List of Student and Teacher Expectations for Online Courses

(Originally posted in 2015, I thought this blog was relevant now at the beginning of the semester for all those teaching online this term.)

What you can expect from your Instructor:

  • I will reply to your questions within 24-48 hours except during holidays.
  • I will provide clear and concise instructions and exercises for you to follow.
  • I will return graded assignments within two weeks from the due date.
  • I will monitor discussions to clarify students’ postings, highlight good or interesting comments and ideas, and provide insight.
  • I will provide the necessary components of successful interaction: explanation, demonstration, practice, feedback, and assessment.
  • I will provide a range of practice opportunities–from self-corrected multiple choice items to free form expression on a concept.
  • I will provide meta-cognitive, cognitive, and social strategies for instruction.
  • I know the platform you are using very thoroughly, so that I can anticipate and make good guesses about the origins of any problems you are likely to have, and some answers for them.

What I expect from my Students:

  • Learn what the minimum technical requirements of the course include. Take the student orientation tutorial for this learning management system before getting started.  Read the information in the Help tab (online manual) to learn how to use a tool.  Seek other training services for basic computer and word processing skills.
  • All your discussion posts will be consequential and full of content! For example, simply responding “me too,” or “thanks,” does not include content.  Use good grammar and spelling when posting online.  Use the spell check feature.
  • Follow the rules of Netiquette. For example, no bullying online.
  • Complete all required tasks in a timely manner. Be proactive with a back-up plan in case you are unable to access the Internet in your regular place of study.
  • Preplan for testing situations to ensure uninterrupted span of time.  For example, you won’t be able to access the Internet in remote locations like on a cruise.
  • Do not plagiarize the work of others and claim it as your own.  Cite your sources using the style guide required for your field of study (e.g., American Psychological Association’s manual). Make sure you use the latest edition.

Protocol for Technical Issues:

  • First, make sure it’s not a browser issue (e.g., Google Chrome), and try a different browser to see if this resolves the issue.  If so, then you either need to update your regular browser or clear its history/cookies/cache.
  • If after updating your browser, or other browser do not work, make sure it is not your computer.  Try logging in from a different computer to see if you receive the same error message.
  • Read log error messages and record specifics of problems and forward this to the tech support and instructor. Take a screenshot, if possible, to illustrate the exact problem.
  • Remember that your peers can help you, too!
  • Last, after someone (or you) fixes the problem, make sure you refresh the Web page, as the system will remember the exact same page you were looking at the last time you logged in.

Sandra Rogers

Updated 4/3/17

My K-5 Elementary School Literature Products on Sale at TPT

I’m a teacher-author on (aka #TPT). I’m having a 20% off sale for cyber Monday and Tuesday on everything (#CYBER2016)! Here are the descriptions of a few of my seasonal elementary products aligned with the Common Core State Standards (CCSS).

Gingerbread Man with bow tie near stack of other cookies says, "Catch me if you can, I'm the Gingerbread Man!"

K-2 Story Illustration: The Gingerbread Man

This is an 18-page document with text from  story retold by Sandra Rogers in which students are provided space to illustrate the story to match the meaning described in the text. 12 vocabulary words are boldface typed within the story with definitions provided on a glossary page. It includes a vocabulary pretest.  The end purpose is to have students read it to their parents or other students in the school.  Students will be eager to learn the new words such as plump, almonds, and hay, so that they could accurately illustrate their self-made booklet.  This activity correlates to the following #CCSS on Speaking and Listening: Presentation of Knowledge and Ideas:
Kinder: #5. Add drawings or other visual displays to descriptions as desired to provide additional detail.
Grade 1: #5. Add drawings or other visual displays to descriptions when appropriate to clarify ideas, thoughts, and feelings.
Grade 2: #5. Create audio recordings of stories or poems; add drawings or other visual displays to stories or recounts of experiences when appropriate to clarify ideas, thoughts, and feelings. (Note: The text and drawings can serve as the storyboard for recordings.)

