WorldWideScience

Sample records for video technology students

  1. Effects of Commercial Web Videos on Students' Attitude toward Learning Technology

    Science.gov (United States)

    Tai, Yaming; Ting, Yu-Liang

    2015-01-01

    This study values the broad range of web videos produced by businesses to introduce new technologies while also promoting their products. When the promoted technology is related to the topic taught in a school course, it may be beneficial for students to watch such videos. However, most students view the web as a source for entertainment, and may…

  2. Effects of Video Streaming Technology on Public Speaking Students' Communication Apprehension and Competence

    Science.gov (United States)

    Dupagne, Michel; Stacks, Don W.; Giroux, Valerie Manno

    2007-01-01

    This study examines whether video streaming can reduce trait and state communication apprehension, as well as improve communication competence, in public speaking classes. Video streaming technology has been touted as the next generation of video feedback for public speaking students because it is not limited by time or space and allows Internet…

  3. Medical student attitudes toward video games and related new media technologies in medical education

    National Research Council Canada - National Science Library

    Kron, Frederick W; Gjerde, Craig L; Sen, Ananda; Fetters, Michael D

    2010-01-01

    Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks...

  4. Exploration and Remote Instrumentation by Students (ERIS): Video Documentation in Undergraduate Ocean Technology Education

    Science.gov (United States)

    Saul, M.

    2016-12-01

    Success in the future ability to conduct global ocean research relies on our strategies to teach and train the next generation of ocean scientists. The mission of the Exploration and Remote Instrumentation by Students (ERIS) program at the University of Washington is to enhance undergraduate learning in the design and build process of advanced technologies. The ERIS program introduces the science of applied technology in oceanography through a series of courses that link the design, build, and maintenance of a student implemented underwater cabled observatory. We present a suggested template for a production method of how-to videos focused on capturing and communicating the design and build experience in ocean technology makerspaces. The application of this production method of videos produced by students, for students, creates structured learning opportunities and becomes an archive of online resources for future ocean technologists. Furthermore, video documentation enables students to link their participation in active learning experiences with skills in ocean science, technology and communication.

  5. Using Text Mining to Uncover Students' Technology-Related Problems in Live Video Streaming

    Science.gov (United States)

    Abdous, M'hammed; He, Wu

    2011-01-01

    Because of their capacity to sift through large amounts of data, text mining and data mining are enabling higher education institutions to reveal valuable patterns in students' learning behaviours without having to resort to traditional survey methods. In an effort to uncover live video streaming (LVS) students' technology related-problems and to…

  6. Video Lecture Capture Technology Helps Students Study without Affecting Attendance in Large Microbiology Lecture Courses

    Directory of Open Access Journals (Sweden)

    Jennifer Lynn McLean

    2016-12-01

    Full Text Available Recording lectures using video lecture capture software and making them available for students to watch anytime, from anywhere, has become a common practice in many universities across many disciplines. The software has become increasingly easy to use and is commonly provided and maintained by higher education institutions. Several studies have reported that students use lecture capture to enhance their learning and study for assessments, as well as to catch up on material they miss when they cannot attend class due to extenuating circumstances. Furthermore, students with disabilities and students from non-English Speaking Backgrounds (NESB may benefit from being able to watch the video lecture captures at their own pace. Yet, the effect of this technology on class attendance remains a controversial topic and largely unexplored in undergraduate microbiology education. Here, we show that when video lecture captures were available in our large enrollment general microbiology courses, attendance did not decrease. In fact, the majority of students reported that having the videos available did not encourage them to skip class, but rather they used them as a study tool. When we surveyed NESB students and nontraditional students about their attitudes toward this technology, they found it helpful for their learning and for keeping up with the material.

  7. Medical student attitudes toward video games and related new media technologies in medical education.

    Science.gov (United States)

    Kron, Frederick W; Gjerde, Craig L; Sen, Ananda; Fetters, Michael D

    2010-06-24

    Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Overall, medical student respondents, including many who do not play video games, held highly favorable views about the use of video games and related new

  8. Medical student attitudes toward video games and related new media technologies in medical education

    Science.gov (United States)

    2010-01-01

    Background Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Methods Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. Results 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Conclusions Overall, medical student respondents, including many who do not play video games, held highly favorable views about

  9. Medical student attitudes toward video games and related new media technologies in medical education

    Directory of Open Access Journals (Sweden)

    Kron Frederick W

    2010-06-01

    Full Text Available Abstract Background Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Methods Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1 demographic characteristics; 2 differences between the two universities; 3 how video game play differs across gender, age, degree program and familiarity with computers; and 4 characteristics of students who play most frequently. Results 217 medical students participated. About half were female (53%. Respondents liked the idea of using technology to enhance healthcare education (98%, felt that education should make better use of new media technologies (96%, and believed that video games can have educational value (80%. A majority (77% would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%, and if they helped to develop skill in patient interactions (90%. However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Conclusions Overall, medical student respondents, including many who do not play video games, held highly

  10. PhD students at Science & Technology exploring student learning in a collaborative video-circle

    DEFF Research Database (Denmark)

    Nielsen, Birgitte Lund; Hougaard, Rikke F.

    to facilitate students' exploratory talk in small class teaching, lab exercises etc. A potential third module organized as a video-circle with collaborative analysis of the TAs teaching based on observation and video has therefore been tested. The TAs reflections and their enactments in own teaching have been...... examined using video, audio and questionnaires. The TAs reported a high level of outcomes and referred to the importance of the video as evidence supporting the discussions. The importance of the collaboration between peers and staff (educational developers) was emphasized: highlighting the benefit...

  11. Nursing students' attitudes toward video games and related new media technologies.

    Science.gov (United States)

    Lynch-Sauer, Judith; Vandenbosch, Terry M; Kron, Frederick; Gjerde, Craig Livingston; Arato, Nora; Sen, Ananda; Fetters, Michael D

    2011-09-01

    Little is known about Millennial nursing students' attitudes toward computer games and new media in nursing education and whether these attitudes differ between undergraduates and graduates. This study elicited nursing students' experience with computer games and new media, their attitudes toward various instructional styles and methods, and the role of computer games and new media technologies in nursing education. We e-mailed all nursing students enrolled in two universities to invite their participation in an anonymous cross-sectional online survey. The survey collected demographic data and participants' experience with and attitudes toward video gaming and multi-player online health care simulations. We used descriptive statistics and logistic regression to compare the differences between undergraduates and graduates. Two hundred eighteen nursing students participated. Many of the nursing students support using new media technologies in nursing education. Nurse educators should identify areas suitable for new media integration and further evaluate the effectiveness of these technologies. Copyright 2011, SLACK Incorporated.

  12. The Impact of Video Technology on Student Performance in Physical Education

    Science.gov (United States)

    Palao, Jose Manuel; Hastie, Peter Andrew; Guerrero Cruz, Prudencia; Ortega, Enrique

    2015-01-01

    The purpose of this study was to assess the effectiveness of the use of video feedback on student learning in physical education, while also examining the teacher's responses to the innovation. Three classes from one Spanish high school participated in different conditions for learning hurdles in a track and field unit. These conditions compared…

  13. Interactive video algorithms and technologies

    CERN Document Server

    Hammoud, Riad

    2006-01-01

    This book covers both algorithms and technologies of interactive videos, so that businesses in IT and data managements, scientists and software engineers in video processing and computer vision, coaches and instructors that use video technology in teaching, and finally end-users will greatly benefit from it. This book contains excellent scientific contributions made by a number of pioneering scientists and experts from around the globe. It consists of five parts. The first part introduces the reader to interactive video and video summarization and presents effective methodologies for automatic abstraction of a single video sequence, a set of video sequences, and a combined audio-video sequence. In the second part, a list of advanced algorithms and methodologies for automatic and semi-automatic analysis and editing of audio-video documents are presented. The third part tackles a more challenging level of automatic video re-structuring, filtering of video stream by extracting of highlights, events, and meaningf...

  14. Enhancing student interactions with the instructor and content using pen-based technology, YouTube videos, and virtual conferencing.

    Science.gov (United States)

    Cox, James R

    2011-01-01

    This report describes the incorporation of digital learning elements in organic chemistry and biochemistry courses. The first example is the use of pen-based technology and a large-format PowerPoint slide to construct a map that integrates various metabolic pathways and control points. Students can use this map to visualize the integrated nature of metabolism and how various hormones impact metabolic regulation. The second example is the embedding of health-related YouTube videos directly into PowerPoint presentations. These videos become a part of the course notes and can be viewed within PowerPoint as long as students are online. The third example is the use of a webcam to show physical models during online sessions using web-conferencing software. Various molecular conformations can be shown through the webcam, and snapshots of important conformations can be incorporated into the notes for further discussion and annotation. Each of the digital learning elements discussed in this report is an attempt to use technology to improve the quality of educational resources available outside of the classroom to foster student engagement with ideas and concepts. Biochemistry and Molecular Biology Education Vol. 39, No. 1, pp. 4-9, 2011. Copyright © 2011 Wiley Periodicals, Inc.

  15. Medical students' views on the use of video technology in the ...

    African Journals Online (AJOL)

    Benefits described related well to the. AGES model of learning and fulfilled the learning requirements of communication teaching, language acquisition and cultural awareness. Conclusion. The videos represent an innovative teaching method for the resource-constrained environment in which we work and are relevant to ...

  16. Creating Micro-Videos to Demonstrate Technology Learning

    Science.gov (United States)

    Frydenberg, Mark; Andone, Diana

    2016-01-01

    Short videos, also known as micro-videos, have emerged as a platform for sharing ideas, experiences, and life events on online social networks. This paper shares preliminary results of a study involving students from two universities who created six-second videos using the Vine mobile app to explain or illustrate technology concepts. An analysis…

  17. New Ways of Using Video Technology in English Language Teaching.

    Science.gov (United States)

    Migliacci, Naomi

    2002-01-01

    Examines the different uses of video technologies in English language teaching, including content and instructional presentation, planning for instruction, designing tasks for students, assessment, and using new technologies. (Author/VWL)

  18. Learning with Technology: Video Modeling with Concrete-Representational-Abstract Sequencing for Students with Autism Spectrum Disorder

    Science.gov (United States)

    Yakubova, Gulnoza; Hughes, Elizabeth M.; Shinaberry, Megan

    2016-01-01

    The purpose of this study was to determine the effectiveness of a video modeling intervention with concrete-representational-abstract instructional sequence in teaching mathematics concepts to students with autism spectrum disorder (ASD). A multiple baseline across skills design of single-case experimental methodology was used to determine the…

  19. Evaluation of Generalized Performance across Materials When Using Video Technology by Students with Autism Spectrum Disorder and Moderate Intellectual Disability

    Science.gov (United States)

    Mechling, Linda C.; Ayres, Kevin M.; Foster, Ashley L.; Bryant, Kathryn J.

    2015-01-01

    The purpose of this study was to evaluate the ability of four high school-aged students with a diagnosis of autism spectrum disorder and moderate intellectual disability to generalize performance of skills when using materials different from those presented through video models. An adapted alternating treatments design was used to evaluate student…

  20. "Lights, Camera, Action!" Video Technology and Students' Perceptions of Oral Communication in Accounting Education

    Science.gov (United States)

    Cameron, Craig; Dickfos, Jennifer

    2014-01-01

    This paper examines the influence of an authentic assessment item on three dimensions of oral communication in accounting education: skills, self-efficacy, and relevance. An explanatory mixed methods design is used to explore students' perceptions of their development. The results indicate that an elevator pitch assessment has a positive impact on…

  1. New Aspect of Technology Adoption: A Case Study of Students' Self-Made English-Learning Video

    Science.gov (United States)

    Tai, Yaming; Ting, Yu-Liang

    2016-01-01

    Understanding how students perceive and adopt technology in their daily life is particularly relevant to today's Information and Communication Technology (ICT) environment, in which versatile ICT tools are becoming more and more pervasive, almost ubiquitous in our day-to-day activities. In the context of English as a foreign language, this study…

  2. Students’ Perception on Teaching Practicum Evaluation using Video Technology

    Science.gov (United States)

    Chee Sern, Lai; ‘Ain Helan Nor, Nurul; Foong, Lee Ming; Hassan, Razali

    2017-08-01

    Video technology has been widely used in education especially in teaching and learning. However, the use of video technology for evaluation purpose especially in teaching practicum is extremely scarce and the benefits of video technology in teaching practicum evaluation have not yet been fully discovered. For that reason, this quantitative research aimed at identifying the perceptions of trainee teachers towards teaching practicum evaluation via video technology. A total of 260 students of Teacher Certification Programme (Program Pensiswazahan Guru - PPG) from the Faculty of Technical and Vocational Education (FPTV) of Universiti Tun Hussein Onn Malaysia (UTHM) had been randomly selected as respondents. A set of questionnaire was developed to assess the suitability, effectiveness and satisfaction of using video technology for teaching practicum. Conclusively, this research showed that the trainee teachers have positive perceptions in all three aspects related teaching practicum evaluation using video technology. Apart from that, no significant racial difference was found in the measured aspects. In addition, the trainee teachers also showed an understanding of the vast importance of teaching practicum evaluation via video. These research findings suggest that video technology can be a feasible and practical means of teaching practicum evaluation especially for distance learning program.

  3. Developing situation awareness amongst nursing and paramedicine students utilizing eye tracking technology and video debriefing techniques: a proof of concept paper.

    Science.gov (United States)

    O'Meara, Peter; Munro, Graham; Williams, Brett; Cooper, Simon; Bogossian, Fiona; Ross, Linda; Sparkes, Louise; Browning, Mark; McClounan, Mariah

    2015-04-01

    The aims of this quasi-experimental before-and-after study were to first determine whether the use of eye tracking technology combined with video debriefing techniques has the potential to improve the quality of feedback and enhance situation awareness (SA) in simulated settings and second to determine students' satisfaction towards simulated learning. Nursing and paramedicine students from three universities participated in three 8-minute simulation scenarios of acutely deteriorating patients. Eye tracking glasses video recorded the scenarios and tracked right eye movement. On completion, participants were questioned using the Situation Awareness Global Assessment Technique, completed the Satisfaction with Simulation Experience Scale (SSES), and provided textual feedback and received video-based verbal feedback. Participants lacked awareness of presenting medical conditions and patient environments and had poor recall of patient vital signs. Significant improvements in SA scores were demonstrated between the first and third scenarios (P = 0.04). Participants reported greater insight into their performance and were satisfied with simulated learning. Use of visual field review techniques appears to enhance the use of realistic simulated practice as a means of addressing significant performance deficits. Eye tracking and point of view recording techniques are feasible and with applicable debriefing techniques could enhance clinical and situated performance. Copyright © 2014 Elsevier Ltd. All rights reserved.

  4. Exploring University Students' Engagement with Online Video Lectures in a Blended Introductory Mechanics Course

    CERN Document Server

    Lin, Shih-Yin; Seaton, Daniel T; Douglas, Scott S; Greco, Edwin F; Thoms, Brian D; Schatz, Michael F

    2016-01-01

    The advent of MOOCs has stimulated interest in using online videos to deliver content in university courses. We examined student engagement with 78 online videos that we created and were incorporated into a one-semester blended introductory mechanics course at the Georgia Institute of Technology. We found that students were more engaged with videos that supported laboratory activities than with videos that presented lecture content. In particular, the percentage of students accessing laboratory videos was consistently greater than 80 percent throughout the semester while the percentage of students accessing lecture videos dropped to less than 40 percent by the end of the term. Moreover, students were more likely to access the entirety of a laboratory video than a lecture video. Our results suggest that students may access videos based on perceived value: students appear to consider the laboratory videos as essential for successfully completing the laboratories while students appear to consider the lecture vid...

  5. Students Designing Video Games about Immunology: Insights for Science Learning

    Science.gov (United States)

    Khalili, Neda; Sheridan, Kimberly; Williams, Asia; Clark, Kevin; Stegman, Melanie

    2011-01-01

    Exposing American K-12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video games as a way to introduce science, technology, engineering, and math topics. This article describes a…

  6. Using Computer and Video Technologies to Develop Interpersonal Skills.

    Science.gov (United States)

    Campbell, J. Olin; And Others

    1995-01-01

    Two studies investigated ways in which computer and video technology can support expert human coaches in order to reduce instructor time and increase learner-centered environments; the goal was to train undergraduate students to facilitate others' interpersonal problem solving. Results indicate that the technology-supported methods can decrease…

  7. Intelligent video surveillance systems and technology

    CERN Document Server

    Ma, Yunqian

    2009-01-01

    From the streets of London to subway stations in New York City, hundreds of thousands of surveillance cameras ubiquitously collect hundreds of thousands of videos, often running 24/7. How can such vast volumes of video data be stored, analyzed, indexed, and searched? How can advanced video analysis and systems autonomously recognize people and detect targeted activities real-time? Collating and presenting the latest information Intelligent Video Surveillance: Systems and Technology explores these issues, from fundamentals principle to algorithmic design and system implementation.An Integrated

  8. Students' Experiences with Live Video-Streamed Teaching Classes

    DEFF Research Database (Denmark)

    Jelsbak, Vibe Alopaeus; Buus, Lillian; Thorsen, Jonas

    2017-01-01

    Students' Experiences with Live Video-Streamed Classes The bachelor programme in biomedical laboratory technology at VIA Faculty of Health Sciences offers a combination of live video-streamed and traditional teaching. It is the student’s individual choice whether to attend classes on......-site or to attend classes from home via live video-stream. Our previous studies revealed that interaction and dialog between attendants were reduced in the live-streamed sessions compared to on-site teaching, and that the main reasons were technological issues and the teacher’s choice of teaching methods. One......-site and live video-streamed teaching. The results document a continuous progress in technological transparency, as the live video-streamed classes increasingly support the student’s flexibility in ways of attending and interacting in classes. Interaction is facilitated through teacher driven support, resulting...

  9. The Video Toaster Meets Science + English + At-Risk Students.

    Science.gov (United States)

    Perryess, Charlie

    1992-01-01

    Describes an experimental Science-English class for at-risk students which was team taught and used technology--particularly a Video Toaster (a videotape editing machine)--as a motivator. Discusses procedures for turning videotape taken on field trips into three- to five-minute student productions on California's water crisis. (SR)

  10. Student Evaluation of Online Pharmaceutical Compounding Videos

    Science.gov (United States)

    Park, Hanna L.

    2016-01-01

    Objective. To describe pharmacy students’ views on the effectiveness of an expansion of the compounding laboratory website at the UNC Eshelman School of Pharmacy. Methods. Originally, there were 39 videos and three animations available. In 2011, an additional 59 videos and two animations were added. Concurrently, all of the interactive questions were updated to fully integrate with the expanded video library. Students were surveyed about the expanded video library regarding accessibility, functionality, and usefulness, and how using the library impacted their learning of compounding. Surveys were analyzed with descriptive statistics. Means and SDs were calculated for the rating scale questions; independent t tests and Wilcoxon nonparametric tests were used to find differences between professional classes and campuses. Analytical results were evaluated with a one-way analysis of variance (ANOVA), z test, and a homogeneity of variance (Levene’s) test. Results. The response rate to the survey was 85%. Compounding videos were used by 386/391 students. Thirty-four percent of students used the videos an average of 30 minutes or less per week; 56% used the videos 1–2 hours per week. Approximately 80% of students were satisfied with the functionality and accessibility of the videos. All students, regardless of professional year or campus affiliation, put their confidence/competence at about 70% of the rating scale. Conclusions. As no standardized compounding curriculum was found in US schools of pharmacy and students reported being satisfied with the website, it could be an accessible, functional, and useful resource for pharmaceutical compounding in schools of pharmacy. PMID:27073283

  11. Using Videos of Students in the Classroom to Enhance Learner Autonomy

    Science.gov (United States)

    Wachob, Phyllis

    2011-01-01

    Although the technology of digital videos is available, many classroom EFL teachers are unsure of what they can do with videos. This paper will present some reasons why teachers should consider using videos of student performance based on ideas of motivation and learner autonomy. Three activities are presented with checklists and protocols that…

  12. Video Creation: A Tool for Engaging Students to Learn Science

    Science.gov (United States)

    Courtney, A. R.

    2016-12-01

    Students today process information very differently than those of previous generations. They are used to getting their news from 140-character tweets, being entertained by You-Tube videos, and Googling everything. Thus, traditional passive methods of content delivery do not work well for many of these millennials. All students, regardless of career goals, need to become scientifically literate to be able to function in a world where scientific issues are of increasing importance. Those who have had experience applying scientific reasoning to real-world problems in the classroom will be better equipped to make informed decisions in the future. The problem to be solved is how to present scientific content in a manner that fosters student learning in today's world. This presentation will describe how the appeal of technology and social communication via creation of documentary-style videos has been used to engage students to learn scientific concepts in a university non-science major course focused on energy and the environment. These video projects place control of the learning experience into the hands of the learner and provide an opportunity to develop critical thinking skills. Students discover how to locate scientifically reliable information by limiting searches to respected sources and synthesize the information through collaborative content creation to generate a "story". Video projects have a number of advantages over research paper writing. They allow students to develop collaboration skills and be creative in how they deliver the scientific content. Research projects are more effective when the audience is larger than just a teacher. Although our videos are used as peer-teaching tools in the classroom, they also are shown to a larger audience in a public forum to increase the challenge. Video will be the professional communication tool of the future. This presentation will cover the components of the video production process and instructional lessons

  13. Student's Video Production as Formative Assessment

    CERN Document Server

    Gama, Eduardo

    2013-01-01

    Learning assessments are subject of discussions that envolve theoretical and practical approaches. To measure learning in physics by high school students, either qualitatively or quantitatively, is a process in which it should be possible to identify not only the concepts and contents students failed to achieve but also the reasons of the failure. We propose that students' video production offers a very effective formative assessment to teachers: as a formative assessment, it produces information that allows the understanding of where and when the learning process succeeded or failed, of identifying, as a subject or as a group, the defficiencies or misunderstandings related to the theme under analysis and their interpretation by students, and it provides also a different kind of assessment, related to some other life skills, like the ability to carry a project to its conclusion and to work cooperatively. In this paper, we describe the use of videos produced by high school students as an assessment resource. T...

