learning Theory
  • A Cognitive Theory of Inquiry Teaching
  • Component Display Theory
  • The Elaboration Theory of Instruction
  • Motivational Design of Instruction
Unit III Commentary
  • Is Instructional Theory Alive and Well?


Clark, Ruth; Nguyen, Frank; and Sweller, John (2006). Efficiency in Learning: Evidence-Based Guidelines to Manage Cognitive Load. Pfeiffer.

This book provides an outstanding set of guidelines, each painstakingly backed by research, to achieve efficient instruction. The guidelines are based on application of cognitive load theory, and focus on minimizing unproductive contributions to cognitive load while maximizing productive sources of cognitive load. This, in turn, leads to creating an efficient learning intervention and/or environment.

Cognitive Load Theory:

According to the findings of George Miller, our cognitive system can only process 7 plus or minus 2 "chunks" of content at one time. When this limit is exceeded, our thinking and learning processes are negatively impacted. The size of these 7 plus or minus 2 chunks is directly related to the existing knowledge and expertise of the individual: an expert in the content field processes much larger chunks than a novice.



Clark, Ruth. (2001). Building expertise: Cognitive methods for training and performance improvement (2nd Ed.). San Francisco: Wiley & Sons.

Table of Contents:
  • Chapter 1. Expertise, Learning, and Instruction
  • Chapter 2. The Psychology of Building Expertise
  • Chapter 3. How Working Memory Works
  • Chapter 4. Managing Cognitive Load in Instruction
  • Chapter 5. Managing Attention
  • Chapter 6. Leveraging Prior Knowledge
  • Chapter 7. Helping Learners Build Mental Models: Implicit Methods
  • Chapter 8. Helping Learners Build Mental Models: Explicit Methods
  • Chapter 9. Learning versus Performance: The Psychology of Transfer
  • Chapter 10. Teaching for Transfer
  • Chapter 11. Problem-Centered Instruction
  • Chapter 12. Metacognition and Self-Regulated Performance
  • Chapter 13. Cognitive Perspectives on Motivation
  • Chapter 14. Building Expertise through Training: A Summary


Clark, Ruth. (1999). Developing technical training: A structured approach for developing classroom and computer-based instructional materials (2nd Ed.). Washington, DC: International Society for Performance Improvement (ISPI).


Clark, Ruth and Lyons, Chopeta (2004). Graphics for learning: Proven guidelines for planning, designing, and evaluating visuals in training materials. San Francisco, CA: Pfeiffer.

Ruth Clark is one of the most practical theorist working in the Instructional Design field today. Her work is backed by sound research, is always clear & well organized, and (most importantly) can be directly applied in the design and development of engaging learning products. Her partnership with Chopeta Lyons on this book paid off wonderfully. Together, they've created a wonderful resource to anyone creating visuals to support learning products. As always with Clark, the research is complete and well presented to support her ideas and guidelines; the examples accompanying the guidelines are plentiful and are also available on a CD-ROM included with the book.

Key topics in the book include the functions of graphics in learning products, a systematic visual design process to use when planning your instructional graphics, using graphics to activate learning, and using appropriate graphic strategies to support specific information types. Each section contains practical guidelines, which are clearly explained and supported by research -- here is just a small sample of the guidelines taken from various chapters of the book (minus their explanations & examples):
  • Use Signals and Cues to draw attention to important content. (Attention)
  • Use graphics in place of text when the content can be communicated more efficiently visually. (Memory Load)
  • Plan graphics that are consistent in style and low in complexity. (Memory Load)
  • Use organizational visuals such as graphic organizers to show qualitative relationships among lesson content. (Building Mental Models)
  • For online practice of computer procedures, support transformational visuals with on-screen contiguous text to provide directions, feedback, and memory support. (Procedures)
  • Use interpretive visuals such as schematics and visual analogies to represent abstract processes such as how computer program code works. (Processes)
  • Create project specific standards and guidelines through samples, prototypes, templates, and appropriate documentation. (Communicate Your Graphic Plans)
Unexpected extras? Two case studies and a really cool glossary of terms for Instructional Design Geeks!!

The book is organized into the following sections & chapters:

Section One: The Foundation
Chapter Overview
Three Views of Instructional Visuals Defines graphics and introduces three views of graphics to include their surface features, communication functions, and psychological functions.

A Visual Design Model for Planning Graphics Systematically Introduces a systematic visual design process to use when planning instructional graphics.