Other similar products include the following:

Image of Santa on sleigh pulled by reindeer

K-3 Poetry Illustration: ‘Twas the Night Before Christmas #CCSS SL.K.5, SL.1.5, SL.2.5, SL.3.5

K-3 Holiday Literacy Pack Bundled product includes those mentioned in this blog post plus 2 literacy center posters (Reading and Writing), a literacy activity checklist, and a generic strategy usage form for self-evaluation. #CCSS SL.K.5, SL.1.5, SL.2.5, SL.3.5

Pine Wreath with burlap flowers from Colonial Williamsburg

Wintertime in Colonial Williamsburg 5th Grade PowerPoint Presentation

The 15 images in the presentation are photos taken of Colonial Williamsburg in Virginia in the winter. The purpose of the presentation is to give students a glimpse of colonial life. The photos include children’s toys, holiday wreaths, a bedroom, chamber pot, a kitchen, a dining room, a coal-burning furnace, a cellar, a garden maze, the Governor’s Palace (The Wythe House), the Royal Capitol, a home, wallpaper, a horse-drawn carriage, and a soldier’s drum. The PowerPoint slides include brief lecture notes.

*These literature activities are also available for sale individually. Other products include Spanish language editions.

**All my products are on sale for TPT’s #CYBER2016!

Thank you for shopping Teacherrogers store!

Happy holidays,

Sandra Rogers,
Instructional Designer

Join me at MSERA 2015!

Photo of Sandra Annette Rogers

Join me in Lafayette, LA this November 4-6th for the Mid-South Educational Research Associations (MSERA) 2015 annual meeting.  Click this link to see the full conference schedule.  For more information on the MSERA, visit their Website.  The cool thing about this conference is that everybody brings their paper and not just the PowerPoint slides to handout to attendees. I ended up with tons of great research papers to read afterwards!

I’ll be making two presentations on gaming. Here’s my schedule:

5 Important Instructional Strategies

Tag words from my blog

An instructional strategy is something that an instructional designer (or educator) uses as a vehicle to deliver information.  Some instructional strategies require the Internet like WebQuests, HyperInquiry, and well-designed educational videogames, while others are used within the mind metacognitively like mnemonics for memory.  However, the vast majority are used to present instruction in multimodal formats.  Other strategies include academic controversy, advance organizers, chunking of information, imagery, and spatial strategies (i.e., Frames Type I and II matrix, concept mapping). The best ones are based on cognitive science and learning theory.  Instructional strategies differ from learning strategies in that the latter are for the learner to use for encoding information (also known as a cognitive strategy).  Here are some useful cognitive strategies for enhancing learning and retention: making it meaningful, organize the information, visualize it, and elaborate on it.  In my opinion, learning strategies should be embedded within instruction and modeled by the teacher to increase use.

Instructional strategies are based on the goals and learning objectives identified during the analysis phase in the instructional design process.  The instructional strategies must match the intended end behaviors, condition, and criteria of the objectives.  For example, if you’re developing an online course, it would be important to include an advance organizer (AO) for each unit to build a bridge between the information learned and the new content.  This bridging strategy is based on Ausubel’s subsumption theory  because it taps into your prior knowledge and adds new information in a structured way to build schema on the topic (West, Farmer, & Wolff, 1991).  AOs are written like an abstract with all the key information but brief.  They have seven different features that are critical to making this more than simply an introduction to a unit; for example, AOs must encourage students to tap into their prior knowledge on the topic.

Concept mapping is the most commonly used spatial strategy.  It makes a graphical depiction of the content in a connected frame.  There are different types of concept maps based on the type of information you need to teach: spider maps for different categories (typologies), chain map for linear processes, hierarchy map for complex topics and their interrelationships of the system, subsystem, and parts (West, Farmer, & Wolff, 1991).  This is related to the instructional strategy of chunking information into meaningful units.  You need to chunk the information before you map it.

Chunking and concept mapping are based on some of the same learning theories such as Sweller’s cognitive load theory, Miller’s seven-plus-or-minus-two principle, and Baddeley’s working memory model. All of these theories describe a limited capacity of working memory.  Cognitive load theory proposes several conditions to optimize learning such as reducing the amount of “noise” (extraneous elements in the broad sense) during a learning event.  For example, long lectures need to be reduced to five minutes or less due to the human brain’s inability to pay attention, process, and store lengthy amounts of information.