  14. Research on key technologies in multiview video and interactive multiview video streaming

    OpenAIRE

    Xiu, Xiaoyu

    2011-01-01

    Emerging video applications are being developed where multiple views of a scene are captured. Two central issues in the deployment of future multiview video (MVV) systems are compression efficiency and interactive video experience, which makes it necessary to develop advanced technologies on multiview video coding (MVC) and interactive multiview video streaming (IMVS). The former aims at efficient compression of all MVV data in a ratedistortion (RD) optimal manner by exploiting both temporal ...

  15. Comparing video and avatar technology for a health education application for deaf people.

    Science.gov (United States)

    Chiriac, Ionuţ Adrian; Stoicu-Tivadar, Lăcrămioara; Podoleanu, Elena

    2015-01-01

    The article describes the steps and results of a parallel research investigating e-health systems design and implementation for deaf people both in avatar and video technology. The application translates medical knowledge and concepts in deaf sign language for impaired users through an avatar. Two types of avatar technologies are taken into consideration: Video Avatar with recorded humans interface and Animated Avatar with animated figure interface. The comparative study investigates the data collection, design, implementation and the impact study. The comparative analysis of video and animated technology for data collection shows that the video format editing requires fewer skills and results are obtained easier, quicker and less expensive. The video technology supports an easier to design and implement architecture. The impact study for 2 deaf students communities is under development and for the time being the video avatar is better perceived.

  16. Exploring physics students' engagement with online instructional videos in an introductory mechanics course

    Science.gov (United States)

    Lin, Shih-Yin; Aiken, John M.; Seaton, Daniel T.; Douglas, Scott S.; Greco, Edwin F.; Thoms, Brian D.; Schatz, Michael F.

    2017-12-01

    The advent of new educational technologies has stimulated interest in using online videos to deliver content in university courses. We examined student engagement with 78 online videos that we created and were incorporated into a one-semester flipped introductory mechanics course at the Georgia Institute of Technology. We found that students were more engaged with videos that supported laboratory activities than with videos that presented lecture content. In particular, the percentage of students accessing laboratory videos was consistently greater than 80% throughout the semester. On the other hand, the percentage of students accessing lecture videos dropped to less than 40% by the end of the term. Moreover, the fraction of students accessing the entirety of a video decreases when videos become longer in length, and this trend is more prominent for the lecture videos than the laboratory videos. The results suggest that students may access videos based on perceived value: students appear to consider the laboratory videos as essential for successfully completing the laboratories while they appear to consider the lecture videos as something more akin to supplemental material. In this study, we also found that there was little correlation between student engagement with the videos and their incoming background. There was also little correlation found between student engagement with the videos and their performance in the course. An examination of the in-video content suggests that students engaged more with concrete information that is explicitly required for assignment completion (e.g., actions required to complete laboratory work, or formulas or mathematical expressions needed to solve particular problems) and less with content that is considered more conceptual in nature. It was also found that students' in-video accesses usually increased toward the embedded interaction points. However, students did not necessarily access the follow-up discussion of these

  17. High Resolution, High Frame Rate Video Technology

    Science.gov (United States)

    1990-01-01

    Papers and working group summaries presented at the High Resolution, High Frame Rate Video (HHV) Workshop are compiled. HHV system is intended for future use on the Space Shuttle and Space Station Freedom. The Workshop was held for the dual purpose of: (1) allowing potential scientific users to assess the utility of the proposed system for monitoring microgravity science experiments; and (2) letting technical experts from industry recommend improvements to the proposed near-term HHV system. The following topics are covered: (1) State of the art in the video system performance; (2) Development plan for the HHV system; (3) Advanced technology for image gathering, coding, and processing; (4) Data compression applied to HHV; (5) Data transmission networks; and (6) Results of the users' requirements survey conducted by NASA.

  18. Student-Produced Video: Two Approaches

    Science.gov (United States)

    Carney, Nathaniel; Foss, Patrick

    2008-01-01

    This article introduces the idea of using video production to engage second language learners in learner-centered, project-based learning activities to motivate them to learn and participate through writing, directing, acting in, and editing a movie. The authors describe two projects. In the first project, four pairs of students each created a…

  19. Part Two: Learning Science Through Digital Video: Student Views on Watching and Creating Videos

    Science.gov (United States)

    Wade, P.; Courtney, A. R.

    2014-12-01

    The use of digital video for science education has become common with the wide availability of video imagery. This study continues research into aspects of using digital video as a primary teaching tool to enhance student learning in undergraduate science courses. Two survey instruments were administered to undergraduate non-science majors. Survey One focused on: a) What science is being learned from watching science videos such as a "YouTube" clip of a volcanic eruption or an informational video on geologic time and b) What are student preferences with regard to their learning (e.g. using video versus traditional modes of delivery)? Survey Two addressed students' perspectives on the storytelling aspect of the video with respect to: a) sustaining interest, b) providing science information, c) style of video and d) quality of the video. Undergraduate non-science majors were the primary focus group in this study. Students were asked to view video segments and respond to a survey focused on what they learned from the segments. The storytelling aspect of each video was also addressed by students. Students watched 15-20 shorter (3-15 minute science videos) created within the last four years. Initial results of this research support that shorter video segments were preferred and the storytelling quality of each video related to student learning.

  20. Student-Produced Videos for Exam Review in Mathematics Courses

    Science.gov (United States)

    Hulsizer, Heidi

    2016-01-01

    Videos have been used in classrooms for decades, but student-produced video has recently become a viable, economical option to enhance learning. Students were asked to create videos to be used for their exam review in two different undergraduate mathematics courses: Differential Equation and Complex Analysis. Students were then surveyed about…

  1. Learning About Energy Resources Through Student Created Video Documentaries in the University Science Classroom

    Science.gov (United States)

    Wade, P.; Courtney, A.

    2010-12-01

    Students enrolled in an undergraduate non-science majors’ Energy Perspectives course created 10-15 minute video documentaries on topics related to Energy Resources and the Environment. Video project topics included wave, biodiesel, clean coal, hydro, solar and “off-the-grid” energy technologies. No student had any prior experience with creating video projects. Students had Liberal Arts academic backgrounds that included Anthropology, Theater Arts, International Studies, English and Early Childhood Education. Students were required to: 1) select a topic, 2) conduct research, 3) write a narrative, 4) construct a project storyboard, 5) shoot or acquire video and photos (from legal sources), 6) record the narrative, and 7) construct the video documentary. This study describes the instructional approach of using student created video documentaries as projects in an undergraduate non-science majors’ science course. Two knowledge survey instruments were used for assessment purposes. Each instrument was administered Pre-, Mid- and Post course. One survey focused on the skills necessary to research and produce video documentaries. Results showed students acquired enhanced technology skills especially with regard to research techniques, writing skills and video editing. The second survey assessed students’ content knowledge acquired from each documentary. Results indicated students’ increased their content knowledge of energy resource topics. Students reported very favorable evaluations concerning their experience with creating “Ken Burns” video project documentaries.

  2. Medical Students' Perceptions of Video-Linked Lectures and Video-Streaming

    Science.gov (United States)

    Wang, RuoLan; Mattick, Karen; Dunne, Elisabeth

    2010-01-01

    Video-linked lectures allow healthcare students across multiple sites, and between university and hospital bases, to come together for the purposes of shared teaching. Recording and streaming video-linked lectures allows students to view them at a later date and provides an additional resource to support student learning. As part of a UK Higher…

  3. Effective Educational Videos: Principles and Guidelines for Maximizing Student Learning from Video Content

    Science.gov (United States)

    Brame, Cynthia J.

    2016-01-01

    Educational videos have become an important part of higher education, providing an important content-delivery tool in many flipped, blended, and online classes. Effective use of video as an educational tool is enhanced when instructors consider three elements: how to manage cognitive load of the video; how to maximize student engagement with the…

  4. Digital video technology - today and tomorrow: 11th office information technology conference

    Energy Technology Data Exchange (ETDEWEB)

    Liberman, J.

    1994-10-01

    Digital video is probably computing`s fastest moving technology today. Just three years ago, the zenith of digital video technology on the PC was the successful marriage of digital text and graphics with analog audio and video by means of expensive analog laser disc players and video overlay boards. The state of the art involves two different approaches to fully digital video on computers: hardware-assisted and software-only solutions.

  5. Construction of a Digital Video Library: A Socio-Technical Pilot Study on College Students' Attitudes

    Science.gov (United States)

    Chen, Hsin-Liang; Choi, Gilok

    2005-01-01

    This study investigates socio-technical aspects of digital video libraries based on college students' learning experiences and perspectives. Forty-one students in biology classes were studied through a survey and individual interviews. Findings are presented by the students' knowledge of computer technology, experiences with AV materials, and…

  6. Optimizing Instructional Video for Preservice Teachers in an Online Technology Integration Course

    Science.gov (United States)

    Ibrahim, Mohamed; Callaway, Rebecca; Bell, David

    2014-01-01

    This study assessed the effect of design instructional video based on the Cognitive Theory of Multimedia Learning by applying segmentation and signaling on the learning outcome of students in an online technology integration course. The study assessed the correlation between students' personal preferences (preferred learning styles and area…

  7. Students Attitudes towards Technology

    Science.gov (United States)

    Ardies, Jan; De Maeyer, Sven; Gijbels, David; van Keulen, Hanno

    2015-01-01

    Technology is more present than ever. Young people are interested in technological products, but their opinions on education and careers in technology are not particularly positive (Johansson in "Mathematics, Science & Technology Education Report." European Round Table of Industrials, Brussel, 2009). If we want to stimulate students'…

  8. Teaching with Technology: Using Websites and Videos to Increase Understanding of Bacterial Transformation

    Science.gov (United States)

    McCormack, Stephanie; Ross, Donna L.

    2010-01-01

    Technology can be a powerful tool to increase motivation, engagement, and achievement (Park, Khan, and Petrina 2009). In this article, the authors describe their collaborative approach to integrating technology with a lab on bacterial transformation. Students view websites and create videos to increase their conceptual understanding. Although the…

  9. Streaming Video to Enhance Students' Reflection in Dance Education

    Science.gov (United States)

    Leijen, Ali; Lam, Ineke; Wildschut, Liesbeth; Simons, P. Robert-Jan; Admiraal, Wilfried

    2009-01-01

    This paper presents an evaluation case study that describes the experiences of 15 students and 2 teachers using a video-based learning environment, DiViDU, to facilitate students' daily reflection activities in a composition course and a ballet course. To support dance students' reflection processes streaming video was applied as follows: video…

  10. Causes and Effects of Online Video Game Playing Among Junior-Senior High School Students in Malang East Java

    OpenAIRE

    Eskasasnanda, I Dewa Putu

    2017-01-01

    Science and technology development causes a lot of changes in any fields including the form of popular games among the Junior and Senior High School students in Indonesia. The traditional games that are famous formerly have been replaced by the modern games like online video game. This article discusses the cause and effect of the online video game playing on the Junior and Senior High Schools students in Malang. This study reveal that students play video games online due to peers pressure; a...

  11. Geoscience Videos and Their Role in Supporting Student Learning

    Science.gov (United States)

    Wiggen, Jennifer; McDonnell, David

    2017-01-01

    A series of short (5 to 7 minutes long) geoscience videos were created to support student learning in a flipped class setting for an introductory geology class at North Carolina State University. Videos were made using a stylus, tablet, microphone, and video editing software. Essentially, we narrate a slide, sketch a diagram, or explain a figure…

  12. Public Education and Outreach Through Full-Dome Video Technology

    Science.gov (United States)

    Pollock, John

    2009-03-01

    My long-term goal is to enhance public understanding of complex systems that can be best demonstrated through richly detailed computer graphic animation displayed with full-dome video technology. My current focus is on health science advances that focus on regenerative medicine, which helps the body heal itself. Such topics facilitate science learning and health literacy. My team develops multi-media presentations that bring the scientific and medical advances to the public through immersive high-definition video animation. Implicit in treating the topics of regenerative medicine will be the need to address stem cell biology. The topics are clarified and presented from a platform of facts and balanced ethical consideration. The production process includes communicating scientific information about the excitement and importance of stem cell research. Principles of function are emphasized over specific facts or terminology by focusing on a limited, but fundamental set of concepts. To achieve this, visually rich, biologically accurate 3D computer graphic environments are created to illustrate the cells, tissues and organs of interest. A suite of films are produced, and evaluated in pre- post-surveys assessing attitudes, knowledge and learning. Each film uses engaging interactive demonstrations to illustrate biological functions, the things that go wrong due to disease and disability, and the remedy provided by regenerative medicine. While the images are rich and detailed, the language is accessible and appropriate to the audience. The digital, high-definition video is also re-edited for presentation in other ``flat screen'' formats, increasing our distribution potential. Show content is also presented in an interactive web space (www.sepa.duq.edu) with complementing teacher resource guides and student workbooks and companion video games.

  13. Internet and video technology in psychotherapy supervision and training.

    Science.gov (United States)

    Wolf, Abraham W

    2011-06-01

    The seven articles in this special section on the use of Internet and video technology represent the latest growth on one branch of the increasingly prolific and differentiated work in the technology of psychotherapy. In addition to the work presented here on video and the Internet applications to supervision and training, information technology is changing the field of psychotherapy through computer assisted therapies and virtual reality interventions.

  14. The Effect of Teachers' Professional Development in Video Technology on Mathematics and the English Language Learning of Preschoolers in a Rural Primary School in Pakistan

    Science.gov (United States)

    Ikram, Hamid

    2016-01-01

    The purpose of this mixed methods study was to examine the effect of teachers' professional development in video technology (PBS & Sesame Street videos) on mathematics and the English language learning among nursery students in the rural area of Pakistan where it was impossible for students to experience watching videos for learning purposes.…

  15. Video Technology Transforms the Teaching of Art History.

    Science.gov (United States)

    Guernsey, Lisa

    1997-01-01

    An art history video created at the Columbia University (New York) Media Center for Art History takes the art student on a computer-animated video tour of Amiens Cathedral (France) designed to make architectural history come alive by illustrating the chronology of the building's construction. The Center was established to encourage faculty to…

  16. Constructing Self-Modeling Videos: Procedures and Technology

    Science.gov (United States)

    Collier-Meek, Melissa A.; Fallon, Lindsay M.; Johnson, Austin H.; Sanetti, Lisa M. H.; Delcampo, Marisa A.

    2012-01-01

    Although widely recommended, evidence-based interventions are not regularly utilized by school practitioners. Video self-modeling is an effective and efficient evidence-based intervention for a variety of student problem behaviors. However, like many other evidence-based interventions, it is not frequently used in schools. As video creation…

  17. The effectiveness of streaming video on medical student learning: a case study.

    Science.gov (United States)

    Bridge, Patrick D; Jackson, Matt; Robinson, Leah

    2009-08-19

    Information technology helps meet today's medical students' needs by providing multiple curriculum delivery methods. Video streaming is an e-learning technology that uses the Internet to deliver curriculum while giving the student control of the content's delivery. There have been few studies conducted on the effectiveness of streaming video in medical schools. A 5-year retrospective study was conducted using three groups of students (n = 1736) to determine if the availability of streaming video in Years 1-2 of the basic science curriculum affected overall Step 1 scores for first-time test-takers. The results demonstrated a positive effect on program outcomes as streaming video became more readily available to students. Based on these findings, streaming video technology seems to be a viable tool to complement in-class delivery methods, to accommodate the needs of medical students, and to provide options for meeting the challenges of delivering the undergraduate medical curriculum. Further studies need to be conducted to continue validating the effectiveness of streaming video technology.

  18. Is Video Podcast Supplementation as a Learning Aid Beneficial to Dental Students?

    Science.gov (United States)

    Kalludi, Shivananda; Punja, Dhiren; Rao, Raghavendra; Dhar, Murali

    2015-12-01

    Podcasting has recently emerged as an important information technology tool for health professionals. Podcasts can be viewed online or downloaded to a user computer or a handheld multimedia device like a portable MP3 player, smart phone and tablet device. The principal advantage of the podcast is that the presentation of information need not be linked with any particular time or location. Since students are familiar with newer technology tools and may be using it on a regular basis, video podcast could serve as a convenient tool for students to help remember both conceptual and factual information. The purpose of this study was to assess the attitude of first year dental students towards video podcast supplementation and to assess the efficacy of video podcast as a teaching aid in comparison to text book reading. First year dental students were recruited for this study. A didactic lecture class was conducted for the students (n=100). The students were then randomly divided into two groups. Students present in group A (n=46) underwent a video podcast session followed by a multiple choice question test. This was followed by student feedback to assess the usefulness of video podcast. Students belonging to group B (n=54) had a study session for 20 minutes followed by the MCQ test. Students then underwent the video podcast session followed by feedback to assess the utility of video podcast. Mann-Whitney U test was applied to compare the difference in the median MCQ score between the two groups. The findings revealed a significant gain in the median MCQ score in the intervention group (group A) when compared to control group (Group B). In the feedback form, 89% of students agreed that the video podcast might be useful as it would enable them to view slides and hear the lectures repeatedly. Students who underwent the video podcast session performed significantly better in the MCQ test compared to students who underwent text book reading alone. This demonstrates an

  19. Using Online Video to Support Student Learning and Engagement

    Science.gov (United States)

    Sherer, Pamela; Shea, Timothy

    2011-01-01

    Online videos are used increasingly in higher education teaching as part of the explosion of Web 2.0 tools that are now available. YouTube is one popular example of a video-sharing resource that both faculty and students can use effectively, both inside and outside of the classroom, to engage students in their learning, energize classroom…

  20. Improving Web-Based Student Learning Through Online Video Demonstrations

    Science.gov (United States)

    Miller, Scott; Redman, S.

    2010-01-01

    Students in online courses continue to lag their peers in comparable face-to-face (F2F) courses (Ury 2004, Slater & Jones 2004). A meta-study of web-based vs. classroom instruction by Sitzmann et al (2006) discovered that the degree of learner control positively influences the effectiveness of instruction: students do better when they are in control of their own learning. In particular, web-based courses are more effective when they incorporate a larger variety of instructional methods. To address this need, we developed a series of online videos to demonstrate various astronomical concepts and provided them to students enrolled in an online introductory astronomy course at Penn State University. We found that the online students performed worse than the F2F students on questions unrelated to the videos (t = -2.84), but that the online students who watched the videos performed better than the F2F students on related examination questions (t = 2.11). We also found that the online students who watched the videos performed significantly better than those who did not (t = 3.43). While the videos in general proved helpful, some videos were more helpful than others. We will discuss our thoughts on why this might be, and future plans to improve upon this study. These videos are freely available on iTunesU, YouTube, and Google Video.

  1. Developing Community and Building Knowledge Online Using a Virtual Reality Environment and Student-Created Videos

    Science.gov (United States)

    O'Connor, Eileen A.

    2018-01-01

    Within an online science teacher education course, an important although secondary goal was to prepare students for a high-stakes licensure portfolio at some time after course completion. Thus, various communication technologies including synchronous virtual reality meetings and asynchronous student self-created video commentaries were interwoven…

  2. Energizing Project-Based Inquiry: Middle-Grade Students Read, Write, and Create Videos

    Science.gov (United States)

    Spires, Hiller A.; Hervey, Lisa G.; Morris, Gwynn; Stelpflug, Catherine

    2012-01-01

    In light of emerging technologies prompting new avenues for teaching and learning, students are positioned to "create" to learn, with video production being an important process for literacy development. There is a growing need for innovative instructional practices in reading and writing that are aligned with student interests and the activities…

  3. Student use of flipped classroom videos in a therapeutics course.

    Science.gov (United States)

    Patanwala, Asad E; Erstad, Brian L; Murphy, John E

    To evaluate the extent of student use of flipped classroom videos. This was a cross-sectional study conducted in a college of pharmacy therapeutics course in the Unites States. In one section of the course (four sessions) all content was provided in the form of lecture videos that students had to watch prior to class. Class time was spent discussing patient cases. For half of the sessions, there was an electronic quiz due prior to class. The outcome measure was video view time in minutes. Adequate video view time was defined as viewing ≥75% of total video duration. Video view time was compared with or without quizzes using the Wilcoxon signed-rank test. There were 100 students in the class and all were included in the study. Overall, 74 students had adequate video view time prior to session 1, which decreased to 53 students for session 2, 53 students for session 3, and 36 students for session 4. Median video view time was greater when a quiz was required [80 minutes (IQR: 38-114) versus 69 minutes (IQR: 3-105), p flipped classroom is low and decreases with time. Preparation is higher when there is a quiz required. Copyright © 2016 Elsevier Inc. All rights reserved.