Section Two: How to Use Visuals to Support Psychological Learning Processes
Chapter Overview
Learning Process Overview Overviews the seven main processes that transform pictures and words in lessons into new mental models in human memory.
Direct Attention Shows how to design graphics to help learners focus their attention to what is important and how to avoid divided attention that depresses learning.
Awaken Prior Knowledge Shows how to position visuals early in a lesson to either activate relevant knowledge related to the lesson content or to build high-level knowledge to serve as a skeleton for the detailed content of the lesson. Emphasizes avoiding visuals that activate inappropriate prior knowledge.
Minimize Memory Load Shows how to design visuals and how to display words with visuals to maximize the limited capacity of working memory.
Build Mental Models Shows how to use explanatory visuals to help learners build new mental models.
Support Transfer of Learning Distinguishes between the types of visuals appropriate to support transfer of procedural tasks and transfer of more conceptual tasks that rely on the worker's ability to adapt to changing situations.
Motivate Learning Distinguishes between emotional and cognitive sources of motivation and describes ways to use visuals to support cognitive motivation.
Learner Differences Summarizes three individual differences that will affect how visuals can help learning and provides guidelines to design visuals that will be helpful for all learners.

Section Three: How to Visualize Lesson Content
Chapter Overview
Procedures Use transformational visuals to illustrate the steps the learner takes to perform a procedural task. Emphasizes how to support transfer of learning and manage cognitive load.
Concepts Use visuals to help learners build mental models of concepts that will enable them to make discriminations on the job.
Facts Use representational and organizational visuals to illustrate concrete and discrete factual information. Emphasizes the design and placement of memory aids to help workers retrieve facts when needed.
Processes Use transformational visuals that incorporate representational visuals for concrete processes and analogical visuals for abstract processes to help workers build mental models of how systems work.
Principles Visualize guided-discover lesson architectures to support problem-centered learning as well as how to use interpretive visuals to display scientific principles.

Section Three: How to Visualize Lesson Content
Chapter Overview
Define the Visual Context Describes what you need to find out about the learners' profile, environment, and platform and how these impact the display of the instructional materials.
Design the Visual Approach Shows the process and design decisions needed for creating the overall visual approach for instructional materials.
Visualize Individual Graphics Provides techniques for getting beyond clip art and recognizing what types of graphics are needed to help learners grasp the various types of information content.
Communicate Your Graphic Plans Shows different tools for communicating graphic ideas to the various persons involved in the production of instructional materials.
Apply the Principles Applies the principles illustrated throughout the book to two case studies.

Communicative Functions of Graphics (Carney & Levin)
Function A Graphic Used to... Examples
Decorative Add aesthetic appeal or humor
  • Art on the cover of a book
  • Visual of a general in a military lesson on ammunition
Representational Depict an object in a realistic fashion
  • Screen capture of a software screen
  • Photo of equipment
Mnemonic Provide retrieval cues for factual information
  • Picture of stamped letter in a shopping cart to recall the meaning of the Spanish word "carta" (letter).
Organizational Show qualitative relationships among content
  • Two-dimensional course map
  • Concept map
  • Flow cart
Relational Show quantitative relationships among two or more variables
  • Line graph
  • Pie chart
Transformational Show changes in objects over time or space
  • Animation of the weather cycle
  • Video showing how to operate equipment
Interpretive Illustrate a theory, principle, or cause-and-effect relationships
  • Schematic diagram of equipment
  • Animation of molecular movement

Pyschological Functions of Graphics
Instructional Event Definition Examples
Support Attention Graphics and graphic design that draw attention to important elements in an instructional display and that minimize divided attention
  • An arrow pointing out the relevant part of a computer screen or diagram
  • Placement of graphic close to text that describes it
Activate or Build Prior Knowledge Graphics that engage existing mental models or provide high-level content overview to support acquisition of new information
  • Visual analogy between new content and familiar knowledge
  • Graphic overview of new content
Minimize Cognitive Load Graphics and graphic design that minimize extraneous mental work imposed on working memory duing learning
  • Line art versus photo
  • Relevant graphic versus decorative graphic
Build Mental Models Graphics that help learners construct new memories in long-term memory that support deeper understanding of content
  • Schematic diagram to illustrate how equipment works
  • Visual simulation of how genes are transmitted from parents to offspring
Support Transfer of Learning Graphics that incorporate key features of the work environment; graphics that promote deeper understanding
  • Use of software screen simulation that looks and acts like actual software
  • Use of a visual simulation to build a cause-and-effect mental model
Support Motivation Graphics that make material interesting and at the same time do not depress learning
  • A graphic that makes the relevance of the skills to the job obvious
  • An organizing visual that clarifies the structure of the material

Explanatory Graphics
Type Description Example Used to Build...
Organizational A visual that shows the qualitative relationships among content elements A graphic organizer Mental models of the relationships amont facts and concepts
Relational A visual that communicates quantitative relationships Bar Chart
Pie Chart
Cause and effect mental models
Transformational A visual that shows movement and change in time and space Animated diagram of how to perform a procedure
Flow chart of how photosynthesis happens
Temporal mental models; cause-and-effect mental models
Interpretive A visual that illustrates theoretical or abstract relationships Schematic diagram
Simulation of molecular movement
Cause-and-effect mental models


Medina, John (2008). Brain Rules: 12 Principles for Surviving and Thriving at Work, Home, and School. Pear Press: San Francisco.