Other types of spatial strategies are frames, type one and two. Frames, type I is described by Reigeluth (1983) as a combination of ‘big picture and telescoping’.  Instructional designers use frames, type I as a way to unpack and emphasize the big ideas of a unit of information into a meaningful structure to build on existing schema.  Frames, type II is a rule-bound matrix and requires higher-order thinking skills to complete, whereas frames, type one, is for simple recall, comprehension, and application (West, Farmer, & Wolff, 1991).  Usually, the information for both types of frames is presented in a 2-D matrix. These instructional strategies are also based on the theory of cognitive load in that the structure and relationships of the information will reduce extraneous thought processing and instead focus on the intrinsic and germane elements.  It’s also based on schema theory, which was first posited by Piaget.  Frames, type I and II, provide the structure to build on existing schema.  Of all the instructional strategies, these five are the ones that I rely on the most as an instructional designer.


Reigeluth, C. M. (1983).  The elaboration theory of instruction. In C. M. Reigeluth (Ed.) Instructional-design theories and models: An overview of their current status (pp. ).  Hillsdale, NJ: Lawrence Erlbaum Associates, Publishers.

West, C. K., Farmer, J. A., & Wolff, P. M. (1991). Instructional design: Implications from cognitive science. Englewood Cliffs, NJ: Prentice Hall.

Videogames for Extracurricular Second Language Acquisition Activities

Photo by Emma Kim

Massive multiplayer online role-playing games (MMORPGs) provide English language learners (ELLs) with various gameplay situations and narratives to learn language functions in interactive, fun, and effective ways. Commercial MMORGs like World of Warcraft (WOW) provide numerous opportunities to practice information literacy activities such as interpreting, seeking, synthesizing, and disseminating information (Martin & Steinkuehler, 2010).  According to Krashen’s (1982) acquisition versus learning hypothesis, these would be great conduits for informal second language acquisition (SLA).  When a player enters WOW to complete a quest, generally they interact with other players and non-player characters (NPCs) to find and share information. These are examples of information literacy activities, which are linguistically described as heuristic (infer), instrumental (seek), and informative (disseminate and synthesize) language functions (Yahya, 2012). ELLs need to practice these and other types of language functions in all sorts of situations to achieve English language fluency.

MMORPGs provide an informal learning environment with a narrative structure to learn language functions via observation and interaction with others.  This resonates with Bandura’s (1978) social learning theory.  Bandura posited learning occurs through observation of others and without formal reinforcement of learning.  Hence, learning is viewed as a cognitive process where one can learn vicariously through others, which can occur with the NPCs and other gamers during the role-play aspect of WOW. Krashen also posited that SLA can occur unconsciously through passive learning activities.  I extrapolate this idea to the passive learning of language functions via gameplay.  Dickey (2007) described the narrative structure of MMORPGs in her typology of quests as follows: bounty, collection, escort, FedEx, goodwill, and messenger.  For example, the bounty quest is an assignment to hunt for certain players or things within the game.  As a subject matter expert in SLA, I could work with script writers to identify the language functions that correlate to each type of quest per character and game level to develop a list of the language functions and their corresponding level of difficulty (beginner, intermediate, advance).  This document would become a curriculum map of language functions for ELLs and could be marketed as an afterschool program to schools and/or to ELLs directly.

MMORPGs make the target language understandable.  MMORPGs provide affordances to make the conversation comprehensible via animation, sound alerts, written rules, NPCs, and other players verbal input and actions. Krashen (1982) posited in his input hypothesis that learners need comprehensible input (i + 1) before moving to a higher level of understanding.  Besides the aforementioned affordances, the story narrative of MMORPGs provide multiple reinforcers to make the input comprehensible. For instance, the narrative structure has a logical sequence of beginning, middle, and end, as well as an appeal to the senses. In a somewhat similar theory, Vygotsky (1978) proposed that all learning takes place at the edge of one’s understanding with the help of others or a support system.  This is known as the zone of proximal development (ZPD). The role-playing aspect of the videogame provides ELLs with an opportunity to go beyond their own ability and access their ZPD with the help of their partners and NPCs within gameplay. Based on these theories, I propose MMORPGs as a way to informally learn a second language during afterschool extracurricular activities.


Bandura, A. (1977). Social learning theory. Oxford, UK: Prentice-Hall.

Dickey, M. (2007).  Game design and learning: A conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation.  Educational Technology Research & Development, 55(3), 253-273.  doi:10.1007/s11423-006-9004-7

Krashen, S. (1982).  Principles and practices in second language acquisition.  Oxford, UK: Pergamon Press.