  4. Use of online clinical videos for clinical skills training for medical students: benefits and challenges.

    Science.gov (United States)

    Jang, Hye Won; Kim, Kyong-Jee

    2014-03-21

    Multimedia learning has been shown effective in clinical skills training. Yet, use of technology presents both opportunities and challenges to learners. The present study investigated student use and perceptions of online clinical videos for learning clinical skills and in preparing for OSCE (Objective Structured Clinical Examination). This study aims to inform us how to make more effective us of these resources. A mixed-methods study was conducted for this study. A 30-items questionnaire was administered to investigate student use and perceptions of OSCE videos. Year 3 and 4 students from 34 Korean medical schools who had access to OSCE videos participated in the online survey. Additionally, a semi-structured interview of a group of Year 3 medical students was conducted for an in-depth understanding of student experience with OSCE videos. 411 students from 31 medical schools returned the questionnaires; a majority of them found OSCE videos effective for their learning of clinical skills and in preparing for OSCE. The number of OSCE videos that the students viewed was moderately associated with their self-efficacy and preparedness for OSCE (p students reported lack of integration into the curriculum and lack of interaction as barriers to more effective use of OSCE videos. The present study confirms the overall positive impact of OSCE videos on student learning of clinical skills. Having faculty integrate these learning resources into their teaching, integrating interactive tools into this e-learning environment to foster interactions, and using mobile devices for convenient access are recommended to help students make more effective use of these resources.

  5. Video capture on student-owned mobile devices to facilitate psychomotor skills acquisition: A feasibility study.

    Science.gov (United States)

    Hinck, Glori; Bergmann, Thomas F

    2013-01-01

    Objective : We evaluated the feasibility of using mobile device technology to allow students to record their own psychomotor skills so that these recordings can be used for self-reflection and formative evaluation. Methods : Students were given the choice of using DVD recorders, zip drive video capture equipment, or their personal mobile phone, device, or digital camera to record specific psychomotor skills. During the last week of the term, they were asked to complete a 9-question survey regarding their recording experience, including details of mobile phone ownership, technology preferences, technical difficulties, and satisfaction with the recording experience and video critique process. Results : Of those completing the survey, 83% currently owned a mobile phone with video capability. Of the mobile phone owners 62% reported having email capability on their phone and that they could transfer their video recording successfully to their computer, making it available for upload to the learning management system. Viewing the video recording of the psychomotor skill was valuable to 88% of respondents. Conclusions : Our results suggest that mobile phones are a viable technology to use for the video capture and critique of psychomotor skills, as most students own this technology and their satisfaction with this method is high.

  6. Veterinary students' usage and perception of video teaching resources

    Directory of Open Access Journals (Sweden)

    Jones Michael A

    2011-01-01

    Full Text Available Abstract Background The purpose of our study was to use a student-centred approach to develop an online video learning resource (called 'Moo Tube' at the School of Veterinary Medicine and Science, University of Nottingham, UK and also to provide guidance for other academics in the School wishing to develop a similar resource in the future. Methods A focus group in the format of the nominal group technique was used to garner the opinions of 12 undergraduate students (3 from year-1, 4 from year-2 and 5 from year-3. Students generated lists of items in response to key questions, these responses were thematically analysed to generate key themes which were compared between the different year groups. The number of visits to 'Moo Tube' before and after an objective structured practical examination (OSPE was also analysed to provide data on video usage. Results Students highlighted a number of strengths of video resources which can be grouped into four overarching themes: (1 teaching enhancement, (2 accessibility, (3 technical quality and (4 video content. Of these themes, students rated teaching enhancement and accessibility most highly. Video usage was seen to significantly increase (P Conclusions The students had a positive perception of video usage in higher education. Video usage increases prior to practical examinations. Image quality was a greater concern with year-3 students than with either year-1 or 2 students but all groups highlighted the following as important issues: i good sound quality, ii accessibility, including location of videos within electronic libraries, and iii video content. Based on the findings from this study, guidelines are suggested for those developing undergraduate veterinary videos. We believe that many aspects of our list will have resonance in other areas of medicine education and higher education.

  7. Veterinary students' usage and perception of video teaching resources.

    Science.gov (United States)

    Roshier, Amanda L; Foster, Neil; Jones, Michael A

    2011-01-10

    The purpose of our study was to use a student-centred approach to develop an online video learning resource (called 'Moo Tube') at the School of Veterinary Medicine and Science, University of Nottingham, UK and also to provide guidance for other academics in the School wishing to develop a similar resource in the future. A focus group in the format of the nominal group technique was used to garner the opinions of 12 undergraduate students (3 from year-1, 4 from year-2 and 5 from year-3). Students generated lists of items in response to key questions, these responses were thematically analysed to generate key themes which were compared between the different year groups. The number of visits to 'Moo Tube' before and after an objective structured practical examination (OSPE) was also analysed to provide data on video usage. Students highlighted a number of strengths of video resources which can be grouped into four overarching themes: (1) teaching enhancement, (2) accessibility, (3) technical quality and (4) video content. Of these themes, students rated teaching enhancement and accessibility most highly. Video usage was seen to significantly increase (P students had a positive perception of video usage in higher education. Video usage increases prior to practical examinations. Image quality was a greater concern with year-3 students than with either year-1 or 2 students but all groups highlighted the following as important issues: i) good sound quality, ii) accessibility, including location of videos within electronic libraries, and iii) video content. Based on the findings from this study, guidelines are suggested for those developing undergraduate veterinary videos. We believe that many aspects of our list will have resonance in other areas of medicine education and higher education.

  8. Research on defogging technology of video image based on FPGA

    Science.gov (United States)

    Liu, Shuo; Piao, Yan

    2015-03-01

    As the effect of atmospheric particles scattering, the video image captured by outdoor surveillance system has low contrast and brightness, which directly affects the application value of the system. The traditional defogging technology is mostly studied by software for the defogging algorithms of the single frame image. Moreover, the algorithms have large computation and high time complexity. Then, the defogging technology of video image based on Digital Signal Processing (DSP) has the problem of complex peripheral circuit. It can't be realized in real-time processing, and it's hard to debug and upgrade. In this paper, with the improved dark channel prior algorithm, we propose a kind of defogging technology of video image based on Field Programmable Gate Array (FPGA). Compared to the traditional defogging methods, the video image with high resolution can be processed in real-time. Furthermore, the function modules of the system have been designed by hardware description language. At last, the results show that the defogging system based on FPGA can process the video image with minimum resolution of 640×480 in real-time. After defogging, the brightness and contrast of video image are improved effectively. Therefore, the defogging technology proposed in the paper has a great variety of applications including aviation, forest fire prevention, national security and other important surveillance.

  9. Effective Educational Videos: Principles and Guidelines for Maximizing Student Learning from Video Content.

    Science.gov (United States)

    Brame, Cynthia J

    Educational videos have become an important part of higher education, providing an important content-delivery tool in many flipped, blended, and online classes. Effective use of video as an educational tool is enhanced when instructors consider three elements: how to manage cognitive load of the video; how to maximize student engagement with the video; and how to promote active learning from the video. This essay reviews literature relevant to each of these principles and suggests practical ways instructors can use these principles when using video as an educational tool. © 2016 C. J. Brame. CBE—Life Sciences Education © 2016 The American Society for Cell Biology. This article is distributed by The American Society for Cell Biology under license from the author(s). It is available to the public under an Attribution–Noncommercial–Share Alike 3.0 Unported Creative Commons License (http://creativecommons.org/licenses/by-nc-sa/3.0).

  10. Digital video technologies and their network requirements

    Energy Technology Data Exchange (ETDEWEB)

    R. P. Tsang; H. Y. Chen; J. M. Brandt; J. A. Hutchins

    1999-11-01

    Coded digital video signals are considered to be one of the most difficult data types to transport due to their real-time requirements and high bit rate variability. In this study, the authors discuss the coding mechanisms incorporated by the major compression standards bodies, i.e., JPEG and MPEG, as well as more advanced coding mechanisms such as wavelet and fractal techniques. The relationship between the applications which use these coding schemes and their network requirements are the major focus of this study. Specifically, the authors relate network latency, channel transmission reliability, random access speed, buffering and network bandwidth with the various coding techniques as a function of the applications which use them. Such applications include High-Definition Television, Video Conferencing, Computer-Supported Collaborative Work (CSCW), and Medical Imaging.

  11. The Influence of Technology in the Classroom: An Analysis of an iPad and Video Intervention on JHS Students' Confidence, Anxiety, and FL WTC

    Science.gov (United States)

    Ockert, David Michael

    2014-01-01

    This small-scale, longitudinal study tested for the influence of video recording with a camcorder, and recording and self-viewing with an iPad. The study tested for changes in confidence, anxiety and foreign language (FL) willingness to communicate (WTC; McCroskey & Baer, 1985) using self-report measures before and after the intervention (N =…

  12. Using Video Modeling and Mobile Technology to Teach Social Skills

    Science.gov (United States)

    Haydon, Todd; Musti-Rao, Shobana; McCune, Ashley; Clouse, Diane E.; McCoy, Dacia M.; Kalra, Hilary D.; Hawkins, Renee O.

    2017-01-01

    There has been growing interest in the field of education regarding the use of technology in classrooms to improve student outcomes. Specifically, researchers have demonstrated positive outcomes for using mobile technology with students with autism spectrum disorder (ASD). Fewer studies have used mobile technology with students with emotional and…

  13. Application of EPON Technology in Transmission Line Video Monitoring

    Directory of Open Access Journals (Sweden)

    Xia Zongze

    2015-01-01

    Full Text Available The operating condition of transmission lines directly determines the efficiency of the power system. Therefore, faced with a complex operating environment, it is extremely important to protect transmission line video monitoring. At present, the technology widely used in the power distribution and network communication in domestic power industry is EPON technology. This technology has a broad application prospect on the transmission of electrical circuit video monitoring information. On this basis, this paper carries out a further research on the application of EPON technology in transmission line video monitoring. This paper firstly proposes the design principle of transmission line video monitoring, and on this basis, it carries out a comparative analysis of merits and demerits of different types of EPON networking schemes. In addition, quantification is given for the EPON networking power consumption, so as to obtain a complete EPON combining scheme which is combined with specific examples to validate, and finally realize that the EPON technology has a certain application value because it is in line with various indicators after application in transmission line video monitoring.

  14. Short Videos to Enhance Student Learning in Microbiological Laboratory Exercises

    DEFF Research Database (Denmark)

    Löfström, Charlotta; Jensen, Lars Bogø; Josefsen, Mathilde Hartmann

    This poster describes the use of short videos demonstrating basic microbiological techniques in a second semester course in Biological Chemistry at the Technical University of Denmark. Videos were a useful complement to the laboratory compendium, allowing students to focus on conceptual...

  15. Video Segment Comprehension Strategies: Male and Female University Students

    Science.gov (United States)

    Lin, Lu-Fang

    2009-01-01

    The purpose of the study was to investigate video comprehension strategies used by male and female university students. The researcher designed a video comprehension strategy questionnaire including cognitive, compensation, and memory categories. Totally, 168 Taiwanese university participants completed the questionnaire. The quantitative results…

  16. Using tablet technology and instructional videos to enhance preclinical dental laboratory learning.

    Science.gov (United States)

    Gadbury-Amyot, Cynthia C; Purk, John H; Williams, Brian Joseph; Van Ness, Christopher J

    2014-02-01

    The purpose of this pilot study was to examine if tablet technology with accompanying instructional videos enhanced the teaching and learning outcomes in a preclinical dental laboratory setting. Two procedures deemed most challenging in Operative Dentistry II were chosen for the development of instructional videos. A random sample of thirty students was chosen to participate in the pilot. Comparison of faculty evaluations of the procedures between the experimental (tablet) and control (no tablet) groups resulted in no significant differences; however, there was a trend toward fewer failures in the experimental group. Examination of the ability to accurately self-assess was compared by exploring correlations between faculty and student evaluations. While correlations were stronger in the experimental group, the control group had significant correlations for all three procedures, while the experimental group had significant correlations on only two of the procedures. Students strongly perceived that the tablets and videos helped them perform better and more accurately self-assess their work products. Students did not support requiring that they purchase/obtain a specific brand of technology. As a result of this pilot study, further development of ideal and non-ideal videos are in progress, and the school will be implementing a "Bring Your Own Device" policy with incoming students.

  17. Students' Experiences with Live Video-Streamed Teaching Classes

    DEFF Research Database (Denmark)

    Jelsbak, Vibe Alopaeus; Buus, Lillian; Thorsen, Jonas

    2017-01-01

    -site and live video-streamed teaching. The results document a continuous progress in technological transparency, as the live video-streamed classes increasingly support the student’s flexibility in ways of attending and interacting in classes. Interaction is facilitated through teacher driven support, resulting...

  18. Phys FilmMakers: teaching science students how to make YouTube-style videos

    Science.gov (United States)

    Coates, Rebecca L.; Kuhai, Alvina; Turlej, Laurence Z. J.; Rivlin, Tom; McKemmish, Laura K.

    2018-01-01

    Phys FilmMakers (PFM) is a new type of course in which a science expert and science communicator partner teach physics students how to make YouTube-style videos on cutting-edge scientific research within the university department. Here, we describe this new course, outline its key components and provide recommendations for others considering implementing a similar FilmMakers-style course using feedback from course tutors and students. We discuss successful and less successful teaching techniques as well as use our experience to identify areas that science students in particular often have difficulties: finding an interesting ‘hook’ for the video, imagining creative B-roll and making a succinct video by removing extraneous (though usually correct and often interesting) material. The course has two major components: workshop sessions in which students learn the key elements of film-making and independent video production where PFM students partner with senior PhD or post-doc researchers to produce a video on their research. This partnership with the department means that the videos produced serve not only as interesting ‘edutainment’ to encourage teenagers and young adults into Science, Technology, Engineering and Maths subjects, but also provide valuable outreach for the academic department.

  19. Combining simulation, instructor-produced videos, and online discussions to stimulate critical thinking in nursing students.

    Science.gov (United States)

    Guhde, Jacqueline

    2010-01-01

    Combining the use of several different types of technology enables an instructor to develop teaching methods to address a specific problem area that students encounter and can greatly affect student learning. This article discusses a program that was developed that utilized SimMan, instructor-produced videos, and online discussion to stimulate critical thinking in beginning-level nursing students. The goal was to make the student aware of the importance of an initial thorough assessment of a client. This is especially difficult since new students are focused on learning the skills and have not had enough clinical experience to appreciate the importance of assessment. The first two videos show a nurse who makes a very incomplete assessment of the client and misses important observations. This leads to the patient (SimMan) going into respiratory distress. The third video demonstrates a complete assessment. The students viewed and discussed the first two videos online. After the third video, students posted their own reflections of this activity including what they learned and how this would change their behavior. The outcome showed an increased awareness of the importance of assessment. Instructors observed a change in behavior, which included early assessment of the client.

  20. The Effect of Student Self-Video of Performance on Clinical Skill Competency: A Randomised Controlled Trial

    Science.gov (United States)

    Maloney, Stephen; Storr, Michael; Morgan, Prue; Ilic, Dragan

    2013-01-01

    Emerging technologies and student information technology literacy are enabling new methods of teaching and learning for clinical skill performance. Facilitating experiential practice and reflection on performance through student self-video, and exposure to peer benchmarks, may promote greater levels of skill competency. This study examines the…

  1. Audiovisual Physics Reports: Students' Video Production as a Strategy for the Didactic Laboratory

    Science.gov (United States)

    Pereira, Marcus Vinicius; de Souza Barros, Susana; de Rezende Filho, Luiz Augusto C.; de A. Fauth, Leduc Hermeto

    2012-01-01

    Constant technological advancement has facilitated access to digital cameras and cell phones. Involving students in a video production project can work as a motivating aspect to make them active and reflective in their learning, intellectually engaged in a recursive process. This project was implemented in high school level physics laboratory…

  2. Current Events and Technology: Video and Audio on the Internet.

    Science.gov (United States)

    Laposata, Matthew M.; Howick, Tom; Dias, Michael J.

    2002-01-01

    Explains the effectiveness of visual aids compared to written materials in teaching and recommends using television segments for teaching purposes. Introduces digitized clips provided by major television news organizations through the Internet and describes the technology requirements for successful viewing of streaming videos and audios. (YDS)

  3. Composing with New Technology: Teacher Reflections on Learning Digital Video

    Science.gov (United States)

    Bruce, David L.; Chiu, Ming Ming

    2015-01-01

    This study explores teachers' reflections on their learning to compose with new technologies in the context of teacher education and/or teacher professional development. English language arts (ELA) teachers (n = 240) in 15 courses learned to use digital video (DV), completed at least one DV group project, and responded to open-ended survey…

  4. Multimedia in the Counselor Education Classroom: Transforming Learning with Video Technology.

    Science.gov (United States)

    Baltimore, Michael L.

    This document addresses video production as it relates to counselor education. Groundwork for infusing video production technology is covered, including the video production process, equipment, computer technology that assists in production, video editing, and final production. In addition, three important formats will be discussed. First is the…

  5. Harnessing Students' Interest in Physics with Their Own Video Games

    Science.gov (United States)

    Like, Christopher

    2011-04-01

    Many physics teachers assign projects where students are asked to measure real-world motion. One purpose of this student-centered activity is to cultivate the relevance of physics in their lives. Typical project topics may include measuring the speed of a student's fastball and calculating how much reaction time batters are given. Another student may find the trajectory of her dive off the blocks at the pool and its effect on race time. Leaving the experimental design to the student's imagination allows for a variety of proposals ranging from stopwatches to highly technical video analysis. The past few years have shown an increase in students' eagerness to tackle the physics behind the motion of virtual characters and phenomena in their own video games. This paper puts forth a method of analyzing the physics behind bringing the games students are playing for enjoyment into the physics classroom.

  6. Student Views on Learning Environments Enriched by Video Clips

    Science.gov (United States)

    Kosterelioglu, Ilker

    2016-01-01

    This study intended to identify student views regarding the enrichment of instructional process via video clips based on the goals of the class. The study was conducted in Educational Psychology classes at Amasya University Faculty of Education during the 2012-2013 academic year. The study was implemented on students in the Classroom Teaching and…

  7. Using Video Effectively in Diverse Classes: What Students Want

    Science.gov (United States)

    Fee, Anthony; Budde-Sung, Amanda E. K.

    2014-01-01

    This article presents the findings of an exploratory study into the perceptions of a culturally and linguistically diverse cohort of management students (n = 236) about the use of video as a teaching and learning tool. The results show that while students are generally favorable toward audiovisual materials, the choice of content, how the medium…

  8. Practicality in Virtuality: Finding Student Meaning in Video Game Education

    Science.gov (United States)

    Barko, Timothy; Sadler, Troy D.

    2013-04-01

    This paper looks at the conceptual differences between video game learning and traditional classroom and laboratory learning. It explores the notion of virtual experience by comparing a commonly used high school laboratory protocol on DNA extraction with a similar experience provided by a biotechnology themed video game. When considered conceptually, the notion of virtual experience is not limited to those experiences generated by computer aided technology, as with a video game or computer simulation. The notion of virtuality can apply to many real world experiences as well. It is proposed that the medium of the learning experience, be it video game or classroom, is not an important distinction to consider; instead, we should seek to determine what kinds of meaningful experiences apply for both classrooms and video games.

  9. Teaching professionalism to first year medical students using video clips.

    Science.gov (United States)

    Shevell, Allison Haley; Thomas, Aliki; Fuks, Abraham

    2015-01-01

    Medical schools are confronted with the challenge of teaching professionalism during medical training. The aim of this study was to examine medical students' perceptions of using video clips as a beneficial teaching tool to learn professionalism and other aspects of physicianship. As part of the longitudinal Physician Apprenticeship course at McGill University, first year medical students viewed video clips from the television series ER. The study used qualitative description and thematic analysis to interpret responses to questionnaires, which explored the educational merits of this exercise. Completed questionnaires were submitted by 112 students from 21 small groups. A major theme concerned the students' perceptions of the utility of video clips as a teaching tool, and consisted of comments organized into 10 categories: "authenticity and believability", "thought provoking", "skills and approaches", "setting", "medium", "level of training", "mentorship", "experiential learning", "effectiveness" and "relevance to practice". Another major theme reflected the qualities of physicianship portrayed in video clips, and included seven categories: "patient-centeredness", "communication", "physician-patient relationship", "professionalism", "ethical behavior", "interprofessional practice" and "mentorship". This study demonstrated that students perceived the value of using video clips from a television series as a means of teaching professionalism and other aspects of physicianship.

  10. From computer images to video presentation: Enhancing technology transfer

    Science.gov (United States)

    Beam, Sherilee F.

    1994-01-01

    With NASA placing increased emphasis on transferring technology to outside industry, NASA researchers need to evaluate many aspects of their efforts in this regard. Often it may seem like too much self-promotion to many researchers. However, industry's use of video presentations in sales, advertising, public relations and training should be considered. Today, the most typical presentation at NASA is through the use of vu-graphs (overhead transparencies) which can be effective for text or static presentations. For full blown color and sound presentations, however, the best method is videotape. In fact, it is frequently more convenient due to its portability and the availability of viewing equipment. This talk describes techniques for creating a video presentation through the use of a combined researcher and video professional team.

  11. The Students Experiences With Live Video-Streamed Teaching Classes

    DEFF Research Database (Denmark)

    Jelsbak, Vibe Alopaeus; Ørngreen, Rikke; Buus, Lillian

    2017-01-01

    The Bachelor's Degree Programme of Biomedical Laboratory Science at VIA Faculty of Health Sciences offers a combination of live video-streamed and traditional teaching. It is the student’s individual choice whether to attend classes on-site or to attend classes from home via live video-stream. Our...... method inspired from mobile probes (Ørngreen & Jørgensen, n.d.). The research results document a continuous progress in technological transparency, as the live video-streamed classes increasingly support the student’s flexibility in ways of attending and interacting in classes. The analysis shows...... transparency in the live video-streamed teaching sessions during a 5-year period of continuous development of technological and pedagogical solutions for live-streamed teaching. Data describing student’s experiences were gathered in a longitudinal study of four sessions from 2012 to 2017 using a qualitative...