Dr. John Medina, the author of "Brain Rules," is a tsunami of positive energy. If you're not lucky enough to see him speak live, take the time to explore the book's website (www.brainrules.net) and view the DVD packaged with the book. His qualifications are top-notch - he's a developmental molecular biologist focused on the genes involved in human brain development and the genetics of psychiatric disorders. He currently holds joint affiliate faculty appointments at the University of Washington School of Medicine in its Department of Bioengineering, and at Seattle Pacific University, where he is the director of the Brain Center for Applied Learning Research.

Here's the basic theme of the book. our schools and businesses are designed in direct opposition to how our brains work - let's challenge that and try out some new ideas - let's leverage our current understanding of the human brain to start over. This theme is covered through presentations of his 12 "Brain Rules" - each covered in depth in its own chapter of the book.

Dr. Medina takes hardcore brain research and theories, and boils them down to easy-to-grasp ideas. Even though the book is written to the layperson, it is not dumbed down - it's just clearly written and supported through illustrative observations and stories. Some of his stories will have you laughing, others will leave you crying, and all will start you thinking.

The last chapter will make you want to tear down our entire public school system.

Here are the actual rules (also listed on the book's website):
  • Rule #1: Exercise boosts brain power.
  • Rule #2: The human brain evolved, too.
  • Rule #3: Every brain is wired differently.
  • Rule #4: We don't pay attention to boring things.
  • Rule #5: Repeat to remember.
  • Rule #6: Remember to repeat.
  • Rule #7: Sleep well, think well.
  • Rule #8: Stressed brains don't learn the same way.
  • Rule #9: Stimulate more of the senses.
  • Rule #10: Vision trumps all other senses.
  • Rule #11: Male and female brains are different.
  • Rule #12: We are powerful and natural explorers.
Each rule is introduced through an observation or story to gain the reader's attention (DELIGHTFULLY and creatively illustrated further on the DVD - lead actor Brandon Whitehead is hysterical!); then clarified and supported through a discussion of the research; and finally applied to today's learning, business, and sometimes even home environments with "ideas" for how they could be implemented.

Note: If you're like me (and I know I am), you love to see references embedded in your text - Dr. Medina intentionally reduces distraction by not including them within the book. The references are, however, meticulously listed by rule and by fact on the website (you may have to do a little digging, but they're in there).

Make sure everyone you know who has a voice in our school system reads this book!


eLearning Resources

Alessi, Stephen M. and Trollip, Stanley R. (2001). Multimedia for learning: Methods and development (3rd Ed.). Boston: Allyn and Bacon.

If I could only put one multimedia learning book on my bookshelf, this would be it. The "General Principles" section provides one of the best overviews I've read of Behavioral, Cognitive, and Constructivist approaches to learning (although I do think they misrepresent the Instructional Systems Design process and treat it as a purely Behavioralist approach). This section also presents an excellent overview of the learning process. The book moves on to discuss methodologies and learning sequences at an unparalleled level, including a brilliant discussion of simulations and educational games. The book closes with an overview of an approach to Design and Development that's worth reading, but far less valuable than the previous sections. Of all my design books, this one has the most dog-eared pages and underlined text; the chapter-level bibliographies alone are worth the book's price! Anyone looking to delve deep into multimedia design for learning should have this book on his or her shelf.


Horton, William (2000). Designing web-based training: How to teach anyone anything anywhere anytime. New York: John Wiley & Sons.

This is a great primer for anyone working with online training. One of the best features of the book is the section helping convert non-online strategies into online strategies (e.g., virtual field-trip, lab, conference). William Horton Consulting


Allen, Michael (2003). Michael Allen's guide to e-learning: Building interactive, fun, and effective learning programs for any company. Hoboken, NJ: Wiley & Sons.

Allen is one of the founding fathers of eLearning. This book (and the associated CD) provide some amazing "before and after" treatments. Although many of the examples are "game-like" and may not be appropriate for business training, they do help get the designer "out of the box."


Schank, Roger C. (2002). Designing world-class e-learning : How IBM, GE, Harvard Business School, and Columbia University are succeeding at e-learning. New York: McGraw-Hill. Provides some great screen ideas for interpersonal skills simulations and other interesting interactions (sadly these screen captures are in black & white). Schank's e-Learning Instructional Design Process:
  1. Create a teaching points document, which will address the specific training need.
  2. Analyze: understand what makes up successful performance. You also have to “find the gaps”---places where performers tend to be held back by mistakes.
  3. Choose a design theme.
  4. Review prior courseware.
  5. Create a design timeline.
  6. Create a task skeleton and some sample content.
  7. Do a text walkthrough.
  8. Create a slide show.
  9. Implementation Review.
  10. Functional Specification.


Mayer, Richard E. (2006). Multimedia learning (8th Printing) . New York: Cambridge University Press.