Martin, C., & Steinkuehler, C. (2010).  Collective information literacy in massively multiplayer online games.  E-Learning and Digital Media, 7(4), 355.  doi:10.2304/elea.2010.7.4.355

Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Cambridge, MA: Harvard University Press.

Yahya, N. (2011). English language oral development and instruction. In H. Zainuddin, N. Yahya, C. A. Morales-Jones, & E. N. Whelan Ariza (Eds.) Fundamentals of teaching English to speakers of other languages in K-12 mainstream classrooms (3rd ed) (pp. 151-171).  Dubuque, IA: Kendall Hunt Publishing Company.

Where Learning Happens

Young boy riding a wave
My Godchild Surfing (Photo source: Ed Compo)

During the flow of a task, at the edge of our zone of proximal development (ZPD), via our selective attention, rehearsal, and metacognition is where learning happens.  I acknowledge that this description short shrifts other important cognitive and behavioral learning processes; nevertheless, these are what I recognize as most important in creating an optimal learning experience. To be certain, many other constructs come into play such as ability, attitude, emotion, motivation, and personality.

Csikszentmihalyi’s (1990) flow theory describes the conditions for flow.  It occurs when there are rules, goals, feedback, and potential for participant control. His flow theory is not specific to learning, but rather generic to all of life’s activities. He described flow as an optimal experience; I translate that to “being in the zone”, which comes to us from popular culture (not the ZPD). In reading his work, I saw similarities to learning in his descriptions of flow in how it motivates one to higher levels of performance. For example, for an activity to engender enjoyment, it should provide manageable tasks, deep concentration, clear goals, immediate feedback, effortless involvement, learner autonomy, metamorphosis of self, and suspension of time. As an instructional designer, I want to utilize these aspects of flow to create optimal learning experiences.

Vygotsky’s (1978) proposed that learning takes place at the edge of one’s understanding with the help of others or a support system. This is known as the ZPD. This means that learning will not take place if the activity is too easy or too difficult. Csikszentmihalyi also described flow occurring for activities within a channel with just the right type of challenge to match a person’s skills. This channel exists somewhere between anxiety and boredom. Educators understand the need for differentiated instruction to meet each individual learner’s needs, but the reality of trying to make this happen in a classroom of diverse learners is almost impossible to do all of the time. Grouping according to ability is a solution but can cause equity issues if overdone. Computer-adaptive software programs, peer mentoring, cross-age tutoring, well-designed educational games, and pull-out programs for gifted or remediation are some solutions to providing the ZPD for our learners.

Self-regulation processes include rehearsal, selection of important information, and metacognitive strategies. Self-regulation aids working memory by stretching the time the information is held in storage, as well as enhancing transfer to and retrieval from long-term memory. A helpful example of self-regulation would be self-directed speech. Students might not think this is helpful, so an educator should model this behavior or otherwise teach it explicitly. Other useful learning strategies specific to self-regulation are mnemonics, reciprocal teaching, and reflection (written, verbal, or artistic formats).

Where do you think learning occurs? I’d love to hear your thoughts on this topic.

Sandra Rogers


Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York, NY: Harper & Row.

Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Cambridge, MA: Harvard University Press.

Practical Second Language Acquisition Strategies

People dining outside of a restaurant in Norway on a sunny day.

One of my friends journeyed across the Atlantic for a new job where he’ll need to learn a new language.  As a farewell gift, I thought it would be a good idea to share some of my practical experience in successfully learning two foreign languages while working abroad.  In the past, my masters in teaching English as a second language provided me with some excellent practical strategies.  These are the ones that worked for me.  I hope they help you, too!

1. Eaves-dropping: I learned this from my professor in graduate school, world-famous second language researcher, Rebecca Oxford.  This learner strategy was mentioned as useful by surveyed students in a book she edited, Language Learning Strategies Around the World: Cross-cultural Perspectives (1996).  This would fall under Bandura’s (1977) social learning theory.

2. Silent rehearsal (a.k.a private speech or subvocal rehearsal): I also learned this from Dr. Oxford back in the 90s.

3. Read your favorite children’s book in that new language. For, example, I’ve read The Little Prince in three languages—it never loses its beauty. The simplified language of a children’s book will assist you in becoming a successful reader in the second language. Your familiarity with the storyline will aid your comprehension.