  12. Digital Video as a Personalized Learning Assignment: A Qualitative Study of Student Authored Video Using the ICSDR Model

    Science.gov (United States)

    Campbell, Laurie O.; Cox, Thomas D.

    2018-01-01

    Students within this study followed the ICSDR (Identify, Conceptualize/Connect, Storyboard, Develop, Review/Reflect/Revise) development model to create digital video, as a personalized and active learning assignment. The participants, graduate students in education, indicated that following the ICSDR framework for student-authored video guided…

  13. Video as a technology for interpersonal communications: a new perspective

    Science.gov (United States)

    Whittaker, Steve

    1995-03-01

    Some of the most challenging multimedia applications have involved real- time conferencing, using audio and video to support interpersonal communication. Here we re-examine assumptions about the role, importance and implementation of video information in such systems. Rather than focussing on novel technologies, we present evaluation data relevant to both the classes of real-time multimedia applications we should develop and their design and implementation. Evaluations of videoconferencing systems show that previous work has overestimated the importance of video at the expense of audio. This has strong implications for the implementation of bandwidth allocation and synchronization. Furthermore our recent studies of workplace interaction show that prior work has neglected another potentially vital function of visual information: in assessing the communication availability of others. In this new class of application, rather than providing a supplement to audio information, visual information is used to promote the opportunistic communications that are prevalent in face-to-face settings. We discuss early experiments with such connection applications and identify outstanding design and implementation issues. Finally we examine a different class of application 'video-as-data', where the video image is used to transmit information about the work objects themselves, rather than information about interactants.

  14. Investigating Students' Use and Adoption of "With-Video Assignments": Lessons Learnt for Video-Based Open Educational Resources

    Science.gov (United States)

    Pappas, Ilias O.; Giannakos, Michail N.; Mikalef, Patrick

    2017-01-01

    The use of video-based open educational resources is widespread, and includes multiple approaches to implementation. In this paper, the term "with-video assignments" is introduced to portray video learning resources enhanced with assignments. The goal of this study is to examine the factors that influence students' intention to adopt…

  15. Case study: student perceptions of video streaming nursing class sessions.

    Science.gov (United States)

    Wall Parilo, Denise M; Parsh, Bridget

    2014-03-01

    Due to space constraints, students in their pediatric and obstetrical nursing courses received lecture in two formats: live lecture and video-streamed lecture. Live lecture is the traditional classroom format of live, in-person lecture without recording archives, whereas video streaming is live (synchronous) online lecture, also recorded for digital archive (asynchronous viewing). At the end of the semester, students (N = 53) responded to a survey about what they liked about both methods of instruction. Results reveal strengths of both methods and suggest ways to make both methods more effective. Copyright 2014, SLACK Incorporated.

  16. Improving Student Performance in a Management Science Course with Supplemental Tutorial Videos

    Science.gov (United States)

    Winch, Janice K.; Cahn, E. Susanna

    2015-01-01

    The authors describe the implementation and assessment of supplementary online video tutorials in a management science course. The videos were a mix of existing videos curated from the web and new videos created by the instructors of the course. Students were encouraged to use the resources with grade incentives. Students who used more of these…

  17. Digital video and audio broadcasting technology a practical engineering guide

    CERN Document Server

    Fischer, Walter

    2010-01-01

    Digital Video and Audio Broadcasting Technology - A Practical Engineering Guide' deals with all the most important digital television, sound radio and multimedia standards such as MPEG, DVB, DVD, DAB, ATSC, T-DMB, DMB-T, DRM and ISDB-T. The book provides an in-depth look at these subjects in terms of practical experience. In addition it contains chapters on the basics of technologies such as analog television, digital modulation, COFDM or mathematical transformations between time and frequency domains. The attention in the respective field under discussion is focussed on aspects of measuring t

  18. Students' Perceptions, Attitudes, and Incorporation of Demonstrations, Popular Media Videos, and Animations Concerning Chemical Reactions

    Science.gov (United States)

    Schlosser, Sarah Elizabeth

    2012-01-01

    Students often struggle with learning complex chemistry concepts. In today's society with the advances in multimedia technology, educators have a variety of tools available to help students learn these concepts. These tools include demonstrations, videos in the popular media, and animations; referred to collectively as multimethods. With the…

  19. Developing Handheld Video Intervention for Students with Autism Spectrum Disorder

    Science.gov (United States)

    Hughes, Elizabeth M.; Yakubova, Gulnoza

    2016-01-01

    Video-based intervention (VBI) has strong evidence supporting efficiency in teaching social, communication, functional, behavior, play, and self-help skills and emerging evidence for teaching academic skills to students with autism spectrum disorder (ASD). VBI allows opportunities to electronically provide personalized, consistent, and prerecorded…

  20. Teaching Bioethics via the Production of Student-Generated Videos

    Science.gov (United States)

    Willmott, Christopher J. R.

    2015-01-01

    There is growing recognition that science is not conducted in a vacuum and that advances in the biosciences have ethical and social implications for the wider community. An exercise is described in which undergraduate students work in teams to produce short videos about the science and ethical dimensions of current developments in biomedicine.…

  1. Case Study: Student-Produced Videos for the Flipped Classroom

    Science.gov (United States)

    Prud'homme-Genereux, Annie

    2016-01-01

    This column provides original articles on innovations in case study teaching, assessment of the method, as well as case studies with teaching notes. This month's issue describes a way of building a library of student-produced videos to use in the flipped classroom.

  2. Video Game Playing and Academic Performance in College Students

    Science.gov (United States)

    Burgess, Stephen R.; Stermer, Steven Paul; Burgess, Melinda C. R.

    2012-01-01

    The relations between media consumption, especially TV viewing, and school performance have been extensively examined. However, even though video game playing may have replaced TV viewing as the most frequent form of media usage, relatively little research has examined its relations to school performance, especially in older students. We surveyed…

  3. Student Behavioural Intentions to Use Desktop Video Conferencing in a Distance Course: Integration of Autonomy to the UTAUT Model

    Science.gov (United States)

    Lakhal, Sawsen; Khechine, Hager; Pascot, Daniel

    2013-01-01

    The aim of this study was to examine psychological factors which could influence acceptance and use of the desktop video conferencing technology by undergraduate business students. Based on the Unified Theory of Acceptance and Use of Technology, this study tested a theoretical model encompassing seven variables: behavioural intentions to use…

  4. Student-Built Underwater Video and Data Capturing Device

    Science.gov (United States)

    Whitt, F.

    2016-12-01

    Students from Stockbridge High School Robotics Team invention is a low cost underwater video and data capturing device. This system is capable of shooting time-lapse photography and/or video for up to 3 days of video at a time. It can be used in remote locations without having to change batteries or adding additional external hard drives for data storage. The video capturing device has a unique base and mounting system which houses a pi drive and a programmable raspberry pi with a camera module. This system is powered by two 12 volt batteries, which makes it easier for users to recharge after use. Our data capturing device has the same unique base and mounting system as the underwater camera. The data capturing device consists of an Arduino and SD card shield that is capable of collecting continuous temperature and pH readings underwater. This data will then be logged onto the SD card for easy access and recording. The low cost underwater video and data capturing device can reach depths up to 100 meters while recording 36 hours of video on 1 terabyte of storage. It also features night vision infrared light capabilities. The cost to build our invention is $500. The goal of this was to provide a device that can easily be accessed by marine biologists, teachers, researchers and citizen scientists to capture photographic and water quality data in marine environments over extended periods of time.

  5. Emerging technologies for 3D video creation, coding, transmission and rendering

    CERN Document Server

    Dufaux, Frederic; Cagnazzo, Marco

    2013-01-01

    With the expectation of greatly enhanced user experience, 3D video is widely perceived as the next major advancement in video technology. In order to fulfil the expectation of enhanced user experience, 3D video calls for new technologies addressing efficient content creation, representation/coding, transmission and display. Emerging Technologies for 3D Video will deal with all aspects involved in 3D video systems and services, including content acquisition and creation, data representation and coding, transmission, view synthesis, rendering, display technologies, human percepti

  6. Potential Pedagogical Benefits and Limitations of Multimedia Integrated Desktop Video Conferencing Technology for Synchronous Learning

    NARCIS (Netherlands)

    drs Maurice Schols

    2009-01-01

    As multimedia gradually becomes more and more an integrated part of video conferencing systems, the use of multimedia integrated desktop video conferencing technology (MIDVCT) will open up new educational possibilities for synchronous learning. However, the possibilities and limitations of this

  7. Medical students¿ assessment of pediatric patients - teaching and evaluation using video cases

    DEFF Research Database (Denmark)

    Malon, Michelle; Cortes, Dina; Greisen, Gorm

    2014-01-01

    BackgroundWe introduced video-based teaching in pediatrics. We evaluated the impact of a pediatric video program on student performance in assessing pediatric patients presented as video cases. The program consisted of a library of pediatric videos, and inclusion of these in the teaching...

  8. Bioscience Students' First Year Perspectives through Video Diaries: Home, Family and Student Transitions

    Science.gov (United States)

    Scott, Jon; Green, Paul; Cashmore, Annette

    2012-01-01

    The first year experiences of students are viewed as important in contributing to retention, overall academic success and student satisfaction. As such there is an increased focus on students' experiences of their first weeks at university. In this paper we describe some findings from a video-diary project through which bioscience students…

  9. Digital video, learning styles, and student understanding of kinematics graphs

    Science.gov (United States)

    Hein, Teresa Lee

    1997-12-01

    Student ability to analyze and interpret motion graphs following laboratory instruction that utilized interactive digital video as well as traditional instructional techniques was investigated. Research presented suggested that digital video tools serve to motivate students and may be an effective mechanism to enhance student understanding of motion concepts. Two laboratory exercises involving motion concepts were developed for this study. Students were divided into two instructional groups. The treatment group used digital video techniques and the control group used traditional techniques to perform the laboratory exercises. Student understanding of motion concepts were assessed, in part, using the Test of Understanding Graphs-Kinematics. Other assessment measures included student responses to a set of written graphical analysis questions and two post-lab activities. Possible relationships between individual learning style preferences and student understanding of motion concepts were also addressed. Learning style preferences were assessed using the Productivity Environmental Preference Survey prior to the instructional treatments. Students were asked to comment in writing about their learning styles before and after they were given the learning style assessment. Student comments revealed that the results they received from Productivity Environmental Preference Survey accurately reflected their learning styles. Results presented in this study showed that no significant relationship exists between students' learning style preferences and their ability to interpret motion graphs as measured by scores on the Test of Understanding Graphs-Kinematics. In addition, the results showed no significant difference between instructional treatment and mean scores on the Test of Understanding Graphs-Kinematics. Analysis of writing activities revealed that students in the treatment group responded more effectively than students in the control group to graphical interpretation

  10. Mortal Kombat: The Effects of Violent Video Technology on Males' Hostility and Cardiovascular Responding.

    Science.gov (United States)

    Ballard, Mary E.; Wiest, J. Rose

    A study examined differences in cardiovascular (CV) reactions and hostility following non-violent play and violent video game play. Subjects were 30 male college undergraduate students. Only male subjects were used because most video games are male oriented, males frequent videogame arcades more often than females, and the gender gap in video game…

  11. Creating Micro-Videos to Demonstrate Technology Learning and Digital Literacy

    Science.gov (United States)

    Frydenberg, Mark; Andone, Diana

    2016-01-01

    Purpose: Short videos, also known as micro-videos, have emerged as a platform for sharing ideas, experiences and life events via online social networks. This paper aims to share preliminary results of a study, involving students from two universities who created six-second videos using the Vine mobile app to explain or illustrate technological…

  12. Using interactive video technology in nursing education: a pilot study.

    Science.gov (United States)

    Zerr, Daria M; Pulcher, Karen L

    2008-02-01

    A pilot study was conducted to analyze the benefits of using interactive technology with external assessors and graduating senior nursing students during Senior Nurse Leadership Assessment Day at the University of Central Missouri. The primary aim was to determine whether videoconferencing technology would promote recruitment and retention of professional nurse external assessors without compromising student learning. Among the issues discussed are the advantages and disadvantages of using interactive videoconferencing technology in education and the influence of external assessors in nursing education. The study results indicate that interactive videoconferencing is an effective, accepted format for educational opportunities such as Senior Nurse Leadership Assessment Day, based on the lived experiences of the study participants. In addition, the results demonstrate that interactive videoconferencing does not compromise student learning or assessment by external assessors.

  13. Students Perceptions about the Use of Video Games in the Classroom

    Science.gov (United States)

    Bourgonjon, Jeroen; Valcke, Martin; Soetaert, Ronald; Schellens, Tammy

    2010-01-01

    Video games are often regarded as promising teaching and learning tools for the 21st century. One of the main arguments is that video games are appealing to contemporary students. However, there are indications that video game acceptance cannot be taken for granted. In this study, a path model to examine and predict student acceptance of video…

  14. Audiovisual physics reports: students' video production as a strategy for the didactic laboratory

    Science.gov (United States)

    Vinicius Pereira, Marcus; de Souza Barros, Susana; de Rezende Filho, Luiz Augusto C.; Fauth, Leduc Hermeto de A.

    2012-01-01

    Constant technological advancement has facilitated access to digital cameras and cell phones. Involving students in a video production project can work as a motivating aspect to make them active and reflective in their learning, intellectually engaged in a recursive process. This project was implemented in high school level physics laboratory classes resulting in 22 videos which are considered as audiovisual reports and analysed under two components: theoretical and experimental. This kind of project allows the students to spontaneously use features such as music, pictures, dramatization, animations, etc, even when the didactic laboratory may not be the place where aesthetic and cultural dimensions are generally developed. This could be due to the fact that digital media are more legitimately used as cultural tools than as teaching strategies.

  15. Web-based remote video monitoring system implemented using Java technology

    Science.gov (United States)

    Li, Xiaoming

    2012-04-01

    A HTTP based video transmission system has been built upon the p2p(peer to peer) network structure utilizing the Java technologies. This makes the video monitoring available to any host which has been connected to the World Wide Web in any method, including those hosts behind firewalls or in isolated sub-networking. In order to achieve this, a video source peer has been developed, together with the client video playback peer. The video source peer can respond to the video stream request in HTTP protocol. HTTP based pipe communication model is developed to speeding the transmission of video stream data, which has been encoded into fragments using the JPEG codec. To make the system feasible in conveying video streams between arbitrary peers on the web, a HTTP protocol based relay peer is implemented as well. This video monitoring system has been applied in a tele-robotic system as a visual feedback to the operator.

  16. Comparative analysis of video processing and 3D rendering for cloud video games using different virtualization technologies

    Science.gov (United States)

    Bada, Adedayo; Alcaraz-Calero, Jose M.; Wang, Qi; Grecos, Christos

    2014-05-01

    This paper describes a comprehensive empirical performance evaluation of 3D video processing employing the physical/virtual architecture implemented in a cloud environment. Different virtualization technologies, virtual video cards and various 3D benchmarks tools have been utilized in order to analyse the optimal performance in the context of 3D online gaming applications. This study highlights 3D video rendering performance under each type of hypervisors, and other factors including network I/O, disk I/O and memory usage. Comparisons of these factors under well-known virtual display technologies such as VNC, Spice and Virtual 3D adaptors reveal the strengths and weaknesses of the various hypervisors with respect to 3D video rendering and streaming.

  17. A video event trigger for high frame rate, high resolution video technology

    Science.gov (United States)

    Williams, Glenn L.

    1991-01-01

    When video replaces film the digitized video data accumulates very rapidly, leading to a difficult and costly data storage problem. One solution exists for cases when the video images represent continuously repetitive 'static scenes' containing negligible activity, occasionally interrupted by short events of interest. Minutes or hours of redundant video frames can be ignored, and not stored, until activity begins. A new, highly parallel digital state machine generates a digital trigger signal at the onset of a video event. High capacity random access memory storage coupled with newly available fuzzy logic devices permits the monitoring of a video image stream for long term or short term changes caused by spatial translation, dilation, appearance, disappearance, or color change in a video object. Pretrigger and post-trigger storage techniques are then adaptable for archiving the digital stream from only the significant video images.

  18. The use of student-driven video projects as an educational and outreach tool

    Science.gov (United States)

    Bamzai, A.; Farrell, W.; Klemm, T.

    2014-12-01

    With recent technological advances, the barriers to filmmaking have been lowered, and it is now possible to record and edit video footage with a smartphone or a handheld camera and free software. Students accustomed to documenting their every-day experiences for multimedia-rich social networking sites feel excited and creatively inspired when asked to take on ownership of more complex video projects. With a small amount of guidance on shooting primary and secondary footage and an overview of basic interview skills, students are self-motivated to identify the learning themes with which they resonate most strongly and record their footage in a way that is true to their own experience. The South Central Climate Science Center (SC-CSC) is one of eight regional centers formed by the U.S. Department of the Interior in order to provide decision makers with the science, tools, and information they need to address the impacts of climate variability and change on their areas of responsibility. An important component of this mission is to innovate in the areas of translational science and science communication. This presentation will highlight how the SC-CSC used student-driven video projects to document our Early Career Researcher Workshop and our Undergraduate Internship for Underrepresented Minorities. These projects equipped the students with critical thinking and project management skills, while also providing a finished product that the SC-CSC can use for future outreach purposes.

  19. Video-based self-review: comparing Google Glass and GoPro technologies.

    Science.gov (United States)

    Paro, John A M; Nazareli, Rahim; Gurjala, Anadev; Berger, Aaron; Lee, Gordon K

    2015-05-01

    Professionals in a variety of specialties use video-based review as a method of constant self-evaluation. We believe critical self-reflection will allow a surgical trainee to identify methods for improvement throughout residency and beyond. We have used 2 new popular technologies to evaluate their role in accomplishing the previously mentioned objectives. Our group investigated Google Glass and GoPro cameras. Medical students, residents, and faculty were invited to wear each of the devices during a scheduled operation. After the case, each participant was asked to comment on a number of features of the device including comfort, level of distraction/interference with operating, ease of video acquisition, and battery life. Software and hardware specifications were compiled and compared by the authors. A "proof-of-concept" was also performed using the video-conferencing abilities of Google Glass to perform a simulated flap check. The technical specifications of the 2 cameras favor GoPro over Google Glass. Glass records in 720p with 5-MP still shots, and the GoPro records in 1080p with 12-MP still shots. Our tests of battery life showed more than 2 hours of continuous video with GoPro, and less than 1 hour for Glass. Favorable features of Google Glass included comfort and relative ease of use; they could not comfortably wear loupes while operating, and would have preferred longer hands-free video recording. The GoPro was slightly more cumbersome and required a nonsterile team member to activate all pictures or video; however, loupes could be worn. Google Glass was successfully used in the hospital for a simulated flap check, with overall audio and video being transmitted--fine detail was lost, however. There are benefits and limitations to each of the devices tested. Google Glass is in its infancy and may gain a larger intraoperative role in the future. We plan to use Glass as a way for trainees to easily acquire intraoperative footage as a means to "review tape" and

  20. Technological innovation in video-assisted thoracic surgery.

    Science.gov (United States)

    Özyurtkan, Mehmet Oğuzhan; Kaba, Erkan; Toker, Alper

    2017-01-01

    The popularity of video-assisted thoracic surgery (VATS) which increased worldwide due to the recent innovations in thoracic surgical technics, equipment, electronic devices that carry light and vision and high definition monitors. Uniportal VATS (UVATS) is disseminated widely, creating a drive to develop new techniques and instruments, including new graspers and special staplers with more angulation capacities. During the history of VATS, the classical 10 mm 0° or 30° rigid rod lens system, has been replaced by new thoracoscopes providing a variable angle technology and allowing 0° and 120° range of vision. Besides, the tip of these novel thoracoscopes can be positioned away from the operating side minimize fencing with other thoracoscopic instruments. The curved-tip stapler technology, and better designed endostaplers helped better dissection, precision of control, more secure staple lines. UVATS also contributed to the development of embryonic natural orifice transluminal endoscopic surgery. Three-dimensional VATS systems facilitated faster and more accurate grasping, suturing, and dissection of the tissues by restoring natural 3D vision and the perception of depth. Another innovation in VATS is the energy-based coagulative and tissue fusion technology which may be an alternative to endostaplers.

  1. Making good physics videos

    Science.gov (United States)

    Lincoln, James

    2017-05-01

    Online videos are an increasingly important way technology is contributing to the improvement of physics teaching. Students and teachers have begun to rely on online videos to provide them with content knowledge and instructional strategies. Online audiences are expecting greater production value, and departments are sometimes requesting educators to post video pre-labs or to flip our classrooms. In this article, I share my advice on creating engaging physics videos.

  2. Tech Tips: Using Video Management/ Analysis Technology in Qualitative Research

    Directory of Open Access Journals (Sweden)

    J.A. Spiers

    2004-03-01

    Full Text Available This article presents tips on how to use video in qualitative research. The author states that, though there many complex and powerful computer programs for working with video, the work done in qualitative research does not require those programs. For this work, simple editing software is sufficient. Also presented is an easy and efficient method of transcribing video clips.

  3. Tech Tips: Using Video Management/ Analysis Technology in Qualitative Research

    OpenAIRE

    J.A. Spiers

    2004-01-01

    This article presents tips on how to use video in qualitative research. The author states that, though there many complex and powerful computer programs for working with video, the work done in qualitative research does not require those programs. For this work, simple editing software is sufficient. Also presented is an easy and efficient method of transcribing video clips.