Mayer presents a clear and cohesive argument for using words and pictures together in your training. He provides a set of solid well-thought out examples and loads of results from research and experiments. His definition of multimedia (i.e., "the presentation of material using both words and pictures") is very different from than how most multimedia designers use the term (usually requiring audio, not just "words," which Mayer presents as screen or print text).

Only read the book if you need convincing (or need to convince others) that using pictures and words together leads to better instructional results than using either alone... or if you're into reading multi-modal theory & research and need to get your fix.

Here are seven principles presented in the book every instructional designer should know:
Principle Application
Multimedia Principle Students learn better from words and pictures than from words alone.
Spatial Contiguity Principle Students learn better when corresponding words and pictures are presented near rather than far from each other on the page or screen.
Temporal Contiguity Principle Students learn better when corresponding words and pictures are presented simultaneously rather than successively.
Coherence Principle Students learn better when extraneous words, pictures, and sounds are excluded rather than included.
Modality Principle Students learn better from animation and narration than from animation and on-screen text.
Redundancy Principle Students learn better from animation and narration than from redundant animation, narration, and on-screen text.
Individual Differences Principle Design effects are stronger for low-knowledge learners than for high-knowledge learners and for high-spatial learners rather than for low-spatial learners.


Rossett, Allison (ed.) (2002). The ASTD e-learning handbook: Best practices, strategies, and case studies for an emerging field. New York:McGraw-Hill.

Although over 10 years old, this still remains an excellent collection of articles by many of today's experts in the field of e-Learning.

Table of Contents:

Part One – The State of E-Learning
  • Waking in the Night an Thinking About E-Learning, Allison Rossett
  • The Forum Report:  E-Learning Adoption Rates and Barriers, David E. Simmons
  • Performance Support - Driving Change, Gloria Gery
  • Learnativity:  Into the Future, Wayne Hodgins
  • Blended Learning:  The Magic is in the Mix, Elliott Masie
  • E-Learning in the Old World:  A Reflection on the European E-Learning Situation, Christian Volkl and Folkert Castelein
  • Covering Your Assets:  10 Things Trainers Should Know About Copyright Law, Sarah Fister Gale

Part Two – Developing Great E-Learning

  • From Binders to Browsers:  Converting Classroom Training to the Web, Shonn R. Colbrunn and Darlene M. Van Tiem
  • Ten Things to Look for When You're Buying WBT, Le'a Kent
  • Putting Learning Standards into Practice:  A Primer, Richard Clark
  • Learning Objects Need Instructional Design Theory, David Wiley
  • A Framework for Designing Interactivity into Web-Based Instruction,  Pam Northrup
  • Games That Teach:  Simple Computer Games for Adults Who Want To Learn, William Horton
  • Virtual Games for Real Learning:  Learning Online with Serious Fun, Marie Jasinski and Sivasailam Thiagarajan
  • Don't Forget the High-Touch with the High-Tech in Distance Learning, Dean R. Spitzer
  • The Handheld Web:  How Mobile Wireless Technologies will Change Web-Based Instruction and Training, Paul G. Shotsberger and Ronald Vetter
  • Designing Discussion Questions for Online, Adult Learning, Zane L. Berge and Lin Muilenburg

Part Three – Managing E-Learning Success:  Strategies That Turn Promises into Performance

  • The Four C's of Success:  Culture, Champions, Communication, and Change, Marc. J. Rosenberg
  • How to Keep E-Learners from E-scaping, Jim Moshinskie
  • Six Steps to Developing a Successful E-Learning Initiative:  Excerpts from the E-Learning Guidebook, Brandon Hall
  • How to Facilitate E-Collaboration and E-Learning in Organizations, Nory B. Jones and James Laffey
  • Technology Adoption:  Bringing Along the Latecomers, Rebecca Vaughan Frazee
  • How Can We Use Knowledge Management? Allison Rossett and Kendra Sheldon
  • Distributed Cognition:  A Foundation for Performance Support, Jan D. Greenberg and Gary J. Dickelman
  • Getting IT Support for E-Learning, Tom Barron
  • Emerging Instructional Technologies:  The Near Future, John W. Jacobs and John V. Dempsey
  • Building Performance-Centered Web-Based Systems, Information Systems, and Knowledge Management Systems in the 21st Century, Barry Raybould

Part Four – Is E-Learning Too Good To Be True?

