University of California, Santa Barbara
AERA Division C (Learning & Instruction)
Association for Psychological Science
American Educational Research Association
American Psychological Association (Division 15)
Visiting Assistant Professor of Psychology, Indiana University
Richard E. Mayer is Distinguished Professor of Psychological & Brain Sciences at the University of California, Santa Barbara. His research applies the science of learning to education, focusing on multimedia learning, learning in computer‑supported environments, instructional video, pedagogical agents, immersive virtual reality, and game‑based learning. He previously served as President of APA Division 15 (Educational Psychology) and as AERA Division C (Learning & Instruction) Vice President. He has authored 500+ publications and 30+ books, including Multimedia Learning (3rd ed.), The Cambridge Handbook of Multimedia Learning (2nd ed., editor; 3rd ed., co‑editor), and E‑Learning and the Science of Instruction (5th ed., with Ruth Clark). Mayer joined UCSB in 1975 after a Visiting Assistant Professorship at Indiana University (1973–1975).
A theory explaining how people learn from words and pictures via dual channels (visual/pictorial and auditory/verbal), limited working‑memory capacity, and active processing (selecting, organizing, integrating). CTML undergirds multimedia design principles such as coherence, signaling, contiguity, modality, segmenting, personalization, and embodiment.
An extension of multimedia learning theory that integrates cognitive and affective processes in learning with media, emphasizing how design features (e.g., signaling, segmentation, personalization) influence motivation, emotion, and social responses that, in turn, affect cognitive processing.
Educational Psychology Review • Journal
A reflective essay tracing CTML’s evolution from early SOI/generative ideas to a comprehensive account of multimedia learning grounded in dual channels, limited capacity, and active processing. It summarizes 15 multimedia design principles, integrates social and affective processes via adjunct theories, and outlines directions for expanding CTML to encompass motivation, emotion, and metacognition in modern learning environments.
Learning and Instruction • Journal
Across a 2×2 experiment (desktop vs. head‑mounted display; text vs. text+ narration), students reported greater presence in immersive VR but learned less and showed higher cognitive load (EEG‑based) than students using a desktop simulation. Findings suggest that immersive VR’s motivational benefits can be offset by extraneous processing that overloads working memory, yielding poorer learning outcomes despite heightened presence.
Journal of Educational Psychology • Journal
In two experiments with a kidney‑function lesson, dynamic instructor drawings and instructor eye contact (transparent whiteboard) improved learning relative to static drawings or non‑eye‑contact conditions. Results support social‑agency and generative‑activity accounts: specific presence cues (drawing, gaze) can enhance learning, but mere instructor visibility is insufficient.
Journal of Educational Psychology • Journal
Across three eye‑tracking experiments, learners studied narrated graphics with different cueing schemes. Coordinated dual cues—highlighting key graphic elements while deepening intonation of corresponding spoken words—guided attention and improved posttest performance more than single‑modality, mismatched, or unsynchronized cueing. Results extend the signaling principle to specify when and how to coordinate visual and auditory cues.
Annual Review of Psychology • Journal
A review of three research genres on educational games: (a) value‑added studies identifying features that improve learning (e.g., modality, personalization, pretraining, coaching, self‑explanation), (b) cognitive‑consequences studies examining whether commercial games train cognitive skills (e.g., attention, mental rotation), and (c) media‑comparison studies evaluating when games outperform conventional media (notably in science, mathematics, and second‑language learning). The article calls for work pinpointing underlying cognitive, motivational, affective, and social processes.
Journal of Educational Psychology • Journal
Two experiments compared a biology lesson in immersive VR with a desktop slideshow and tested adding generative prompts to VR. Students rated VR as more interesting but initially performed worse than slideshow learners; adding summarization prompts to VR improved factual and conceptual learning, underscoring that generative activity can help manage essential processing in immersive environments.
Journal of Educational Psychology • Journal
Across three experiments using a narrated animation about human respiration, conversational wording (e.g., using “your”) improved transfer relative to formal wording, supporting the personalization principle and social‑agency view that social cues can motivate generative processing in multimedia learning.
Educational Psychologist • Journal
This article proposes a cognitive theory of multimedia learning (dual channels, limited capacity, active processing) and analyzes five overload scenarios. For each, it offers research‑tested design strategies—such as modality, segmenting, pretraining, signaling, and spatial/temporal contiguity—to reduce extraneous load, manage essential load, and foster generative processing.
Theory Into Practice • Journal
This essay distinguishes rote learning (memorizing without understanding) from meaningful learning (constructing knowledge that supports transfer). It argues for instruction that promotes selecting, organizing, and integrating information, and highlights assessment of transfer as a key indicator of meaningful learning outcomes.
Journal of Educational Psychology • Journal
Four experiments with an animation on lightning formation showed redundancy and seductive‑details effects: adding on‑screen text duplicating narration or inserting interesting but irrelevant details impaired transfer. Findings support a dual‑channel view in which extra visual information overloads the visual channel and lowers capacity for essential processing, and they underpin the coherence and redundancy principles.
Journal of Educational Psychology • Journal
Students who viewed an animation with synchronized narration outperformed those receiving narration before animation, animation only, words only, or no training on transfer problems about a bicycle pump. Results support an integrated dual‑coding account in which simultaneous words and pictures foster representational and referential connections.
Wiley • Book
A practitioner‑focused synthesis translating learning science into design guidelines for digital instruction. The 5th edition adds guidance on video‑based lessons, learning games, and immersive VR, and updates evidence on graphics, audio/text, engagement techniques, collaboration, and assessment to help creators of virtual classroom and self‑study experiences design for learning—not just for presentation.
Wiley • Book
Fifth edition that distills contemporary research on how people learn online into practical design guidance. Covers visual–verbal integration, signaling, modality and redundancy decisions, managing cognitive load, engagement for generative processing, examples and practice, collaborative online learning, as well as newer topics including instructional video, learning games, and immersive virtual reality. Provides actionable checklists and examples for both synchronous and asynchronous e-learning so designers can evaluate and create effective digital instruction.
Cambridge University Press • Book
This third edition synthesizes over three decades of research on how people learn from words and pictures, presenting 15 evidence‑based multimedia design principles grounded in the Cognitive Theory of Multimedia Learning. It explains dual channels, limited capacity, and active processing; reviews boundary conditions; and offers practical guidance for designing effective multimedia instruction across formats such as online lessons, simulations, games, and video. Intended for students, educators, instructional designers, and researchers, it provides a comprehensive, accessible update of the field.
Cambridge University Press • Book
The book presents eight evidence‑based strategies—summarizing, mapping, drawing, imagining, self‑testing, self‑explaining, teaching, and enacting—that help learners make sense of material and transfer knowledge to new situations. Each chapter describes the strategy, underlying cognitive theory, effectiveness evidence and boundary conditions, with practical implications for self‑regulated learning and instruction.
Cambridge University Press • Book
This extensively revised handbook consolidates research and theory on learning from words and images with a focus on computer‑based environments. It surveys theoretical foundations, adds new chapters on topics such as drawing, video, feedback, working memory, learner control, and intelligent tutoring, and distills research‑based principles that explain what works, how it works, and when it works in multimedia instruction.