  4. Gross anatomy videos: student satisfaction, usage, and effect on student performance in a condensed curriculum.

    Science.gov (United States)

    Topping, Daniel B

    2014-01-01

    Anatomy educators are being tasked with delivering the same quantity and quality of material in the face of fewer classroom and laboratory hours. As a result they have turned to computer-aided instruction (CAI) to supplement and augment curriculum delivery. Research on the satisfaction and use of anatomy videos, a form of CAI, on examination performance continues to grow. The purpose of this study was to describe the usage and effect on examination scores of a series of locally produced anatomy videos after an 11% curriculum reduction. First-year medical students (n = 40) were given access to the videos and the prior year's students (n = 40) were used as historical controls. There was no significant difference in demographics between the two groups. The survey response rate was 85% (n = 34) in the experimental group. The students found the videos to be highly satisfying (median = 5 on a five-point Likert scale, interquartile range = 1) and used them on average 1.55 times/week (SD ± 0.77). Availability of the videos did have a statistically significant effect (4% improvement) on the final laboratory examination (p = 0.039). This suggests that the videos were a well-received form of CAI that may be useful in bridging the gap created by a reduction in gross anatomy course contact hours. © 2013 American Association of Anatomists.

  5. Data compression techniques applied to high resolution high frame rate video technology

    Science.gov (United States)

    Hartz, William G.; Alexovich, Robert E.; Neustadter, Marc S.

    1989-01-01

    An investigation is presented of video data compression applied to microgravity space experiments using High Resolution High Frame Rate Video Technology (HHVT). An extensive survey of methods of video data compression, described in the open literature, was conducted. The survey examines compression methods employing digital computing. The results of the survey are presented. They include a description of each method and assessment of image degradation and video data parameters. An assessment is made of present and near term future technology for implementation of video data compression in high speed imaging system. Results of the assessment are discussed and summarized. The results of a study of a baseline HHVT video system, and approaches for implementation of video data compression, are presented. Case studies of three microgravity experiments are presented and specific compression techniques and implementations are recommended.

  6. Short-Term Psychological Effects of Interactive Video Game Technology Exercise on Mood and Attention

    Science.gov (United States)

    Russell, William D.; Newton, Mark

    2008-01-01

    Recent interest in interactive video game technology (IVGT) has spurred the notion that exercise from this technology may have meaningful physiological and psychological benefits for children and adolescents. The purpose of this study was to examine the short-term psychological effects of interactive video game exercise in young adults and whether…

  7. Short-Term Psychological Effects of Interactive Video Game Technology Exercise on Mood and Attention

    National Research Council Canada - National Science Library

    William D Russell; Mark Newton

    2008-01-01

      Recent interest in interactive video game technology (IVGT) has spurred the notion that exercise from this technology may have meaningful physiological and psychological benefits for children and adolescents...

  8. Consumer-based technology for distribution of surgical videos for objective evaluation.

    Science.gov (United States)

    Gonzalez, Ray; Martinez, Jose M; Lo Menzo, Emanuele; Iglesias, Alberto R; Ro, Charles Y; Madan, Atul K

    2012-08-01

    The Global Operative Assessment of Laparoscopic Skill (GOALS) is one validated metric utilized to grade laparoscopic skills and has been utilized to score recorded operative videos. To facilitate easier viewing of these recorded videos, we are developing novel techniques to enable surgeons to view these videos. The objective of this study is to determine the feasibility of utilizing widespread current consumer-based technology to assist in distributing appropriate videos for objective evaluation. Videos from residents were recorded via a direct connection from the camera processor via an S-video output via a cable into a hub to connect to a standard laptop computer via a universal serial bus (USB) port. A standard consumer-based video editing program was utilized to capture the video and record in appropriate format. We utilized mp4 format, and depending on the size of the file, the videos were scaled down (compressed), their format changed (using a standard video editing program), or sliced into multiple videos. Standard available consumer-based programs were utilized to convert the video into a more appropriate format for handheld personal digital assistants. In addition, the videos were uploaded to a social networking website and video sharing websites. Recorded cases of laparoscopic cholecystectomy in a porcine model were utilized. Compression was required for all formats. All formats were accessed from home computers, work computers, and iPhones without difficulty. Qualitative analyses by four surgeons demonstrated appropriate quality to grade for these formats. Our preliminary results show promise that, utilizing consumer-based technology, videos can be easily distributed to surgeons to grade via GOALS via various methods. Easy accessibility may help make evaluation of resident videos less complicated and cumbersome.

  9. Video Modeling and Observational Learning to Teach Gaming Access to Students with ASD

    Science.gov (United States)

    Spriggs, Amy D.; Gast, David L.; Knight, Victoria F.

    2016-01-01

    The purpose of this study was to evaluate both video modeling and observational learning to teach age-appropriate recreation and leisure skills (i.e., accessing video games) to students with autism spectrum disorder. Effects of video modeling were evaluated via a multiple probe design across participants and criteria for mastery were based on…

  10. DanceChemistry: Helping Students Visualize Chemistry Concepts through Dance Videos

    Science.gov (United States)

    Tay, Gidget C.; Edwards, Kimberly D.

    2015-01-01

    A visual aid teaching tool, the DanceChemistry video series, has been developed to teach fundamental chemistry concepts through dance. These educational videos portray chemical interactions at the molecular level using dancers to represent chemical species. Students reported that the DanceChemistry videos helped them visualize chemistry ideas in a…

  11. Making It Work: Creating a Student-Friendly Repository of Instructional Videos

    Science.gov (United States)

    Keba, Michelle; Segno, Jamie; Schofield, Michael

    2015-01-01

    This case study investigates how a team of librarians at Nova Southeastern University (NSU) worked together to assess and optimize their library's current instructional videos in order to create a mobile-first video hosting platform, known as LibraryLearn. Instructional library videos serve as invaluable resources for students who are not present…

  12. Using Progressive Video Prompting to Teach Students with Moderate Intellectual Disability to Shoot a Basketball

    Science.gov (United States)

    Lo, Ya-yu; Burk, Bradley; Burk, Bradley; Anderson, Adrienne L.

    2014-01-01

    The current study examined the effects of a modified video prompting procedure, namely progressive video prompting, to increase technique accuracy of shooting a basketball in the school gymnasium of three 11th-grade students with moderate intellectual disability. The intervention involved participants viewing video clips of an adult model who…

  13. Asynchronous Video Interviewing as a New Technology in Personnel Selection: The Applicant's Point of View.

    Science.gov (United States)

    Brenner, Falko S; Ortner, Tuulia M; Fay, Doris

    2016-01-01

    The present study aimed to integrate findings from technology acceptance research with research on applicant reactions to new technology for the emerging selection procedure of asynchronous video interviewing. One hundred six volunteers experienced asynchronous video interviewing and filled out several questionnaires including one on the applicants' personalities. In line with previous technology acceptance research, the data revealed that perceived usefulness and perceived ease of use predicted attitudes toward asynchronous video interviewing. Furthermore, openness revealed to moderate the relation between perceived usefulness and attitudes toward this particular selection technology. No significant effects emerged for computer self-efficacy, job interview self-efficacy, extraversion, neuroticism, and conscientiousness. Theoretical and practical implications are discussed.

  14. Digital video technology and production 101: lights, camera, action.

    Science.gov (United States)

    Elliot, Diane L; Goldberg, Linn; Goldberg, Michael J

    2014-01-01

    Videos are powerful tools for enhancing the reach and effectiveness of health promotion programs. They can be used for program promotion and recruitment, for training program implementation staff/volunteers, and as elements of an intervention. Although certain brief videos may be produced without technical assistance, others often require collaboration and contracting with professional videographers. To get practitioners started and to facilitate interactions with professional videographers, this Tool includes a guide to the jargon of video production and suggestions for how to integrate videos into health education and promotion work. For each type of video, production principles and issues to consider when working with a professional videographer are provided. The Tool also includes links to examples in each category of video applications to health promotion.

  15. An analysis of technology usage for streaming digital video in support of a preclinical curriculum.

    Science.gov (United States)

    Dev, P; Rindfleisch, T C; Kush, S J; Stringer, J R

    2000-01-01

    Usage of streaming digital video of lectures in preclinical courses was measured by analysis of the data in the log file maintained on the web server. We observed that students use the video when it is available. They do not use it to replace classroom attendance but rather for review before examinations or when a class has been missed. Usage of video has not increased significantly for any course within the 18 month duration of this project.

  16. Machine vision: recent advances in CCD video camera technology

    Science.gov (United States)

    Easton, Richard A.; Hamilton, Ronald J.

    1997-09-01

    This paper describes four state-of-the-art digital video cameras, which provide advanced features that benefit computer image enhancement, manipulation, and analysis. These cameras were designed to reduce the complexity of imaging systems while increasing the accuracy, dynamic range, and detail enhancement of product inspections. Two cameras utilize progressive scan CCD sensors enabling the capture of high- resolution image of moving objects without the need for strobe lights or mechanical shutters. The second progressive scan camera has an unusually high resolution of 1280 by 1024 and a choice of serial or parallel digital interface for data and control. The other two cameras incorporate digital signal processing (DSP) technology for improved dynamic range, more accurate determination of color, white balance stability, and enhanced contrast of part features against the background. Successful applications and future product development trends are discussed. A brief description of analog and digital image capture devices will address the most common questions regarding interface requirements within a typical machine vision system overview.

  17. Using digital technologies to enhance chemistry students' understanding and representational skills

    DEFF Research Database (Denmark)

    Hilton, Annette

    representations to make explanations on the molecular level. Student interviews and classroom video-recordings suggested that using digital resources to create multimodal texts promoted knowledge transformation and hence deeper reflection on the meaning of data and representations. The study has implications...... and reported on two laboratory based inquiry tasks using digital technologies. Data were collected using pre- and post-tests, student texts and interviews and classroom video-recording. Content analysis of student texts indicated that students were able to generate new knowledge and use multiple...... for inquiry learning and using digital technologies to enhance students’ understanding of chemistry on multiple levels....

  18. Can student-produced video transform university teaching?

    DEFF Research Database (Denmark)

    2011-01-01

    maps. Video 2 was produced in groups during the field course. Video two replaced a larger written assignment. Video 3 was produced in groups during the field course. The videos was an experimental field exercise, and the production was guided by a “dogma concept“, meaning that everything should be done...

  19. Low Bit Rate Video Coding | Mishra | Nigerian Journal of Technology

    African Journals Online (AJOL)

    ... length bit rate (VLBR) broadly encompasses video coding which mandates a temporal frequency of 10 frames per second (fps) or less. Object-based video coding represents a very promising option for VLBR coding, though the problems of object identification and segmentation need to be addressed by further research.

  20. Factors that Influence Learning Satisfaction Delivered by Video Streaming Technology

    Science.gov (United States)

    Keenan, Daniel Stephen

    2010-01-01

    In 2005, over 100,000 e-Learning courses were offered in over half of all U.S. postsecondary education institutions with nearly 90% of all community colleges and four year institutions offering online education. Streaming video is commonplace across the internet offering seamless video and sound anywhere connectivity is available effectively…

  1. Streaming Video--The Wave of the Video Future!

    Science.gov (United States)

    Brown, Laura

    2004-01-01

    Videos and DVDs give the teachers more flexibility than slide projectors, filmstrips, and 16mm films but teachers and students are excited about a new technology called streaming. Streaming allows the educators to view videos on demand via the Internet, which works through the transfer of digital media like video, and voice data that is received…

  2. A comparative study of scalable video coding schemes utilizing wavelet technology

    Science.gov (United States)

    Schelkens, Peter; Andreopoulos, Yiannis; Barbarien, Joeri; Clerckx, Tom; Verdicchio, Fabio; Munteanu, Adrian; van der Schaar, Mihaela

    2004-02-01

    Video transmission over variable-bandwidth networks requires instantaneous bit-rate adaptation at the server site to provide an acceptable decoding quality. For this purpose, recent developments in video coding aim at providing a fully embedded bit-stream with seamless adaptation capabilities in bit-rate, frame-rate and resolution. A new promising technology in this context is wavelet-based video coding. Wavelets have already demonstrated their potential for quality and resolution scalability in still-image coding. This led to the investigation of various schemes for the compression of video, exploiting similar principles to generate embedded bit-streams. In this paper we present scalable wavelet-based video-coding technology with competitive rate-distortion behavior compared to standardized non-scalable technology.

  3. The Effect of Music Videos on College Students' Perceptions of Rape

    Science.gov (United States)

    Burgess, Melinda C. R.; Burpo, Sandra

    2012-01-01

    This paper examined the effect of sexualized portrayals of female artists in music videos on college students' perceptions of date rape. 132 college students were randomly assigned to view a music video that contained either high or low levels of sexuality and sexual objectification and were then asked to rate the guilt of the male in a scenario…

  4. Effects of a Brief Video Intervention on White University Students' Racial Attitudes

    Science.gov (United States)

    Soble, Jason R.; Spanierman, Lisa B.; Liao, Hsin-Ya

    2011-01-01

    The authors investigated the effects of a brief video intervention on the racial attitudes of White university students. One hundred thirty-eight self-identified White students were randomly assigned to either an experimental condition in which they viewed a video documenting the pervasiveness of institutional racism and White privilege in the…

  5. Methods & Techniques: Techniques for Increasing Student Learning from Educational Videos: Notes Versus Guiding Questions

    Science.gov (United States)

    Lawson, Timothy J.; Bodle, James H.; McDonough, Tracy A.

    2007-01-01

    We examined the effectiveness of several techniques for enhancing student learning from educational videos. Introductory psychology students (N = 113) watched a video about intelligence and testing while taking notes, not taking notes, writing answers to guiding questions, or thinking about guiding questions without writing answers. Afterward,…

  6. The Effect of Digital Video Games on EFL Students' Language Learning Motivation

    Science.gov (United States)

    Ebrahimzadeh, Mohsen; Alavi, Sepideh

    2017-01-01

    The study examined the effect of a commercial digital video game on high school students' language learning motivation. Participants were 241 male students randomly assigned to one of the following three treatments: Readers, who intensively read the game's story; Players, who played the digital video game; and Watchers, who watched two classmates…

  7. The impact of video technology on learning: A cooking skills experiment.

    Science.gov (United States)

    Surgenor, Dawn; Hollywood, Lynsey; Furey, Sinéad; Lavelle, Fiona; McGowan, Laura; Spence, Michelle; Raats, Monique; McCloat, Amanda; Mooney, Elaine; Caraher, Martin; Dean, Moira

    2017-07-01

    This study examines the role of video technology in the development of cooking skills. The study explored the views of 141 female participants on whether video technology can promote confidence in learning new cooking skills to assist in meal preparation. Prior to each focus group participants took part in a cooking experiment to assess the most effective method of learning for low-skilled cooks across four experimental conditions (recipe card only; recipe card plus video demonstration; recipe card plus video demonstration conducted in segmented stages; and recipe card plus video demonstration whereby participants freely accessed video demonstrations as and when needed). Focus group findings revealed that video technology was perceived to assist learning in the cooking process in the following ways: (1) improved comprehension of the cooking process; (2) real-time reassurance in the cooking process; (3) assisting the acquisition of new cooking skills; and (4) enhancing the enjoyment of the cooking process. These findings display the potential for video technology to promote motivation and confidence as well as enhancing cooking skills among low-skilled individuals wishing to cook from scratch using fresh ingredients. Copyright © 2017 Elsevier Ltd. All rights reserved.

  8. Student pharmacists' use and perceived impact of educational technologies.

    Science.gov (United States)

    Stolte, Scott K; Richard, Craig; Rahman, Ateequr; Kidd, Robert S

    2011-06-10

    To assess the frequency of use by and perceived impact of various educational technologies on student pharmacists. Data were obtained using a validated, Web-based survey instrument designed to evaluate the frequency of use and impact on learning of various technologies used in educating first-, second-, and third-year student pharmacists. Basic demographic data also were collected and analyzed. The majority (89.4%) of the 179 respondents were comfortable with the technology used in the academic program. The most frequently used technologies for educational purposes were in class electronic presentations, course materials posted on the school Web site, and e-mail. The technologies cited as having the most beneficial impact on learning were course materials posted on the Web site and in-class electronic presentations, and those cited as most detrimental were video-teleconferencing and online testing. Compared to the course textbook, students reported more frequent use of technologies such as electronic course materials, presentations, digital lecture recordings, e-mail, and hand-held devices. Because students' opinions of educational technologies varied, colleges and schools should incorporate educational technologies that students frequently use and that positively impact learning.

  9. A Stream Runs through IT: Using Streaming Video to Teach Information Technology

    Science.gov (United States)

    Nicholson, Jennifer; Nicholson, Darren B.

    2010-01-01

    Purpose: The purpose of this paper is to report student and faculty perceptions from an introductory management information systems course that uses multimedia, specifically streaming video, as a vehicle for teaching students skills in Microsoft Excel and Access. Design/methodology/approach: Student perceptions are captured via a qualitative…

  10. Implementing video cases in clinical paediatric teaching increases medical students' self-assessed confidence

    DEFF Research Database (Denmark)

    Malon, Michelle; Cortes, Dina; Andersen, Jesper

    2014-01-01

    the intervention, this share was 75% (218/289) (p = 0.06). Furthermore, internal as well as external examiners found video cases valuable, but the use of videos did not change the average examination grade. CONCLUSION: A video case supplement to teaching in clinical paediatrics was considered to be of value...... in paediatrics in seven centres. A video case library showing children with common clinical conditions was established, and a short video was added to the oral examination. We evaluated students' and internal and external examiners' perceptions by questionnaires. RESULTS: A total of 81% of the students reported...... for teaching. We were successful in establishing an educational resource that students considered useful. Internal and external examiners found that a short video case was a valuable supplementary tool during the oral examination. FUNDING: The University of Copenhagen funded the study. TRIAL REGISTRATION...

  11. Implementing video cases in clinical paediatric teaching increases medical students' self-assessed confidence

    DEFF Research Database (Denmark)

    Malon, Michelle; Cortes, Dina; Andersen, Jesper

    2014-01-01

    in paediatrics in seven centres. A video case library showing children with common clinical conditions was established, and a short video was added to the oral examination. We evaluated students' and internal and external examiners' perceptions by questionnaires. RESULTS: A total of 81% of the students reported...... for teaching. We were successful in establishing an educational resource that students considered useful. Internal and external examiners found that a short video case was a valuable supplementary tool during the oral examination. FUNDING: The University of Copenhagen funded the study. TRIAL REGISTRATION...... the intervention, this share was 75% (218/289) (p = 0.06). Furthermore, internal as well as external examiners found video cases valuable, but the use of videos did not change the average examination grade. CONCLUSION: A video case supplement to teaching in clinical paediatrics was considered to be of value...

  12. The Effects of Instructional Design on Student Engagement with Video Lectures at Cyber Universities

    Directory of Open Access Journals (Sweden)

    Jamie Costley

    2017-05-01

    Full Text Available Aim/Purpose: The number of students enrolled in online courses that use video lectures is on the rise. However, research shows that the number of students watching video lectures is low, and the number watching videos to completion is even lower. Background: This paper seeks to understand this problem by looking for correlations between instructional design and student engagement with video lectures. Methodology: Students at a cyber-university in South Korea (n=1801 were surveyed on their perception of the instructional design used in the courses they took and their engagement with online video lectures. Contribution: This paper contributes to the body of knowledge by demonstrating positive correlations between instructional design, watching, and finishing video lectures. Findings: While most other research has found low levels of online lecture viewership, this paper found significantly higher numbers watching and finishing videos. Other major findings of the paper are that five key elements of instructional design for online learning environments (designing methods, setting the curriculum, establishing time parameters, establishing netiquette, and utilizing the medium effectively all correlated positively with students watching and finishing video lectures. Recommendations for Practitioners\t: Based on findings in this paper, it is recommended that practitioners consider taking actions when designing their instruction for online courses. These include batching their video lectures together by topic, devoting greater resources to helping students utilize the medium, and communicate time parameters in a way that encourages students to view video lectures in a timely manner. Recommendation for Researchers: As the watching of video lectures in this study was mandatory for learners, an interesting area of further research would be to examine whether that decision led to higher numbers of students watching them. Future Research: It is important for

  13. 3D modelling of cultural heritage objects using video technology

    Directory of Open Access Journals (Sweden)

    Paulina Deliś

    2014-06-01

    Full Text Available In the paper, the process of creating 3D models of St. Anne’s Church’s facades is described. Some examples of architectural structures inside of St. Anne’s Church’s are presented. Video data were acquired with the fixed focal length lens f = 16 mm. It allowed to determine interior orientation parameters in a calibration process and to remove an influence of distortion. 3D models of heritage objects were generated using the Topcon Image Master software. The process of 3D model creating from video data involved the following steps: video frames selection for the orientation process, orientation of video frames using points with known coordinates from Terrestrial Laser Scanning, wireframe and TIN model generation. In order to assess the accuracy of the developed 3D models, points with known coordinates from Terrestrial Laser Scanning were used. The accuracy analysis showed that the accuracy of 3D models generated from video images is ±0.05 m.[b]Keywords[/b]: terrestrial photogrammetry, video, terrestrial laser scanning, 3D model, heritage objects

  14. Game on, science - how video game technology may help biologists tackle visualization challenges

    National Research Council Canada - National Science Library

    Lv, Zhihan; Tek, Alex; Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc

    2013-01-01

    The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games...

  15. Game On, Science - How Video Game Technology May Help Biologists Tackle Visualization Challenges

    National Research Council Canada - National Science Library

    Lv, Zhihan; Tek, Alex; Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc

    2013-01-01

    The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games...

  16. Using Mobile Technology in an Urban High School to Decrease Adult Prompting during in School Transitions for Students Identified with Intellectual Disabilities

    Science.gov (United States)

    Christman, Jennifer T.