  • The State of Online Learning - What the Online World Needs Now:  Quality, Kevin Dobbs
  • Web-Based Education:  A Reality Check, Rob Foshay and Corrie Bergeron
  • Digital Backlash, Karl Albrecht and Ronald Gunn
  • Top Ten E-Learning Myths, John V. Moran and Haidee E. Allerton
  • Challenging E-Community Myths, David Mager and Warren Karlenzig
  • Evaluating the Return on Investment of E-Learning, Jack J. Phillips, Patricia P. Phillips, Lizette Z. Duresky, and Cyndi Gaudet
  • Benefits, Costs and the Value of E-Learning Programs, David C. Forman

Part Five – E-Learning for the E-Learning Professional:  Developing the People Who Will Lead the Field

  • Professional Development to Go? George Lorenzo
  • Not Too Cool for School, Patti Shank
  • Preparing E-Learning Professionals, Bob Hoffman
  • The Four Levels of Web Site Development Expertise, Albert L. Ingram

Part Six – E-Learning at Work:  Case Studies

  • E-Learning Evangelism, Kim Kiser
  • Using Objects for Online Learning:  E-Learning for Project Managers, Warren Longmire, Dan Hughes, and Karen Jost
  • Interdisciplinary Studies and New Technologies:  A Case Study, Alan B. Howard
  • Washington's Need to Know, Mary Eisenhart
  • Mission E-Possible:  The Cisco E-Learning Story, Patricia A. Galagan
    Ready for Liftoff, Kim Kiser
  • Blended Learning Case Study, Jennifer Hofmann


Mayer, Richard (ed). (2005). The Cambridge handbook of multimedia learning. New York: Cambridge University Press.

This is the single best collection of articles from today's leading researchers in multimedia learning available. The book provides an excellent sampling of research associated with how people learn through the combination of words (text and/or audio) and images (still illustrations or photos, animations, and/or video) available. Anyone working in multimedia learning will benefit from gaining a firm understanding of the principles presented throughout this book.

Mayer provides the following definitions to ground the readings:

Term Definition
Multimedia Presenting words (such as printed text or spoken text) and pictures (such as illustrations, photos, illustrations, photos, animation, or video)
Multimedia Learning Building mental representations from words and pictures
Multimedia Instruction Presenting words and pictures that are intended to promote learning

The book is divided into five parts:

Section Contents
Theoretical Foundations Foundational learning theories, including cognitive load and how multi-modal message delivery (text/audio and graphics) support learning
Basic Principles of Multimedia Learning Research supporting key principles in the development of multimedia instruction and achieving multimedia learning, including split-attention principle, modality principle, redundancy, segmentation, coherence, signaling, spatial & temporal contiguity, and personalization.
Advanced Principles of Multimedia Learning Research on the incorporation of multimedia products into a learning approach, including guided discovery, worked-out examples, collaboration, self-explanation, navigation, and prior knowledge.
Multimedia in Content Areas Articles containing guidance for developing multimedia learning environments in various content areas, including reading, history, mathematics, chemistry, meteorology, physical systems, second language acquisition, and cognitive skills.
Multimedia Learning in Advanced Computer-Based Contexts Focuses on multimedia in emerging technologies, including pedagogical agents; virtual reality; games, simulations, & microworlds; hypermedia; and e-courses.

Here are abstracts from some of the articles:

Implications of Cognitive Load Theory for Multimedia Learning – John Sweller
Working memory is limited and has no logical “central executive” available to organize new information.  When building onto existing schema, instruction should relate to the existing schema. When presenting new concepts, instruction should be organized to support the development of a new successful schema.

Cognitive Theory of Multimedia Learning – Richard E. Mayer

A fundamental hypothesis underlying research on multimedia learning is that multimedia instructional messages that are designed in light of how the human mind works are more likely to lead to meaningful learning than those that are not.  The cognitive theory of multimedia learning (CTML) is based on three cognitive science principles of learning: the human information processing system includes dual channels for visual/pictorial and auditory/verbal processing (i.e., dual-channel assumption); each channel has limited capacity for processing (i.e., limited capacity assumption); and active learning entails carrying out a coordinated set of cognitive processes during learning (i.e., active processing assumption).

The cognitive theory of multimedia learning specifies five cognitive processes in multimedia learning:
  1. Selecting relevant words from the presented text or narration,
  2. Selecting relevant images from the presented illustrations,
  3. Organizing the selected words into a coherent verbal representation,
  4. Organizing selected images into a coherent pictorial representation, and
  5. Integrating the pictorial and verbal representations and prior knowledge.
Multimedia instructional messages should be designed to prime these processes.

The Four-Component Instructional Design Model: Multimedia Principles in Environments for Complex Learning – Jeroen J. G. van Merrienboer & Liesbeth Kester

The Four-Component Instructional Design (4C-ID) model claims that four components are necessary to realize complex learning:
  1. Learning tasks
  2. Supportive information
  3. Procedural information
  4. Part-task practice
Students may work on learning tasks in simulated task environments, where relevant multimedia principles primarily facilitate a process of inductive learning.  They may study supportive information in hypermedia systems, where principles facilitate a process of elaboration and mindful abstraction.  They may consult procedural information in Electronic Performance Support Systems (EPSSs), where principles facilitate a process of knowledge compilation.  Finally, they may be involved in part-task practice with drill and practice Computer-Based Training (CBT) programs, where principles facilitate a process of psychological strengthening.