4. Find a tutor to exchange language journals.  Meet with them regularly and informally. Write about what interests you.  For example, I wrote a short form of poetry in free verse in Portuguese. I still have it to this day. Your language journals will become your memorabilia.

5. Immerse yourself in the everyday language communicated on their radio stations, TV channels, local newspaper. and yes, the local pub!

6. Learn the shared words that have crept into their language through pop culture, history, or religion. These are called friendly cognates.  Also, learn the false cognates; they don’t mean the same thing

7. Study, test, test, test yourself on the grammar to develop long-term memory of it. Roediger & Karpicke (2006) found that students in the treatment group of study-test-test-test (STTT), outperformed other students in other treatment groups (SSST and SSSS). This is referred to as the testing effect.

8. Become the extrovert that pushes the envelop to encounter opportunities to practice the language by yourself.  If you hangout with other English language speakers, they will keep you from learning the language.  Try to find locations where no one speaks English.

9. Watch classic children’s movies in the target language. The strategy is similar to #3 but with media, you will hear the language. I remember watching Pinocchio in Spanish when I was in the Peace Corps in Honduras at a movie theater. Nowadays, you can simply select the language settings on your movie streaming devices.

10. Change the language settings on all of your devices. Force yourself to learn the language within a situated task. This is called situational learning.


Bandura, A. (1977). Social learning theory. Englewood Cliffs, NJ: Prentice Hall.

Roediger, H. L. III, & Karpicke, J. D. (2006). The power of testing memory: Basic research and implications for educational practice. Perspectives on Psychological Science, 1, 181-210.

(Note: This is a work-in-progress. I’ll keep adding the research basis when I have more time to devote to this.)

What Educators Need to Know about Working Memory


Working memory is a process in the brain where meaning is constructed from information received and potential self-regulation of memory occurs. It also serves as a temporary storage device. Working memory is limited to the amount of information it can hold and the duration it can remember. According to Miller (1956), humans are capable of remembering only seven plus-or-minus two pieces of information in our memory at any given time without the help of learning strategies. If self-regulation of the information is not engaged, working memory is limited to three seconds duration in the auditory registers (Ward, 2010). Ward notes that young children’s ability to remember information is more stringent than that of adults. This age difference and the other limitations should be considered when designing and/or delivering instruction. For example, instruction of content should also include strategies to help students learn (e.g., mnemonics).

Baddeley and Hitch (1974; Baddeley, 1986) developed a model for working memory to explain the internal processing of information. Its main components are sensory register, working memory, and long-term memory. The subcomponents are an executive control system, an articulatory loop, and a visual-spatial sketchpad. The executive control system selects information, plans, and then transfers information to long-term memory. The articulatory loop consists of the auditory and articulatory processes such as rehearsal. The visual-spatial sketchpad consists of the visual and spatial processes, which can also include rehearsal. An important caveat for educators is that some learners don’t intrinsically know to select only the important information for long-term storage.  Therefore, it would be helpful for educators to preview documents and highlight key points prior to assigning the reading.

Numerous factors and self-regulatory processes affect working memory. Self-regulation processes include rehearsal, selection of important information, and metacognitive strategies (e.g., making it meaningful, organizing, visualization, and elaboration). Self-regulation aids working memory by stretching the time the information is held in storage, as well as enhancing transfer to and retrieval from long-term memory. A helpful example of self-regulation would be self-directed speech. Students might not think this is helpful, so an educator should model this behavior or otherwise teach it explicitly. The National Research Council (Bransford, Brown, and Cocking, 1999) defines metacognition as taking “the form of an internal conversation.”

Here are some factors that hinder working memory:

  1. construction of memory requires attribution and inference and therefore can cause distortions as to the correct source,
  2. articulatory suppression can cause forgetting of non-articulated information,
  3. physical impairments can cause faulty encoding of information,
  4. multitasking influences the depth of learning,
  5. merely trying to remember something can conflict with other memories (Ward); and
  6. cognitive overload can occur when information is presented with distracting enhancements like background music or elaborative fonts.

There are different types of memories: declarative (episodic and semantic) and non-declarative memory (implicit) (Ward). Episodic memory refers to a person’s personal events, whereas semantic memory refers to conceptual knowledge. Ward stated that episodic memory is stronger than semantic memory; therefore, it’s imperative to teach students metacognitive strategies for encoding conceptual knowledge into long-term memory. These strategies should be embedded in the curriculum after they’re presented through direct instruction.