    2013-01-01

    The aim of this study was to examine the application of video modeling on mobile technology to increase efficiency in the classroom for students identified with intellectual disabilities. Specially, this study sought to identify if video modeling on mobile technology could decrease adult prompting for students with intellectual disabilities during…

  17. Turning Lemons into Lemonade: Teaching Assistive Technology through Wikis and Embedded Video

    Science.gov (United States)

    Dreon, Oliver, Jr.; Dietrich, Nanette I.

    2009-01-01

    The authors teach instructional technology courses to pre-service teachers at Millersville University of Pennsylvania. The focus of the instructional technology courses is on the authentic use of instructional and assistive technology in the K-12 classroom. In this article, the authors describe how they utilize streaming videos in an educational…

  18. Video redaction: a survey and comparison of enabling technologies

    Science.gov (United States)

    Sah, Shagan; Shringi, Ameya; Ptucha, Raymond; Burry, Aaron; Loce, Robert

    2017-09-01

    With the prevalence of video recordings from smart phones, dash cams, body cams, and conventional surveillance cameras, privacy protection has become a major concern, especially in light of legislation such as the Freedom of Information Act. Video redaction is used to obfuscate sensitive and personally identifiable information. Today's typical workflow involves simple detection, tracking, and manual intervention. Automated methods rely on accurate detection mechanisms being paired with robust tracking methods across the video sequence to ensure the redaction of all sensitive information while minimizing spurious obfuscations. Recent studies have explored the use of convolution neural networks and recurrent neural networks for object detection and tracking. The present paper reviews the redaction problem and compares a few state-of-the-art detection, tracking, and obfuscation methods as they relate to redaction. The comparison introduces an evaluation metric that is specific to video redaction performance. The metric can be evaluated in a manner that allows balancing the penalty for false negatives and false positives according to the needs of particular application, thereby assisting in the selection of component methods and their associated hyperparameters such that the redacted video has fewer frames that require manual review.

  19. Making Good Physics Videos

    Science.gov (United States)

    Lincoln, James

    2017-01-01

    Online videos are an increasingly important way technology is contributing to the improvement of physics teaching. Students and teachers have begun to rely on online videos to provide them with content knowledge and instructional strategies. Online audiences are expecting greater production value, and departments are sometimes requesting educators…

  20. Does Replacing Live Demonstration With Instructional Videos Improve Student Satisfaction and Osteopathic Manipulative Treatment Examination Performance?

    Science.gov (United States)

    Seals, Ryan; Gustowski, Sharon M; Kominski, Carol; Li, Feiming

    2016-11-01

    Instructional videos for osteopathic manipulative treatment (OMT) are a potentially valuable resource for novice learners. To evaluate student experiences and the effectiveness of instructional videos in lieu of live faculty demonstration in a second-year osteopathic manipulative medicine course. Faculty created and produced written instructions and videos for selected Still and facilitated positional release techniques. These materials incorporated curricular design principles and psychomotor skills development strategies. During a second-year OMT skills laboratory session, students used the videos as the primary source for technique demonstration and instruction. Table trainers monitored and assisted students per their request or if errors were observed. Students completed surveys regarding their previous experiences in the OMT skills laboratory sessions (presession survey) and the video-based instructional one (postsession survey). One month after the survey, students were also asked to complete a postexamination survey. Student scores on the skills competency examination were compared with scores from the previous year. Of the 230 students, 162 (70%), 135 (59%), and 86 (37%) responded to the presession, postsession, and postexamination surveys, respectively. The majority of students indicated that the OMT videos helped them feel more prepared (98%) and more confident for their examination (78%), were a valuable addition to learning (97%), and would help increase confidence in using osteopathic manipulative medicine on patients (84%). Two-thirds of students indicated that the videos were superior to faculty demonstration from the stage. Compared with students from the previous year, no statistically significant improvement was noted on the total clinical competency examination scores. The faculty-created videos for teaching OMT techniques did not improve scores on the clinical competency examination but had subjective benefits as part of the OMT laboratory

  1. Using Student Learning and Development Outcomes to Evaluate a First-Year Undergraduate Group Video Project

    OpenAIRE

    Jensen, Murray; Mattheis, Allison; Johnson, Brady

    2012-01-01

    Students in an interdisciplinary undergraduate introductory course were required to complete a group video project focused on nutrition and healthy eating. A mixed-methods approach to data collection involved observing and rating video footage of group work sessions and individual and focus group interviews. These data were analyzed and used to evaluate the effectiveness of the assignment in light of two student learning outcomes and two student development outcomes at the University of Minne...

  2. video supported performance feedback to nursing students after simulated practice events.

    OpenAIRE

    Monger, Eloise; Weal, Mark J.; Gobbi, Mary; Michaelides, Danius; Shepherd, Matthew; Wilson, Matthew; Barnard, Thomas

    2008-01-01

    Within the field of health care education, simulation is used increasingly to provide students with opportunities to develop their clinical skills (Alnier, 2006), often occurring in specially designed facilities with audio-video capture of student performance. The video capture enables analysis and assessment of student performance and or competence, the analysis of events (DiGiacomo et al, 1997), processes (Ram et al, 1999), and Objective Clinical Examinations (Humphris and Kaney, 2000 ; Viv...

  3. Implementing video cases in clinical paediatric teaching increases medical students' self-assessed confidence

    DEFF Research Database (Denmark)

    Malon, Michelle; Cortes, Dina; Andersen, Jesper

    2014-01-01

    /138) of the students reported confidence at a score of 5-7 on a seven-point Likert scale. This increased to 64% (186/289) (p Likert scale) and after...... in paediatrics in seven centres. A video case library showing children with common clinical conditions was established, and a short video was added to the oral examination. We evaluated students' and internal and external examiners' perceptions by questionnaires. RESULTS: A total of 81% of the students reported...

  4. Enhancing Astronomy Studies by Using IUCAA Video Lectures in the Student Community

    Science.gov (United States)

    Narayanasamy, N.; Bawdekar, N.

    2015-04-01

    IUCAA is one of the premier astronomy and astrophysics research institutions in India. Research at IUCAA spans a wide range of fields. Lectures delivered by eminent faculty as well as senior professors visiting IUCAA are recorded to benefit students pursuing research in astronomy and astrophysics. The recordings of lectures delivered by IUCAA faculty at other institutions are also available at the library. In order to facilitate access to these lectures by the students, both on-campus and off-campus, an effort to upload these videos to the Network Assisted Server (NAS) was taken up by the IUCAA library staff. The IUCAA library initiated this activity in the year 2010. Video production tools such as Open-EyA are used for creating classroom and blackboard lecture videos in real time. These video files are processed and stored on the server and can also be accessed online. The paper showcases the usefulness of these videos among the student community. Statistics show that the majority of IUCAA students accessing the NAS are viewing the lectures and students can view the video lectures at their convenience. Resources such as these are easy to create and can be used to enhance students' understanding of the subject. It has been observed that students all around the globe extensively use the uploaded video lectures.

  5. A wireless video monitoring system based on 3G communication technology

    Science.gov (United States)

    Xia, Zhen-Hua; Wang, Xiao-Shuang

    2011-11-01

    With the rapid development of the electronic technology, multimedia technology and mobile communication technology, video monitoring system is going to the embedded, digital and wireless direction. In this paper, a solution of wireless video monitoring system based on WCDMA is proposed. This solution makes full use of the advantages of 3G, which have Extensive coverage network and wide bandwidth. It can capture the video streaming from the chip's video port, real-time encode the image data by the high speed DSP, and have enough bandwidth to transmit the monitoring image through WCDMA wireless network. The experiments demonstrate that the system has the advantages of high stability, good image quality, good transmission performance, and in addition, the system has been widely used, not be restricted by geographical position since it adopts wireless transmission. So, it is suitable used in sparsely populated, harsh environment scenario.

  6. Evaluating Technology Resistance and Technology Satisfaction on Students' Performance

    Science.gov (United States)

    Norzaidi, Mohd Daud; Salwani, Mohamed Intan

    2009-01-01

    Purpose: Using the extended task-technology fit (TTF) model, this paper aims to examine technology resistance, technology satisfaction and internet usage on students' performance. Design/methodology/approach: The study was conducted at Universiti Teknologi MARA, Johor, Malaysia and questionnaires were distributed to 354 undergraduate students.…

  7. From Hackers to Luddites, Game Players to Game Creators: Profiles of Adolescent Students Using Technology.

    Science.gov (United States)

    Upitis, Rena

    1998-01-01

    Explores a range of responses, attitudes, and behaviors of seventh- and eighth-grade students to computer and video technology through observations and other research techniques over the course of a school year. Characterizes the students as having "computer personalities" and explains different cases. Offers suggestions for including…

  8. The use of animation video in teaching to enhance the imagination and visualization of student in engineering drawing

    Science.gov (United States)

    Ismail M., E.; Mahazir I., Irwan; Othman, H.; Amiruddin M., H.; Ariffin, A.

    2017-05-01

    The rapid development of information technology today has given a new breath toward usage of computer in education. One of the increasingly popular nowadays is a multimedia technology that merges a variety of media such as text, graphics, animation, video and audio controlled by a computer. With this technology, a wide range of multimedia element can be developed to improve the quality of education. For that reason, this study aims to investigate the use of multimedia element based on animated video that was developed for Engineering Drawing subject according to the syllabus of Vocational College of Malaysia. The design for this study was a survey method using a quantitative approach and involved 30 respondents from Industrial Machining students. The instruments used in study is questionnaire with correlation coefficient value (0.83), calculated on Alpha-Cronbach. Data was collected and analyzed descriptive analyzed using SPSS. The study found that multimedia element for animation video was use significant have capable to increase imagination and visualization of student. The implications of this study provide information of use of multimedia element will student effect imagination and visualization. In general, these findings contribute to the formation of multimedia element of materials appropriate to enhance the quality of learning material for engineering drawing.

  9. Task–Technology Fit of Video Telehealth for Nurses in an Outpatient Clinic Setting

    Science.gov (United States)

    Finkelstein, Stanley M.

    2014-01-01

    Abstract Background: Incorporating telehealth into outpatient care delivery supports management of consumer health between clinic visits. Task–technology fit is a framework for understanding how technology helps and/or hinders a person during work processes. Evaluating the task–technology fit of video telehealth for personnel working in a pediatric outpatient clinic and providing care between clinic visits ensures the information provided matches the information needed to support work processes. Materials and Methods: The workflow of advanced practice registered nurse (APRN) care coordination provided via telephone and video telehealth was described and measured using a mixed-methods workflow analysis protocol that incorporated cognitive ethnography and time–motion study. Qualitative and quantitative results were merged and analyzed within the task–technology fit framework to determine the workflow fit of video telehealth for APRN care coordination. Results: Incorporating video telehealth into APRN care coordination workflow provided visual information unavailable during telephone interactions. Despite additional tasks and interactions needed to obtain the visual information, APRN workflow efficiency, as measured by time, was not significantly changed. Analyzed within the task–technology fit framework, the increased visual information afforded by video telehealth supported the assessment and diagnostic information needs of the APRN. Conclusions: Telehealth must provide the right information to the right clinician at the right time. Evaluating task–technology fit using a mixed-methods protocol ensured rigorous analysis of fit within work processes and identified workflows that benefit most from the technology. PMID:24841219

  10. Video Game Addiction among High School Students in Hordaland; Prevalence and Correlates

    OpenAIRE

    Bjordal, Sunniva Alsvik; Skumsnes, Toril; Ørland, Anette

    2011-01-01

    The aim of this study was to estimate the prevalence and correlates of video game addiction among high school students (N = 531) in Hordaland county, Norway. Video game addiction measured by the Game Addiction Scale for Adolescents was estimated both by a monothetic and a polythetic format. The prevalence was found to be 2.5% and 12.5%, respectively. Regression analyses were conducted where video game addiction comprised the dependent variable. Demographic variables, depression, anxiety, lone...

  11. Perfect DiViSy technology for video network in medicine (Moscow Information Network for Teleoncology).

    Science.gov (United States)

    Vorozhtcov, G; Chissov, V; Danilov, A; Kazinov, V; Sokolov, V; Frank, G

    1999-01-01

    A large telemedicine project is now under development in Moscow. The general task of the project is to link oncology research centres and hospitals meeting the project profile, and to provide on-line (using real-time video conferences) and off-line (via distributed database of medical information) information exchange. There was no existing technology available for use at the project's base which was ready to meet all requirements, so we are using specially created technology for video networks (DiViSy V.97). We suppose this technology to be more applicable for use in telemedicine networks than are business video conference technologies and classical Internet/Intranet technologies. We affirm in our conclusion that now is the time for developing special telemedicine standards, recommendations of compatibility, etc., and that we are ready to take part in this process.

  12. Experience of Integrating Various Technological Tools into the Study and Future Teaching of Mathematics Education Students

    Science.gov (United States)

    Gorev, Dvora; Gurevich-Leibman, Irina

    2015-01-01

    This paper presents our experience of integrating technological tools into our mathematics teaching (in both disciplinary and didactic courses) for student-teachers. In the first cycle of our study, a variety of technological tools were used (e.g., dynamic software, hypertexts, video and applets) in teaching two disciplinary mathematics courses.…

  13. Student perceptions of a video-based blended learning approach for improving pediatric physical examination skills.

    Science.gov (United States)

    Lehmann, Ronny; Seitz, Anke; Bosse, Hans Martin; Lutz, Thomas; Huwendiek, Sören

    2016-11-01

    Physical examination skills are crucial for a medical doctor. The physical examination of children differs significantly from that of adults. Students often have only limited contact with pediatric patients to practice these skills. In order to improve the acquisition of pediatric physical examination skills during bedside teaching, we have developed a combined video-based training concept, subsequently evaluating its use and perception. Fifteen videos were compiled, demonstrating defined physical examination sequences in children of different ages. Students were encouraged to use these videos as preparation for bedside teaching during their pediatric clerkship. After bedside teaching, acceptance of this approach was evaluated using a 10-item survey, asking for the frequency of video use and the benefits to learning, self-confidence, and preparation of bedside teaching as well as the concluding OSCE. N=175 out of 299 students returned survey forms (58.5%). Students most frequently used videos, either illustrating complete examination sequences or corresponding focus examinations frequently assessed in the OSCE. Students perceived the videos as a helpful method of conveying the practical process and preparation for bedside teaching as well as the OSCE, and altogether considered them a worthwhile learning experience. Self-confidence at bedside teaching was enhanced by preparation with the videos. The demonstration of a defined standardized procedural sequence, explanatory comments, and demonstration of infrequent procedures and findings were perceived as particularly supportive. Long video segments, poor alignment with other curricular learning activities, and technical problems were perceived as less helpful. Students prefer an optional individual use of the videos, with easy technical access, thoughtful combination with the bedside teaching, and consecutive standardized practice of demonstrated procedures. Preparation with instructional videos combined with bedside

  14. Incorporating Video Modeling into a School-Based Intervention for Students with Autism Spectrum Disorders

    Science.gov (United States)

    Wilson, Kaitlyn P.

    2013-01-01

    Purpose: Video modeling is an intervention strategy that has been shown to be effective in improving the social and communication skills of students with autism spectrum disorders, or ASDs. The purpose of this tutorial is to outline empirically supported, step-by-step instructions for the use of video modeling by school-based speech-language…

  15. Using Student Learning and Development Outcomes to Evaluate a First-Year Undergraduate Group Video Project

    Science.gov (United States)

    Jensen, Murray; Mattheis, Allison; Johnson, Brady

    2012-01-01

    Students in an interdisciplinary undergraduate introductory course were required to complete a group video project focused on nutrition and healthy eating. A mixed-methods approach to data collection involved observing and rating video footage of group work sessions and individual and focus group interviews. These data were analyzed and used to…

  16. Questioning, Promoting and Evaluating the Use of Streaming Video To Support Student Learning.

    Science.gov (United States)

    Shephard, Kerry

    2003-01-01

    Uses case studies to describe how streaming video is currently used to support student learning in post-compulsory education in the United Kingdom. Describes the current role of streaming video and identifies processes that could extend the application of streaming in education. Identifies elements of a research agenda that could further develop…

  17. Enhancing the Assessment Experience: Improving Student Perceptions, Engagement and Understanding Using Online Video Feedback

    Science.gov (United States)

    West, John; Turner, Will

    2016-01-01

    Individualised video screencasts with accompanying narration were used to provide assessment feedback to a large number (n = 299) of first-year Bachelor of Education students at Edith Cowan University in Western Australia. An anonymous online survey revealed that nearly three times as many respondents (61%) preferred video feedback to written…

  18. Relationships between Computer and Video Game Play and Creativity among Upper Elementary School Students

    Science.gov (United States)

    Hamlen, Karla R.

    2009-01-01

    This study explored relationships between time spent playing video games in a typical week and general creativity, as measured by a common assessment. One hundred eighteen students in 4th and 5th grades answered questions about their video game play and completed the Torrance Tests of Creative Thinking (Torrance, Orlow, & Safter, 1990). While…

  19. Implementing video cases in clinical paediatric teaching increases medical students' self-assessed confidence.

    Science.gov (United States)

    Malon, Michelle; Cortes, Dina; Andersen, Jesper; Jensen, Maria Anna Bruunsgaard; Mortensen, Henrik Bindesbøll; Nygaard, Ulrikka; Poulsen, Anja; Sørensen, Jette Led; Greisen, Gorm

    2014-04-01

    Use of video cases in clinical education is rarely used systematically. Medical students (n = 127) reported by questionnaire whether they had or had not seen a bedside case of each of 22 specific clinical conditions during their five-week clinical course in paediatrics in seven centres. A video case library showing children with common clinical conditions was established, and a short video was added to the oral examination. We evaluated students' and internal and external examiners' perceptions by questionnaires. A total of 81% of the students reported having seen a child with asthma in the daily clinic. In contrast, respiratory syncytial virus infection was only seen by 20%. Students' self-reported confidence in the assessment of paediatric patients increased after the video case library was made available: Before the intervention, 41% (57/138) of the students reported confidence at a score of 5-7 on a seven-point Likert scale. This increased to 64% (186/289) (p students judged the impact of video cases to be high (score 5-7 on a seven-point Likert scale) and after the intervention, this share was 75% (218/289) (p = 0.06). Furthermore, internal as well as external examiners found video cases valuable, but the use of videos did not change the average examination grade. A video case supplement to teaching in clinical paediatrics was considered to be of value for teaching. We were successful in establishing an educational resource that students considered useful. Internal and external examiners found that a short video case was a valuable supplementary tool during the oral examination. The University of Copenhagen funded the study. not relevant.

  20. The Impact of Technology on Hispanic Students

    Science.gov (United States)

    Kelsey, Cheryl; Mata-Claflin, Guadalupe; Holland, Glenda; Castillo, Jose Eduardo

    2011-01-01

    The purpose of the study was to determine if elementary teachers use technology as a tool to enhance classroom strategies for improving student achievement among Hispanic students. The following research questions were utilized: a) Are computers available for classroom teachers and Hispanic students? b) Has the available technology contributed to…

  1. Technology Support for Relation Work in Video Meetings

    DEFF Research Database (Denmark)

    Esbensen, Morten; Bardram, Jakob

    Distributed collaboration has a number of problems associated with it. One of these problems is the fact that distributed actors have to engage in explicit work to achieve the connections between them needed in a collaboration. The work of creating these connections have been named relation work....... Relation work is performed throughout a collaboration, however it is especially interesting to investigate in the context of the video meeting. This report asks the question “How can we design support for relation work in distributed video meetings?”. The two main contributions of this report are; (i......) the design, implementation and evaluation of SideBar - a videoconferencing system supporting relation work, and (ii) the proposal of three guidelines relevant for the design of relation work support....

  2. Meeting International Society for Technology in Education Competencies with a Problem-Based Learning Video Framework

    Science.gov (United States)

    Skoretz, Yvonne M.; Cottle, Amy E.

    2011-01-01

    Meeting International Society for Technology in Education competencies creates a challenge for teachers. The authors provide a problem-based video framework that guides teachers in enhancing 21st century skills to meet those competencies. To keep the focus on the content, the authors suggest teaching the technology skills only at the point the…

  3. Using Videos and Multimodal Discourse Analysis to Study How Students Learn a Trade

    Science.gov (United States)

    Chan, Selena

    2013-01-01

    The use of video to assist with ethnographical-based research is not a new phenomenon. Recent advances in technology have reduced the costs and technical expertise required to use videos for gathering research data. Audio-visual records of learning activities as they take place, allow for many non-vocal and inter-personal communication…

  4. Investigating the Impact of Video Games on High School Students' Engagement and Learning about Genetics

    Science.gov (United States)

    Annetta, Leonard A.; Minogue, James; Holmes, Shawn Y.; Cheng, Meng-Tzu

    2009-01-01

    The popularity of video games has transcended entertainment crossing into the world of education. While the literature base on educational gaming is growing, there is still a lack of systematic study of this emerging technology's efficacy. This quasi-experimental study evaluated a teacher created video game on genetics in terms of its affective…

  5. The Student with a Thousand Faces: From the Ethics in Video Games to Becoming a Citizen

    Science.gov (United States)

    Munoz, Yupanqui J.; El-Hani, Charbel N.

    2012-01-01

    Video games, as technological and cultural artifacts of considerable influence in the contemporary society, play an important role in the construction of identities, just as other artifacts (e.g., books, newspapers, television) played for a long time. In this paper, we discuss this role by considering video games under two concepts, othering and…

  6. Digital Technology and Student Cognitive Development

    Science.gov (United States)

    Cavanaugh, J. Michael; Giapponi, Catherine C.; Golden, Timothy D.