The Multimedia Principle – J.D. Fletcher & Sigmund Tobias

The multimedia principle states that people learn better from words and pictures than from words alone. Effectiveness of combining imagery with text varies with the content to be learned, the conditions under which performance is measured, and individual differences in spatial ability, prior knowledge, and general learning ability.

The Split-Attention Principle in Multimedia Learning – Paul Ayres & John Sweller

The split-attention principle states that when designing instruction, including multimedia instruction, it is important to avoid formats that require learners to split their attention between, and mentally integrate, multiple sources of information.  Instead, materials should be formatted so that disparate sources of information are physically and temporally integrated thus obviating the need for learners to engage in mental integration.  By eliminating the need to mentally integrate multiple sources of information, extraneous working memory load is reduced, freeing resources for learning.

The Modality Principle in Multimedia Learning – Renae Low & John Sweller

The capacity limitations of working memory are a major impediment when students are required to learn new material.  Furthermore, those limitations are relatively inflexible.  However, presenting some information in visual mode and other information in auditory mode can expand effective working memory capacity, reducing the effects of excessive cognitive load.

The Redundancy Principle in Multimedia Learning – John Sweller

The redundancy principle suggests that redundant information interferes with rather than facilitates learning. Redundancy occurs when the same information is presented in multiple forms or is unnecessarily elaborated. Instructional designs that eliminate redundant material can be superior to those that include redundancy.

Principles for Managing Essential Processing in Multimedia Learning: Segmenting, Pretraining, and Modality Principles – Richard Mayer

When a concise narrated animation containing complicated material is presented at a fast rate, the result can be a form of cognitive overload called essential overload.  Essential overload occurs when the amount of essential cognitive processing (similar to intrinsic cognitive load) required to understand the multimedia instructional message exceeds the learner’s cognitive capacity.

Three multimedia design methods intended to minimize essential overload are the segmenting, pretraining, and modality principles:
  • Segmenting principle: People learn more deeply when a multimedia message is presented in learner-paced segments rather than as a continuous unit.
  • Pretraining principle: People learn more deeply from a multimedia message when they know the names and characteristics of the main concepts.
  • Modality principle: People learn more deeply from a multimedia message when words are spoken rather than printed.

Principles for Reducing Extraneous Processing in Multimedia Learning: Coherence, Signaling, Redundancy, Spatial Contiguity, and Temporal Contiguity Principles – Richard Mayer

Extraneous overload occurs when essential cognitive processing (required to understand the essential material in a multimedia message) and extraneous cognitive processing (required to process extraneous material or to overcome confusing layout in a multimedia message) exceeds the learner’s cognitive capacity.

Five multimedia design methods intended to minimize extraneous overload are the:
  • Coherence principle: People learn more deeply from a multimedia message when extraneous material is excluded.
  • Signaling principle: People learn more deeply from a multimedia message when cues are added that highlight the organization of the essential material.
  • Redundancy principle: People learn more deeply from graphics and narration than from graphics, narration, and onscreen text.
  • Spatial contiguity principle: People learn more deeply from a multimedia message when corresponding words and pictures are presented near rather than far from each other on the screen/page.
  • Temporal contiguity principle: People learn more deeply from a multimedia message when corresponding animation and narration are presented simultaneously rather than successively.
Principles of Multimedia Learning Based on Social Cues: Personalization, Voice, and Image Principles – Richard Mayer

Social cues may prime social responses in learners that lead to deeper cognitive processing during learning and hence better test performance.  The personalization principle is that people learn more deeply when the words in a multimedia presentation are in conversational style rather than formal style.  The voice principle is that people learn more deeply when the words in a multimedia message are spoken in a standard-accented human voice rather than in a machine voice or foreign-accented human voice.  The image principle is that people do not necessarily learn more deeply from a multimedia presentation when the speaker’s image is on the screen rather than not on the screen.

The Guided Discovery Principle in Multimedia Learning – Ton de Jong

Inquiry or scientific discovery learning environments are environments in which a domain is not directly offered to learners but in which learners have to induce the domain from experiences or examples.  Because this is a difficult task he discovery process needs to be combined with guidance (e.g., scaffolding, cognitive tools) for the learner.  The most effective way to provide this guidance is to integrate it in the learning environment.  Guidance may be directed at one or more of the discovery learning processes.  With adequate guidance discovery learning can be an effective learning approach in which mainly “intuitive” or “deep” conceptual knowledge can be acquired.

The Collaboration Principle in Multimedia Learning – David Jonassen, Chwee Beng Lee, Chia-Chi Yang, & James Laffey

Based on sociocultural and social cognitive theory, computer support for collaborative learning has emerged as a new research and development subdiscipline of computer-mediated communication.

The Self-Explanation Principle in Multimedia Learning – Marguerite Roy & Michelene Chi

Learning in multimedia environments is hard because it requires learners to actively comprehend and integrate information across diverse sources and modalities.  Self-explanation is an effective learning strategy that helps learners develop deep understanding of complex phenomena and could be used to support learning from multimedia.