Note: For more information on the information processing system as it relates to instructional design see my blog on The Basics.


Baddeley, A. D. (1986). Working memory: Theory and practice. London, England: Oxford University Press.

Baddeley, A. D., & Hitch, G. (1974). Working memory. In G. H. Bower (Ed.), The psychology of learning and motivation (Vol. 8, pp. 47-90). San Diego, CA: Academic Press.

Bransford, J. D., Brown A. L., & Cocking R. R. (1999). How people learn: Brain, mind,experience, and school. Washington, DC: National Academy Press.

Miller, G. A. (1956). The magical number seven, plus-or-minus two: Some limits on ourcapacity for processing information. Psychological Review, 63, 81-97

Ward, J. (2010). The student’s guide to cognitive neuroscience. New York, NY: Psychological Press.

Instructional Design for Human Learning: The Basics

The information processing theory explains how humans perceive, internalize, and remember information. The Atkinson and Shriffin’s (1968) information processing model included three systems: sensory memory, short-term memory, and long-term memory. This was a linear process, which has since been replaced with the nonlinear working memory model (Baddeley & Hitch, 1974) and other connectionist processes that align with current cognitive neuroscience views of human learning. Instructional designers should focus on the following concepts of information processing to improve learning and retention: the importance of gaining students’ attention, the limitation to working memory, and how to reduce cognitive load.

First, paying attention to instruction is paramount to learning. Bruning, Schraw, and Norby (2011, p.15) define attention as “the mental energy used to perceive, think, and understand.” A person’s attention is limited, selective, but can be self-regulated. There are several distracters which compete for a person’s attention such as noise outside the classroom, unmet physiological needs (e.g., hunger), and psychological aspects (e.g., motivational factors). Therefore, students need to selectively focus on the key elements of the information to be learned. It’s important to explicitly tell students about the importance of attention and teach them how to focus in order for them to be successful. Bruning et al. (p. 35), refer to this as “managing their resources.” They also encourage us to help students transfer these strategies to other content, as this may not occur to them without prompting. As instructional designers, we’re trained to use Gagne’s (1985) nine events of instruction, the first of which is to gain the learner’s attention. Some of the various instructional strategies to achieve this goal are to manipulate the motion, size, intensity, novelty, and/or incongruity of the information.

Second, consider the limitations to working memory and embed metacognitive strategies to help students learn the content. According to Miller (1956), humans are capable of remembering only seven plus-or-minus two pieces of information in our memory at any given time without the help of learning strategies. Therefore, it’s imperative for educators and/or the instruction to provide students with memory strategies to expand this capability or otherwise limit the amount of information provided at any given time. A sampling of learning strategies include chunking, imagery, mnemonics, and rehearsal. Instructional designer should identify specific learning strategies to help students stretch their working memory according to the content, learning environment, and age-appropriateness.

Lastly, due to the competition on a learner’s attention and the limitations to working memory, consider reducing the cognitive load when designing lessons. The cognitive load theory is attributed to Baddeley’s working memory model. Theorists took his model a step further to explain the various intrinsic and extraneous demands on learning information (Sweller, Van Merriënboer, & Paas, 1998). Cognitive load refers to the amount of effort required to process information. For example, difficult information requires more effort due to its intrinsic structure. Extraneous demands refer to how the information is presented during instruction. Bruning et al., explained how intrinsic cognitive load is unalterable until you properly learn something, so that it becomes part of your schema. Instructional designers need to consider the complexity of the content, instructional environment, and the characteristics of the learners in order to avoid cognitive overload. Here are some tips:

  • slow the speed of delivery of complex concepts;
  • sequence tasks logically;
  • use a multimodal approach to delivery; and
  • segment tasks such as instructional videos in small chunks of time (e.g., five minutes).


Baddeley, A. D., & Hitch, G. (1974). Working memory. In G. H. Bower (Ed.), The psychology of learning and motivation (Vol. 8, pp. 47-90). San Diego, CA: Academic Press.

Sweller, J., Van Merriënboer, J., & Paas, F. (1998). Cognitive architecture and instructional design. Educational Psychology Review10(3), 251–296. doi:10.1023/A:1022193728205