    2016-01-01

    Digital technology has proven a beguiling, some even venture addictive, presence in the lives of our 21st century (millennial) students. And while screen technology may offer select cognitive benefits, there is mounting evidence in the cognitive neuroscience literature that digital technology is restructuring the way our students read and think,…

  7. Implementing video cases in clinical paediatric teaching increases medical students' self-assessed confidence

    DEFF Research Database (Denmark)

    Malon, Michelle; Cortes, Dina; Andersen, Jesper

    2014-01-01

    INTRODUCTION: Use of video cases in clinical education is rarely used systematically. MATERIAL AND METHODS: Medical students (n = 127) reported by questionnaire whether they had or had not seen a bedside case of each of 22 specific clinical conditions during their five-week clinical course...... in paediatrics in seven centres. A video case library showing children with common clinical conditions was established, and a short video was added to the oral examination. We evaluated students' and internal and external examiners' perceptions by questionnaires. RESULTS: A total of 81% of the students reported...... for teaching. We were successful in establishing an educational resource that students considered useful. Internal and external examiners found that a short video case was a valuable supplementary tool during the oral examination. FUNDING: The University of Copenhagen funded the study. TRIAL REGISTRATION...

  8. Medical student case presentation performance and perception when using mobile learning technology in the emergency department.

    Science.gov (United States)

    Tews, Matthew; Brennan, Kimberly; Begaz, Tomer; Treat, Robert

    2011-01-01

    Hand-held mobile learning technology provides opportunities for clinically relevant self-instructional modules to augment traditional bedside teaching. Using this technology as a teaching tool has not been well studied. We sought to evaluate medical students' case presentation performance and perception when viewing short, just-in-time mobile learning videos using the iPod touch prior to patient encounters. Twenty-two fourth-year medical students were randomized to receive or not to receive instruction by video, using the iPod Touch, prior to patient encounters. After seeing a patient, they presented the case to their faculty, who completed a standard data collection sheet. Students were surveyed on their perceived confidence and effectiveness after using these videos. Twenty-two students completed a total of 67 patient encounters. There was a statistically significant improvement in presentations when the videos were viewed for the first time (p=0.032). There was no difference when the presentations were summed for the entire rotation (p=0.671). The reliable (alpha=0.97) survey indicated that the videos were a useful teaching tool and gave students more confidence in their presentations. Medical student patient presentations were improved with the use of mobile instructional videos following first time use, suggesting mobile learning videos may be useful in medical student education. Clinical educators should consider whether, in an instance where live bedside or direct interactive teaching is unavailable, using just-in-time educational videos on a handheld device might be useful as a supplemental instructional strategy.

  9. Medical student case presentation performance and perception when using mobile learning technology in the emergency department

    Directory of Open Access Journals (Sweden)

    Matthew Tews

    2011-10-01

    Full Text Available Hand-held mobile learning technology provides opportunities for clinically relevant self-instructional modules to augment traditional bedside teaching. Using this technology as a teaching tool has not been well studied. We sought to evaluate medical students’ case presentation performance and perception when viewing short, just-in-time mobile learning videos using the iPod touch prior to patient encounters.Twenty-two fourth-year medical students were randomized to receive or not to receive instruction by video, using the iPod Touch, prior to patient encounters. After seeing a patient, they presented the case to their faculty, who completed a standard data collection sheet. Students were surveyed on their perceived confidence and effectiveness after using these videos.Twenty-two students completed a total of 67 patient encounters. There was a statistically significant improvement in presentations when the videos were viewed for the first time (p = 0.032. There was no difference when the presentations were summed for the entire rotation (p = 0.671. The reliable (alpha = 0.97 survey indicated that the videos were a useful teaching tool and gave students more confidence in their presentations.Medical student patient presentations were improved with the use of mobile instructional videos following first time use, suggesting mobile learning videos may be useful in medical student education. If direct bedside teaching is unavailable, just-in-time iPod touch videos can be an alternative instructional strategy to improve first-time patient presentations by medical students.

  10. Practicality in Virtuality: Finding Student Meaning in Video Game Education

    Science.gov (United States)

    Barko, Timothy; Sadler, Troy D.

    2013-01-01

    This paper looks at the conceptual differences between video game learning and traditional classroom and laboratory learning. It explores the notion of virtual experience by comparing a commonly used high school laboratory protocol on DNA extraction with a similar experience provided by a biotechnology themed video game. When considered…

  11. How Much Does Student Engagement with Videos and Forums in a MOOC Affect Their Achievement?

    Science.gov (United States)

    Bonafini, Fernanda Cesar; Chae, Chungil; Park, Eunsung; Jablokow, Kathryn Weed

    2017-01-01

    Engagement in Massive Open Online Courses (MOOCs) is based on students who self-organize their participation according to their own goals and interests. Visual materials such as videos and discussion forums are basic ways of engaging students in MOOCs. Student achievement in MOOCs is typically measured using assessments distributed throughout the…

  12. Lens on Climate Change: Making Climate Meaningful through Student-Produced Videos

    Science.gov (United States)

    Gold, Anne U.; Oonk, David J.; Smith, Lesley; Boykoff, Maxwell T.; Osnes, Beth; Sullivan, Susan B.

    2015-01-01

    Learning about climate change is tangible when it addresses impacts that can be observed close to home. In this program, sixty-four diverse middle and high school students produced videos about locally relevant climate change topics. Graduate and undergraduate students provided mentorship. The program engaged students in research and learning…

  13. Students' and Teachers' Perceptions of Using Video Games to Enhance Science Instruction

    Science.gov (United States)

    Marino, Matthew T.; Israel, Maya; Beecher, Constance C.; Basham, James D.

    2013-01-01

    Science education video game research points toward promising, but inconclusive results in both student learning outcomes and attitudes. However, student-level variables other than gender have been largely absent from this research. This study examined how students' reading ability level and disability status are related to their video…

  14. Implementing video cases in clinical paediatric teaching increases medical students' self-assessed confidence

    DEFF Research Database (Denmark)

    Malon, Michelle; Cortes, Dina; Andersen, Jesper

    2014-01-01

    for teaching. We were successful in establishing an educational resource that students considered useful. Internal and external examiners found that a short video case was a valuable supplementary tool during the oral examination. FUNDING: The University of Copenhagen funded the study. TRIAL REGISTRATION......INTRODUCTION: Use of video cases in clinical education is rarely used systematically. MATERIAL AND METHODS: Medical students (n = 127) reported by questionnaire whether they had or had not seen a bedside case of each of 22 specific clinical conditions during their five-week clinical course...... the intervention, this share was 75% (218/289) (p = 0.06). Furthermore, internal as well as external examiners found video cases valuable, but the use of videos did not change the average examination grade. CONCLUSION: A video case supplement to teaching in clinical paediatrics was considered to be of value...

  15. Video chat technology to remotely quantify dietary, supplement and medication adherence in clinical trials.

    Science.gov (United States)

    Peterson, Courtney M; Apolzan, John W; Wright, Courtney; Martin, Corby K

    2016-11-01

    We conducted two studies to test the validity, reliability, feasibility and acceptability of using video chat technology to quantify dietary and pill-taking (i.e. supplement and medication) adherence. In study 1, we investigated whether video chat technology can accurately quantify adherence to dietary and pill-taking interventions. Mock study participants ate food items and swallowed pills, while performing randomised scripted 'cheating' behaviours to mimic non-adherence. Monitoring was conducted in a cross-over design, with two monitors watching in-person and two watching remotely by Skype on a smartphone. For study 2, a twenty-two-item online survey was sent to a listserv with more than 20 000 unique email addresses of past and present study participants to assess the feasibility and acceptability of the technology. For the dietary adherence tests, monitors detected 86 % of non-adherent events (sensitivity) in-person v. 78 % of events via video chat monitoring (P=0·12), with comparable inter-rater agreement (0·88 v. 0·85; P=0·62). However, for pill-taking, non-adherence trended towards being more easily detected in-person than by video chat (77 v. 60 %; P=0·08), with non-significantly higher inter-rater agreement (0·85 v. 0·69; P=0·21). Survey results from study 2 (n 1076 respondents; ≥5 % response rate) indicated that 86·4 % of study participants had video chatting hardware, 73·3 % were comfortable using the technology and 79·8 % were willing to use it for clinical research. Given the capability of video chat technology to reduce participant burden and outperform other adherence monitoring methods such as dietary self-report and pill counts, video chatting is a novel and promising platform to quantify dietary and pill-taking adherence.

  16. Making Sure What You See Is What You Get: Digital Video Technology and the Preparation of Teachers of Elementary Science

    Science.gov (United States)

    Bueno de Mesquita, Paul; Dean, Ross F.; Young, Betty J.

    2010-01-01

    Advances in digital video technology create opportunities for more detailed qualitative analyses of actual teaching practice in science and other subject areas. User-friendly digital cameras and highly developed, flexible video-analysis software programs have made the tasks of video capture, editing, transcription, and subsequent data analysis…

  17. Nigerian Dental Technology Students and Human ...

    African Journals Online (AJOL)

    sectional study of dental technology students of Federal School of Dental Therapy and Technology. Enugu, Nigeria was conducted in 2010. Data was subjected to descriptive, non‑parametric and parametric statistics using the statistical package ...

  18. Using focus groups to develop a nutrition education video for high school students.

    Science.gov (United States)

    James, D C; Rienzo, B A; Frazee, C

    1997-11-01

    Focus group interviews were used to develop a nutrition education video and a teacher's guide for use in Florida high schools. Authors conducted a pilot and four focus group interviews with ninth grade students in five geographically distinct regions of Florida. Most students agreed that a video with scenarios or success stories would work well. Teens expressed interest in 10 topics: eating disorders; consequences of unhealthy eating; preparing quick, healthy meals; what constitutes a balanced diet; nutrition and fitness; weight control; food and the environment; the food guide pyramid; nutrition facts and fallacies; and food labels. Students suggested no more than three or four topics should be covered in the video, and the video cast should consist mainly of teen-agers with different body sizes, who were average, attractive, and from different ethnic backgrounds. Music was recommended only for transitions between scenes, as background, or during the credits.

  19. Medical students' assessment of pediatric patients - teaching and evaluation using video cases.

    Science.gov (United States)

    Malon, Michelle; Cortes, Dina; Greisen, Gorm Ole

    2014-11-13

    We introduced video-based teaching in pediatrics. We evaluated the impact of a pediatric video program on student performance in assessing pediatric patients presented as video cases. The program consisted of a library of pediatric videos, and inclusion of these in the teaching and examination for pediatric medicine. Medical students on a pediatric clerkship at the University of Copenhagen assessed eight short pediatric video cases during autumn 2011 and spring 2012. Two independent observers evaluated a subset of records in a pilot study. A blind evaluation was made of the written records of 37 students before, and 58 students after, the introduction of the program using a Rubric score with four domains. The intraobserver interclass correlation coefficient was 0.94 and the interobserver interclass correlation was 0.71(n=25). The students' mean total Rubric score in spring 2012 (7.0) was significantly higher (ppediatric patients presented as video cases after the introduction of the program. The impact on real-life situations remains to be established.

  20. Improving student learning via mobile phone video content: Evidence from the BridgeIT India project

    Science.gov (United States)

    Wennersten, Matthew; Quraishy, Zubeeda Banu; Velamuri, Malathi

    2015-08-01

    Past efforts invested in computer-based education technology interventions have generated little evidence of affordable success at scale. This paper presents the results of a mobile phone-based intervention conducted in the Indian states of Andhra Pradesh and Tamil Nadu in 2012-13. The BridgeIT project provided a pool of audio-visual learning materials organised in accordance with a system of syllabi pacing charts. Teachers of Standard 5 and 6 English and Science classes were notified of the availability of new videos via text messages (SMS), which they downloaded onto their phones using an open-source application and showed, with suggested activities, to students on a TV screen using a TV-out cable. In their evaluation of this project, the authors of this paper found that the test scores of children who experienced the intervention improved by 0.36 standard deviations in English and 0.98 standard deviations in Science in Andhra Pradesh, relative to students in similar classrooms who did not experience the intervention. Differences between treatment and control schools in Tamil Nadu were less marked. The intervention was also cost-effective, relative to other computer-based interventions. Based on these results, the authors argue that is possible to use mobile phones to produce a strong positive and statistically significant effect in terms of teaching and learning quality across a large number of classrooms in India at a lower cost per student than past computer-based interventions.

  1. Educational Technology as a Video Cases in Teaching Psychology for Future Teachers

    Science.gov (United States)

    Shen, Pingxia; Gromova, Chulpan R.; Zakirova, Venera G.; Yalalov, Farit G.

    2017-01-01

    Relevance of the article is caused by need to form the teacher's psychological competences on the basis of life and professional situations. This article is directed to detection of the main difficulties, which students have in the course of studying psychology and efficiency of use of video cases at classes of psychology. The leading research…

  2. Medical students' online learning technology needs.

    Science.gov (United States)

    Han, Heeyoung; Nelson, Erica; Wetter, Nathan

    2014-02-01

    This study investigated medical students' online learning technology needs at a medical school. The study aimed to provide evidence-based guidance for technology selection and online learning design in medical education. The authors developed a 120-item survey in collaboration with the New Technology in Medical Education (NTIME) committee at the Southern Illinois University School of Medicine (SIUSOM). Overall, 123 of 290 medical students (42%) at the medical school participated in the survey. The survey focused on five major areas: students' hardware and software use; perception of educational technology (ET) in general; online behaviours; perception of ET use at the school; and demographic information. Students perceived multimedia tools, scheduling tools, communication tools, collaborative authoring tools, learning management systems and electronic health records useful educational technologies for their learning. They did not consider social networking tools useful for their learning, despite their frequent use. Third-year students were less satisfied with current technology integration in the curriculum, information sharing and collaborative learning than other years. Students in clerkships perceived mobile devices as useful for their learning. Students using a mobile device (i.e. a smartphone) go online, text message, visit social networking sites and are online during classes more frequently than non-users. Medical students' ET needs differ between preclinical and clinical years. Technology supporting ubiquitous mobile learning and health information technology (HIT) systems at hospitals and out-patient clinics can be integrated into clerkship curricula. © 2014 John Wiley & Sons Ltd.

  3. New Technology "Clouds" Student Data Privacy

    Science.gov (United States)

    Krueger, Keith R.; Moore, Bob

    2015-01-01

    As technology has leaped forward to provide valuable learning tools, parents and policy makers have begun raising concerns about the privacy of student data that schools and systems have. Federal laws are intended to protect students and their families but they have not and will never be able to keep up with rapidly evolving technology. School…

  4. Impact of School Technology on Student Achievement

    Science.gov (United States)

    Young, Larry Douglas, Jr.

    2012-01-01

    This study provides an overview of the impact of school technology on elementary students in grades three through five attending public schools in Indiana. The investigation focused on the impact of various technologies on student achievement as measured on Indiana Statewide Testing for Educational Progress-Plus (ISTEP+). Various comparisons were…

  5. Students' and Teachers' Perceptions of Using Video Games to Enhance Science Instruction

    Science.gov (United States)

    Marino, Matthew T.; Israel, Maya; Beecher, Constance C.; Basham, James D.

    2012-10-01

    Science education video game research points toward promising, but inconclusive results in both student learning outcomes and attitudes. However, student-level variables other than gender have been largely absent from this research. This study examined how students' reading ability level and disability status are related to their video game-playing behaviors outside of school and their perceptions about the use of science video games during school. Thirty-four teachers and 876 sixth- through ninth-grade students from 14 states participated in the study. All student groups reported that they would prefer to learn science from a video game rather than from traditional text, laboratory-based, or Internet environments. Chi-square analyses indicated a significant association between reading ability level, disability status, and key areas of interest including students' use of video games outside of school, their perceptions of their scientific abilities, and whether they would pursue a career in the sciences. Implications of these findings and areas for future research are identified.

  6. High resolution, high frame rate video technology development plan and the near-term system conceptual design

    Science.gov (United States)

    Ziemke, Robert A.

    1990-01-01

    The objective of the High Resolution, High Frame Rate Video Technology (HHVT) development effort is to provide technology advancements to remove constraints on the amount of high speed, detailed optical data recorded and transmitted for microgravity science and application experiments. These advancements will enable the development of video systems capable of high resolution, high frame rate video data recording, processing, and transmission. Techniques such as multichannel image scan, video parameter tradeoff, and the use of dual recording media were identified as methods of making the most efficient use of the near-term technology.

  7. The role of video technology in on-line lectures for the deaf.

    Science.gov (United States)

    Debevc, Matjaz; Peljhan, Ziva

    2004-09-02

    The purpose of this paper is to determine the effectiveness of web-based video lectures on demand for the deaf in comparison to the traditional method of teaching using a sign language interpreter. The web-based lectures presented are specifically designed for the deaf in education and in rehabilitation. Sixty-three deaf students and adults were divided into four groups. All of the groups were made up of users who shared similar knowledge in the field of computers, but with different abilities in using computers, from beginners to advanced users. All of the groups were of mixed gender. The first two groups (consisting of 23 test users) graded the usability of the user interface for web-based lecture on demand with the help of the standardized SUMI questionnaire. After that, two groups (20 students from high school and 20 adults) joined in a 45-min informational program on the history of the deaf. Both groups were then divided into two smaller subgroups of 10 participants. The first subgroup in the first part of the learning program followed a traditional teaching style with the help of a teacher and an interpreter for Slovenian sign language. Meanwhile, the second group observed a 12-min web-based video lecture on demand and still had available an additional 18 min for a more detailed observation of the video. At the end of the lecture, the teacher used the questionnaire to review the participants' understanding of the content of the lecture in both of the groups. During the entire testing period, the interpreter used Slovenian sign language. By using the SUMI questionnaire, we determined the usability of the user interface for comprehension and gathering of knowledge. We discovered that the system was usable according to the standards. The global Median results (Global Median=51) were in the range of 50. In the second part of testing, we determined the level of significance between the traditional and web-based lectures. The results were statistically evaluated

  8. Using student learning and development outcomes to evaluate a first-year undergraduate group video project.

    Science.gov (United States)

    Jensen, Murray; Mattheis, Allison; Johnson, Brady

    2012-01-01

    Students in an interdisciplinary undergraduate introductory course were required to complete a group video project focused on nutrition and healthy eating. A mixed-methods approach to data collection involved observing and rating video footage of group work sessions and individual and focus group interviews. These data were analyzed and used to evaluate the effectiveness of the assignment in light of two student learning outcomes and two student development outcomes at the University of Minnesota. Positive results support the continued inclusion of the project within the course, and recommend the assignment to other programs as a viable means of promoting both content learning and affective behavioral objectives.

  9. Students' Learning Experiences from Didactic Teaching Sessions Including Patient Case Examples as Either Text or Video

    DEFF Research Database (Denmark)

    Pedersen, Kamilla; Moeller, Martin Holdgaard; Paltved, Charlotte

    2017-01-01

    OBJECTIVES: The aim of this study was to explore medical students' learning experiences from the didactic teaching formats using either text-based patient cases or video-based patient cases with similar content. The authors explored how the two different patient case formats influenced students....... Students taught with video-based patient cases, in contrast, often referred to the patient cases when highlighting new insights, including the importance of patient perspectives when communicating with patients. CONCLUSION: The format of patient cases included in teaching may have a substantial impact...

  10. The Use of Concept Maps in Creating a Short Video with Students

    Science.gov (United States)

    Gocsál, Ákos; Tóth, Renáta

    2016-01-01

    This paper presents the results of an experimental project in which media students created a short video. The students in groups of 4 or 5 used concept maps for collected their ideas about organizing the project. The analysis of the concept maps revealed that two groups were product-oriented, one group was workflow-oriented, and two groups used…

  11. Using Web-Based Video as an Assessment Tool for Student Performance in Organic Chemistry

    Science.gov (United States)

    Tierney, John; Bodek, Matthew; Fredricks, Susan; Dudkin, Elizabeth; Kistler, Kurt

    2014-01-01

    This article shows the potential for using video responses to specific questions as part of the assessment process in an organic chemistry class. These exercises have been used with a postbaccalaureate cohort of 40 students, learning in an online environment, over a period of four years. A second cohort of 25 second-year students taking the…

  12. Introducing Statistical Research to Undergraduate Mathematical Statistics Students Using the Guitar Hero Video Game Series

    Science.gov (United States)

    Ramler, Ivan P.; Chapman, Jessica L.

    2011-01-01

    In this article we describe a semester-long project, based on the popular video game series Guitar Hero, designed to introduce upper-level undergraduate statistics students to statistical research. Some of the goals of this project are to help students develop statistical thinking that allows them to approach and answer open-ended research…

  13. Leveling Up: Video Games, Development and the Narrated Everyday Experiences of Male College Students

    Science.gov (United States)

    Haddad, Vanessa L.