Clark, Ruth; and Mayer, Richard (2007). e-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of Multimedia Learning (2nd ed.). Pfieffer: San Francisco.

Great book! It’s easy to read & follow along with. Most chapters in the book contain an outline, a preview of the content, a Design Dilemma & resolution, research based principles, graphic examples, and a short summary of what to look for when developing or selecting an e-Learning course.

Clark & Mayer provide several research based principles (described below) to apply to e-Learning (or to look for when choosing an e-Learning course). Not only does the book teach you the principles and how to apply them to e-Learning, it also provides some of the key research that supports each principle. The principles and research provided can help you make informed decisions about e-Learning courses and explain the decisions to others.

Summary of e-Learning Principles:

Multimedia Principle

Use words and (relevant) graphics rather than words alone.

Relevant graphics help engage the learner – studies show words and pictures increased learners’ scores on transfer tests. Consider this: Would you be able to put together a bike faster if the instructions you used contained text only or text & pictures?

Contiguity Principle

Place corresponding words and graphics near each other.

When possible, actually place words at the appropriate place within the graphic rather than as a text box below it.

Modality Principle

Present words as audio narration rather than onscreen text (if using audio).

When onscreen text can be presented as narration to complement a relevant graphic, the cognitive load is decreased because it is processed by two different modes (audio & visual).

Redundancy Principle

Presenting words in both text and audio narration can hurt learning.

Examples of when to make an exception to this principle:

  • When no pictures are available/used
  • When the learner would exert more effort to comprehend the spoken text rather than the printed (i.e., non- native speakers)

Coherence Principle

Adding interesting material can hurt learning.

Background sounds/music and extraneous pictures/words (interesting video clips, cute stories, trivia) do not increase learning. They distract the learner from relevant content & disrupt the learner from linking relevant info to prior knowledge.

Personalization Principle

Use conversational style and virtual coaches.

People tend to work hard to understand content when they feel they’re in a conversation with someone (on screen coaches can be an effective tool to do this).

In addition to the primary e-Learning principles, there are several other e-Learning topics discussed in this book that can be helpful when making e-Learning design decisions (e.g., practice exercises, worked examples, collaborative learning, building problem-solving skills).


Presentation Resources

Reynolds, Garr (2008). Presentation Zen: Simple Ideas on Presentation Design and Delivery. New Riders: Berkeley, CA.

PresentationZen isn’t really a book about specific techniques; it’s about understanding and applying simple principles from Zen to your overall approach to, preparation for, design of, and delivery of your message.

Garr Reynolds invites the reader into his mind as he prepares a presentation. We see his narrowing down the presentation to a core message, then fleshing out the ideas on white board flows, paper storyboards, and post-its. He explains there are three parts of the presentation – the slides, your notes, and the handout – and how each is approached very differently. He speaks out against what’s now acceptable as a “slideument,” and how slideumentation is killing presentations at conferences and perpetuating the “Death By PowerPoint” phenomenon.

When he gets to design, he illustrates how three Zen principles – Kanso (Simplicity), Shizen (Naturalness), and Shibumi (Elegance) – can work together to create slides that help convey your message. Other non-Zen principles (design, story, symphony, empathy, play, meaning, enthusiasm, and surprise) are also thoroughly discussed throughout the book, and ultimately applied to his slide design.

Okay, I said the book is about principles rather than techniques… that doesn’t mean there is no technique in the book. About half way into the book, Garr shifts into technique and starts showing before and afters to illustrate how the techniques are used to apply the principles. The difference between this book and other “before and after” books is that Garr doesn’t just show you one bad example followed by the fix; instead he shows a set of bad slides covering the same content, and a set of different ways the principles and techniques can be applied. There are many pages of example after example (many contributed by other designers and presenters) – if Garr had just published these alone, the book would be worth the price.

I highly recommend this book to anyone who designs, creates, and/or delivers presentations. It is a beautifully crafted book, and provides an insight into a presentation master’s mind. Having said all that, here is my only negative comment on the book… too often (especially in the first half of the book), I feel the prose overwhelmed the message. I know another reviewer commented on the lack of text (as if adding text increases the value of a book), but when your message is simplify, the same principles should have been applied to the writing of the book.


Duarte, Nancy (2008). slide:ology: The Art and Science of Creating Great Presentations. Sebastopol, CA: O’Reilly Media, Inc.

Slide:ology presents itself as a book that teaches how to create “great presentations.” But, as an instructional designer, I think it offers more than that. It gives guidelines for creating memorable visual media, period. The majority of the concepts in the book can be applied to creation of web-based pages, as well as slide decks to accompany instructor-led training.

Whether it was a web-based training or a live lecture, we’ve all sat through a media presentation that has made us cringe or, worse yet, struggle to stay awake. Maybe we’ve even come to believe boring presentations are just the way of the business world, the way things are done. Nancy Duarte is here to tell you, it’s not. She begins her book by reminding readers of the stakes: a great presentation can be a deal maker; a poor presentation can be career suicide. The early chapters set up the presenter’s relationship to the audience—it’s about what you can do for them—and their slides—they should support the presentation, not repeat it. It’s a message that an instructional designer can easily appreciate: engaging the learner and appealing to their interests throughout a training.

The majority of slide:ology focuses on creating the ideas that will become meaningful slides for the audience. Duarte recommends breaking out of the text-heavy, bullet point rut and finding ways to make your ideas visually appealing. The most helpful sections of the book for me personally were the ones on creating diagrams. There were 13 pages with multiple sketches illustrating each diagram type (i.e., flow, structure, cluster, radiate, pictorial, display data). For example, there were no less than 12 sketches of possible designs for a linear flow diagram. Such elements will make this book a great reference for future projects.

Once the ideas you’ve brainstormed and sketched are ready to become a reality, slide:ology provides instruction on how to use them to design effective slides. Duarte discusses the importance of appropriate arrangement of elements on the slide, including use of grids to create a sense of uniform structure for the entire presentation and whitespace to create “visual breathing room.” She also explains the power of visual element decisions, such as background, color palette, font/typesetting, and creative images. Careful choices in this area create a cohesive look and feel that’s consistent with your message and brand. Finally, the section on movement gives great advice on avoiding unnecessary animation in slides versus using the function wisely to give your presentation the feeling of a movie scene rather than a snapshot. Used correctly, animation can help create a sense of movement and change that emphasizes your message rather than distracting from it.

When a book purports to teach excellent design, the layout of the book should practice what it preaches, and slide:ology definitely does. From the use of a radiate diagram in the Acknowledgements section to the countless example sketches and before & after slides, this book provides plenty of inspiration for incorporating its ideas into real world projects. The addition of the Duarte website content was also invaluable. For slide examples labeled with a [www], I was able to go to the website and download the slide to explore in PowerPoint. I’m a hands-on learner, so being able to physically explore how the slide was built made the difference between understanding in the abstract and being able to recreate the effects in my own work.

It’s rare to find a book that inspires, but that was my experience with slide:ology. I’m walking away from this experience with a wealth of ideas and concepts that I’ll definitely be incorporating into my next design project. If you’re looking for a concrete, step-by-step how-to guide for creating a PowerPoint deck, you might be disappointed (as many of the Amazon customer reviews illustrate). Duarte isn’t going to tell you what combination of elements to put in your slide for a winning formula. Instead, you’ll get crash course in how to “think like a designer” that provides a good foundation of knowledge for you to make those choices for yourself. If you read one book on presentation/page design this year, slide:ology should be it.


Bajaj, Geetesh and Swinford, Echo (2008). Microsoft Office PowerPoint 2007 Complete Makeover Kit. Que.

My team builds presentations to support instructor-led courses, so we're often asked by other organizations to help with their PowerPoint decks to support their various presentations. Most presentations we're given are just plain TERRIBLE! We're brought into the projects way too late to do anything more than keep the presenters from embarrassing themselves. We do this with some quick and dirty tricks (applying backgrounds, swapping out the horrible clipart they've swiped illegally from Google Images, revising terrible titles, & editing grammatical errors). I've been looking for a book to help our internal partners build better presentations from the start (i.e., beyond the quick tricks!).

The Complete Makeover Kit is EXACTLY what it says it is - a makeover kit! Some of the books I've reviewed go deep into why this or that presentation "sucks," then provide a lengthy textual description of how they saved the day. This MAY be followed by some quick after shots OR before shots (I ask you, was that SUPPOSED to be helpful???).

In a welcome contrast, Microsoft Office PowerPoint 2007 Complete Makeover Kit starts with a quick walkthrough the new interface (for more detail, use Geetesh Bajaj's other books on using PowerPoint 2007), then dives deep into the makeover. The authors don't waste your time telling you how hard they worked on the transformation - they open the presentation and start working on it. The step-by-step procedures are given enough detail that a newbie can open PowerPoint and follow along. Each key step is supported with a color screen capture from the PowerPoint tool, and there are before and after color shots of the slides throughout the book.

The book is beautifully designed and executed, and well worth the $30 price tag (although on sale for $20 at this time on Amazon), "BUT WAIT - THERE'S MORE!" The book comes with a CD containing the before & after versions of the presentations in the book (use them for practice while you walk through the book!), a host of templates, various images, demos of helpful utilities, and two additional chapters for the book (more resources and a basic intro to SmartArt) - that's what makes this a "kit."

Even if your team is still using a previous version of PowerPoint, most of the techniques can be applied to your presentations (you just can't use the power features the authors walk through). I highly recommend buying this book for yourself, your team, and your peers (especially the ones who come to you for help!). (Oh yeah, and subscribe to Indezine - Geetesh' awesome free website and newsletter! The link appears in the "About the Author" section of the Editorial Reviews.)