    2016-01-01

    Video games have become an integral part of the day to day lives of many people across gender, race, and age in the United States. They have become particularly important in the college student population, with nearly two thirds of all college students playing on a regular basis (Lee, 2003). While much of the scholarly research in this area…

  14. Effects of Expanded and Standard Captions on Deaf College Students' Comprehension of Educational Videos

    Science.gov (United States)

    Stinson, Michael S.; Stevenson, Susan

    2013-01-01

    Twenty-two college students who were deaf viewed one instructional video with standard captions and a second with expanded captions, in which key terms were expanded in the form of vocabulary definitions, labeled illustrations, or concept maps. The students performed better on a posttest after viewing either type of caption than on a pretest;…

  15. An Intensive Presentations Course in English for Aeronautical Engineering Students Using Cyclic Video Recordings

    Science.gov (United States)

    Tatzl, Dietmar

    2017-01-01

    This article presents the design and evaluation of an intensive presentations course for aeronautical engineering students based on cyclic video recordings. The target group of this course in English for specific purposes (ESP) were undergraduate final-year students who needed to improve their presentation and foreign language skills to prepare…

  16. Video Review in Self-Assessment of Pharmacy Students' Communication Skills

    Science.gov (United States)

    Volino, Lucio R.; Das, Rolee Pathak

    2014-01-01

    The objectives of this study were to develop a student self-assessment activity of a video-recorded counseling session and evaluate its impact on student self-perceptions of specific communication skills. This activity was incorporated into a core-communications course within the third professional year of a Doctor of Pharmacy curriculum. Student…

  17. Improving Secondary School Students' Achievement and Retention in Biology through Video-Based Multimedia Instruction

    Science.gov (United States)

    Gambari, Amosa Isiaka; Yaki, Akawo Angwal; Gana, Eli S.; Ughovwa, Queen Eguono

    2014-01-01

    The study examined the effects of video-based multimedia instruction on secondary school students' achievement and retention in biology. In Nigeria, 120 students (60 boys and 60 girls) were randomly selected from four secondary schools assigned either into one of three experimental groups: Animation + Narration; Animation + On-screen Text;…

  18. Development of Students' Conceptual Thinking by Means of Video Analysis and Interactive Simulations at Technical Universities

    Science.gov (United States)

    Hockicko, Peter; Krišták, Luboš; Nemec, Miroslav

    2015-01-01

    Video analysis, using the program Tracker (Open Source Physics), in the educational process introduces a new creative method of teaching physics and makes natural sciences more interesting for students. This way of exploring the laws of nature can amaze students because this illustrative and interactive educational software inspires them to think…

  19. Perceptions of Students Who Take Synchronous Courses through Video Conferencing about Distance Education

    Science.gov (United States)

    Karal, Hasan; Cebi, Ayca; Turgut, Yigit Emrah

    2011-01-01

    The objective of this study is to determine how students who are taking synchronous distance education classes via video conferencing perceive distance learning courses. A qualitative research approach was used for the study. Scale sampling was also used. The study's subjects consisted of a total of nine students comprised of 2nd and 4th grade…

  20. An Exploratory Study on the Reasons and Preferences of Six Malaysian Students on the Video Games Played

    Science.gov (United States)

    Leng, Eow Yee; Baki, Roselan

    2008-01-01

    The purpose of this study was to explore the reasons why six Malaysian students from upper secondary school are playing video games, types of games and the features preferred. A qualitative method was being used in the study. Purposive sampling was conducted in selecting the students. The findings indicated that students played video games for a…

  1. Information Communication Technology (ICT) Shaping Student Affairs.

    Science.gov (United States)

    Broughton, Elizabeth

    This paper opens with the following questions: "How prepared are you as a student affairs professional for information communication technology (ICT)? Do you understand such concepts as portals, e-business, Napster, computer use policies, and wireless communication? Will student affairs be shaped by ICT or will student affairs help shape ICT on…

  2. SMA actuators: a viable practical technology (Presentation Video)

    Science.gov (United States)

    Browne, Alan L.; Brown, Jeffrey; Hodgson, Darel E.

    2015-04-01

    Diverse products either based solely on or incorporating Shape Memory Alloys (SMA) have and are being made in a wide range of industries, and IP is being captured. Why then compared to SE (superelastic) Nitinol, and especially conventional technology, do so few ideas reach production? This presentation delves deeply into this topic in reaching the final assessment that SMA actuators are indeed now a viable practical technology. The presentation begins with an introduction to and description of the fundamental basis of SMA actuator technology. Examples of multiple commercially available geometric forms of SMA actuators are given and the functionalities that they provide are described. This is followed by examples of multiple commercial products incorporating such SMA actuators. Given that there are literally millions of commercial products incorporating conventional actuator technologies, indications are given as to why there are their less than 1000 that utilize SMA. Experience based challenges to the commercial use of SMA actuators are described. Besides having to compete with existing non-SMA technology which is quite mature additional challenges that are unique to SM actuators are indicated these including a wider than expected set of technical engineering problems and challenges and that a broader scope of dynamics is required.

  3. Optical video projection using laser beam scanning technology

    Science.gov (United States)

    Clynick, Tony J.

    1993-12-01

    Various techniques are currently used to project video images. One of these, described in a previous paper by the author, operates by mechanical scanning of a laser beam with acousto- optic modulation, and has been proven suitable for high definition television and computer display scan rates by use of novel electronic and optical compensation methods. The requirement for improved image intensity with greater efficiency has led to a re-appraisal of the selection of the light source and the relationship between the light source, the form of the modulator, and the method of scanning. The electrical input to visible radiation output ratio of the Argon-ion lasers currently used in the projector shows efficiency to be as low as 0.001%, a factor limiting the commercial exploitation of the projector. Recent developments in acousto- optics can be applied to the projector's optical system allowing alternative light sources to be used. These help to reduce the complexity of both the optical and signal processing stages as well as improve efficiency.

  4. Forecasting Consumer Adoption of Information Technology and Services--Lessons from Home Video Forecasting.

    Science.gov (United States)

    Klopfenstein, Bruce C.

    1989-01-01

    Describes research that examined the strengths and weaknesses of technological forecasting methods by analyzing forecasting studies made for home video players. The discussion covers assessments and explications of correct and incorrect forecasting assumptions, and their implications for forecasting the adoption of home information technologies…

  5. Impact of video technology on efficiency of pharmacist-provided anticoagulation counseling and patient comprehension.

    Science.gov (United States)

    Moore, Sarah J; Blair, Elizabeth A; Steeb, David R; Reed, Brent N; Hull, J Heyward; Rodgers, Jo Ellen

    2015-06-01

    Discharge anticoagulation counseling is important for ensuring patient comprehension and optimizing clinical outcomes. As pharmacy resources become increasingly limited, the impact of informational videos on the counseling process becomes more relevant. To evaluate differences in pharmacist time spent counseling and patient comprehension (measured by the Oral Anticoagulation Knowledge [OAK] test) between informational videos and traditional face-to-face (oral) counseling. This prospective, open, parallel-group study at an academic medical center randomized 40 individuals-17 warfarin-naïve ("New Start") and 23 with prior warfarin use ("Restart")-to receive warfarin discharge education by video or face-to-face counseling. "Teach-back" questions were used in both groups. Although overall pharmacist time was reduced in the video counseling group (P counseling method (P = 0.012) suggests the difference between counseling methods was smaller in New Start participants. Following adjustment, mean total time was reduced 8.71 (95% CI = 5.15-12.26) minutes (adjusted P counseling. Postcounseling OAK test scores did not differ. Age, gender, socioeconomic status, and years of education were not predictive of total time or OAK test score. Use of informational videos coupled with teach-back questions significantly reduced pharmacist time spent on anticoagulation counseling without compromising short-term patient comprehension, primarily in patients with prior warfarin use. Study results demonstrate that video technology provides an efficient method of anticoagulation counseling while achieving similar comprehension. © The Author(s) 2015.

  6. The relationship between the physical activity of students from Lublin’s universities, and video games

    Directory of Open Access Journals (Sweden)

    Polski Andrzej

    2016-04-01

    Full Text Available With the rapid development of computer technology, gaming has become more popular, and young people spend more and more time playing such games. It is thought that this a major factor responsible for the lowered physical activity of today's society. For a better understanding of the issue, we assessed how many students spend their free time playing video games, and how this form of recreation affects their levels of physical activity. The investigation of the relationship between physical activity and playing computer games was undertaken via a questionnaire containing 16 questions, and this was applied to a representative sample of 138 students drawn from Lublin’s universities. The results of this show that males are more physically active (85% compared to 75% women. However, only 9% men and 13% women train every day. To keep the body in shape, the most common activity for the respondents is aerobics training (approx. 30%, walking and cycling. Such exercise is performed to improve or keep in shape, and as a form of relaxation. However, one third of all respondents play video games, 70% of these are males and only 16% are females. What is more, our results show that there was no correlation between level of physical activity and gaming. In both groups, about 80% of all respondents are physically active. Yet, among the players, there are more overweight people (28%, as compared to 10% in the non-player group. Still, players, in contrast to popular opinion, are more active than non-playing people. No association was found between playing computer games and health problems.

  7. Software Optimization of Video Codecs on Pentium Processor with MMX Technology

    Directory of Open Access Journals (Sweden)

    Liu KJ Ray

    2001-01-01

    Full Text Available A key enabling technology for the proliferation of multimedia PC's is the availability of fast video codecs, which are the basic building blocks of many new multimedia applications. Since most industrial video coding standards (e.g., MPEG1, MPEG2, H.261, H.263 only specify the decoder syntax, there are a lot of rooms for optimization in a practical implementation. When considering a specific hardware platform like the PC, the algorithmic optimization must be considered in tandem with the architecture of the PC. Specifically, an algorithm that is optimal in the sense of number of operations needed may not be the fastest implementation on the PC. This is because special instructions are available which can perform several operations at once under special circumstances. In this work, we describe a fast implementation of H.263 video encoder for the Pentium processor with MMX technology. The described codec is adopted for video mail and video phone softwares used in IBM ThinkPad.

  8. Marginalized Student Access to Technology Education

    Science.gov (United States)

    Kurtcu, Wanda M.

    2017-01-01

    The purpose of this paper is to investigate how a teacher can disrupt an established curriculum that continues the cycle of inequity of access to science, technology, engineering, and math (STEM) curriculum by students in alternative education. For this paper, I will focus on the technology components of the STEM curriculum. Technology in the…

  9. Video conferencing: most effective technology to run assemblies ...

    African Journals Online (AJOL)

    Solutions to Current economic problems associated with national economic depression need be approached from technology point of view. The cost of air and land movements have tripled in the last few months with the attendant risk of accident, armed robbery attacks and vehicular breakdown. If every member of staff, ...

  10. The student with a thousand faces: from the ethics in video games to becoming a citizen

    Science.gov (United States)

    Muñoz, Yupanqui J.; El-Hani, Charbel N.

    2012-12-01

    Video games, as technological and cultural artifacts of considerable influence in the contemporary society, play an important role in the construction of identities, just as other artifacts (e.g., books, newspapers, television) played for a long time. In this paper, we discuss this role by considering video games under two concepts, othering and technopoly, and focus on how these concepts demand that we deepen our understanding of the ethics of video games. We address here how the construction of identities within video games involves othering process, that is, processes through which, when signifying and identifying `Ourselves', we create and marginalize `Others'. Moreover, we discuss how video games can play an important role in the legitimation of the technopoly, understood as a totalitarian regime related to science, technology and their place in our societies. Under these two concepts, understanding the ethics of video games goes beyond the controversy about their violence. The main focus of discussion should lie in how the ethics of video games is related to their part in the formation of the players' citizenship. Examining several examples of electronic games, we consider how video games provide a rich experience in which the player has the opportunity to develop a practical wisdom ( phronesis), which can lead her to be a virtuous being. However, they can be also harmful to the moral experiences of the subjects when they show unethical contents related to othering processes that are not so clearly and openly condemned as violence, as in the cases of sexism, racism or xenophobia. Rather than leading us to conclude that video games needed to be banned or censored, this argument makes us highlight their role in the (science) education of critical, socially responsible, ethical, and politically active citizens, precisely because they encompass othering processes and science, technology, and society relationships.

  11. Transana Qualitative Video and Audio Analysis Software as a Tool for Teaching Intellectual Assessment Skills to Graduate Psychology Students

    Science.gov (United States)

    Rush, S. Craig

    2014-01-01

    This article draws on the author's experience using qualitative video and audio analysis, most notably through use of the Transana qualitative video and audio analysis software program, as an alternative method for teaching IQ administration skills to students in a graduate psychology program. Qualitative video and audio analysis may be useful for…

  12. Learning based on library automation in mobile devices: The video production by students of Universidade Federal do Cariri Library Science Undergraduate Degree

    Directory of Open Access Journals (Sweden)

    David Vernon VIEIRA

    Full Text Available Abstract The video production for learning has been evident over the last few years especially when it involves aspects of the application of hardware and software for automation spaces. In Librarianship Undergraduate Degrees the need for practical learning focused on the knowledge of the requirements for library automation demand on teacher to develop an educational content to enable the student to learn through videos in order to increase the knowledge about information technology. Thus, discusses the possibilities of learning through mobile devices in education reporting an experience that took place with students who entered in March, 2015 (2015.1 Bachelor Degree in Library Science from the Universidade Federal do Cariri (Federal University of Cariri in state of Ceará, Brazil. The literature review includes articles publicated in scientific journals and conference proceedings and books in English, Portuguese and Spanish on the subject. The methodology with quantitative and qualitative approach includes an exploratory study, where the data collection was used online survey to find out the experience of the elaboration of library automation videos by students who studied in that course. The learning experience using mobile devices for recording of technological environments of libraries allowed them to be produced 25 videos that contemplated aspects of library automation having these actively participated in production of the video and its publication on the Internet.

  13. Technology consumption and cognitive control: Contrasting action video game experience with media multitasking

    Science.gov (United States)

    Cardoso-Leite, Pedro; Kludt, Rachel; Vignola, Gianluca; Ma, Wei Ji; Green, C. Shawn; Bavelier, Daphne

    2015-01-01

    Technology has the potential to impact cognition in many ways. Here we contrast two forms of technology usage: 1) media multitasking (i.e., the simultaneous consumption of multiple streams of media, such a texting while watching TV) and 2) playing action video games (a particular sub-type of video game). Previous work has outlined an association between high levels of media multitasking and specific deficits in handling distracting information, while playing action video games has been associated with enhanced attentional control. As these two factors are linked with reasonably opposing effects, failing to take them jointly into account may result in inappropriate conclusions as to the impact of technology use on attention. Across four experiments (AX-CPT, N-back, Task-switching and Filter task), testing different aspects of attention and cognition, we show that heavy media multitaskers perform worse than light media multitaskers. Contrary to previous reports though, the performance deficit was not specifically tied to distractors, but was instead more global in nature. Interestingly, participants with intermediate levels of media multitasking occasionally performed better than both light and heavy media multitaskers suggesting that the effects of increasing media multitasking are not monotonic. Action video game players, as expected, outperformed non-video game players on all tasks. However, surprisingly this was true only for participants with intermediate levels of media multitasking, suggesting that playing action video games does not protect against the deleterious effect of heavy media multitasking. Taken together this study shows that media consumption can have complex and counter-intuitive effects on attentional control. PMID:26474982

  14. Technology consumption and cognitive control: Contrasting action video game experience with media multitasking.

    Science.gov (United States)

    Cardoso-Leite, Pedro; Kludt, Rachel; Vignola, Gianluca; Ma, Wei Ji; Green, C Shawn; Bavelier, Daphne

    2016-01-01

    Technology has the potential to impact cognition in many ways. Here we contrast two forms of technology usage: (1) media multitasking (i.e., the simultaneous consumption of multiple streams of media, such a texting while watching TV) and (2) playing action video games (a particular subtype of video games). Previous work has outlined an association between high levels of media multitasking and specific deficits in handling distracting information, whereas playing action video games has been associated with enhanced attentional control. Because these two factors are linked with reasonably opposing effects, failing to take them jointly into account may result in inappropriate conclusions as to the impacts of technology use on attention. Across four tasks (AX-continuous performance, N-back, task-switching, and filter tasks), testing different aspects of attention and cognition, we showed that heavy media multitaskers perform worse than light media multitaskers. Contrary to previous reports, though, the performance deficit was not specifically tied to distractors, but was instead more global in nature. Interestingly, participants with intermediate levels of media multitasking sometimes performed better than both light and heavy media multitaskers, suggesting that the effects of increasing media multitasking are not monotonic. Action video game players, as expected, outperformed non-video-game players on all tasks. However, surprisingly, this was true only for participants with intermediate levels of media multitasking, suggesting that playing action video games does not protect against the deleterious effect of heavy media multitasking. Taken together, these findings show that media consumption can have complex and counterintuitive effects on attentional control.

  15. Helping the Visually Impaired Student with Electronic Video Visual Aids.

    Science.gov (United States)

    Visualtek, Inc., Santa Monica, CA.

    THE FOLLOWING IS THE FULL TEXT OF THIS DOCUMENT: Video visual aids are Closed Circuit TV systems (CCTV's) which magnify print and enlarge it electronically upon a screen so partially sighted persons with some residual vision can read and write normal size print. These devices are in use around the world in homes, schools, industries and libraries,…

  16. The Use of Short, Animated, Patient-Centered Springboard Videos to Underscore the Clinical Relevance of Preclinical Medical Student Education.

    Science.gov (United States)

    Adam, Maya; Chen, Sharon F; Amieva, Manuel; Deitz, Jennifer; Jang, Heeju; Porwal, Aarti; Prober, Charles

    2017-07-01

    Medical students often struggle to appreciate the clinical relevance of material taught in the preclinical years. The authors believe videos could be effectively used to interweave a patient's illness script with foundational basic science concepts. In collaboration with four other U.S. medical schools, educators at the Stanford University School of Medicine created 36 short, animated, patient-centered springboard videos (third-person, narrated accounts of authentic patient cases conveying foundational pathophysiology) in 2014. The videos were used to introduce students to 36 content modules, created as part of a microbiology, immunology, and infectious diseases curriculum. The videos were created with input from faculty content experts and in some cases medical students, and were piloted using a flipped classroom pedagogical approach in January 2015-June 2016. Student feedback from course evaluations and focus groups was analyzed using a mixed-methods approach. On the course evaluations, the majority of students rated the patient-centered videos positively, and the majority of comments on the videos were positive, highlighting both enhanced engagement and enhanced learning and retention. Comments from focus groups mirrored the course evaluation comments and highlighted different usage patterns for the videos. The authors will continue to gather and analyze data from schools using the videos as part of their core preclinical curriculum, and will produce similar videos for use in other areas of undergraduate medical education. These videos could support students' review of content taught previously and be repurposed for use in continuing and graduate medical education, as well as patient education.

  17. Scaffolding With and Through Videos

    DEFF Research Database (Denmark)

    Otrel-Cass, Kathrin; Khoo, Elaine; Cowie, Bronwen

    2012-01-01

    to consider must be expanded. This article explicates theoretical and practical ideas related to teachers’ application of their ICT technology, pedagogy, and content knowledge (TPACK) in science. The article unpacks the social and technological dimensions of teachers’ use of TPACK when they use digital videos...... to scaffold learning. It showcases the intricate interplay between teachers’ knowledge about content, digital video technology, and students’ learning needs based on a qualitative study of two science teachers and their students in a New Zealand primary school....

  18. Development and evaluation of online video teaching resources to enhance student knowledge of livestock handling.

    Science.gov (United States)

    Klupiec, C; Pope, S; Taylor, R; Carroll, D; Ward, M H; Celi, P

    2014-07-01

    To evaluate the effectiveness of online audiovisual materials to support the acquisition of animal handling skills by students of veterinary and animal science. A series of video clips (Livestock Handling modules) demonstrating livestock handling procedures was created and delivered online to students enrolled in the Faculty of Veterinary Science, University of Sydney. The effectiveness of these modules for supporting student learning was evaluated via an online survey. The survey also sought feedback on how students could be better prepared for handling livestock. The survey indicated that students found the videos a useful part of their learning experience, particularly by familiarising them with correct handling procedures and emphasising the importance of safety when handling livestock. Students also highlighted that online delivery supported flexible learning. Suggested improvements of the Livestock Handling modules centred around broadening the content of the videos and improving the user-friendliness of online access. Student feedback regarding how the Faculty could better prepare them for livestock handling was dominated by requests for more opportunities to practise animal handling using live animals. The Livestock Handling audiovisual tool is a valuable supplementary resource for developing students' proficiency in safe and effective handling of livestock. However, the results also clearly reveal a perception by students that more hands-on experience is required for acquisition of animal handling skills. These findings will inform future development of the Faculty's animal handling program. © 2014 Australian Veterinary Association.

  19. Medical students review of formative OSCE scores, checklists, and videos improves with student-faculty debriefing meetings.

    Science.gov (United States)

    Bernard, Aaron W; Ceccolini, Gabbriel; Feinn, Richard; Rockfeld, Jennifer; Rosenberg, Ilene; Thomas, Listy; Cassese, Todd

    2017-01-01

    Performance feedback is considered essential to clinical skills development. Formative objective structured clinical exams (F-OSCEs) often include immediate feedback by standardized patients. Students can also be provided access to performance metrics including scores, checklists, and video recordings after the F-OSCE to supplement this feedback. How often students choose to review this data and how review impacts future performance has not been documented. We suspect student review of F-OSCE performance data is variable. We hypothesize that students who review this data have better performance on subsequent F-OSCEs compared to those who do not. We also suspect that frequency of data review can be improved with faculty involvement in the form of student-faculty debriefing meetings. Simulation recording software tracks and time stamps student review of performance data. We investigated a cohort of first- and second-year medical students from the 2015-16 academic year. Basic descriptive statistics were used to characterize frequency of data review and a linear mixed-model analysis was used to determine relationships between data review and future F-OSCE performance. Students reviewed scores (64%), checklists (42%), and videos (28%) in decreasing frequency. Frequency of review of all metric and modalities improved when student-faculty debriefing meetings were conducted (pstudents, checklist review was associated with an improved performance on subsequent F-OSCEs (p = 0.038) by 1.07 percentage points on a scale of 0-100. Among 86 second year students, no review modality was associated with improved performance on subsequent F-OSCEs. Medical students review F-OSCE checklists and video recordings less than 50% of the time when not prompted. Student-faculty debriefing meetings increased student data reviews. First-year student's review of checklists on F-OSCEs was associated with increases in performance on subsequent F-OSCEs, however this outcome was not observed among

  20. Harnessing Students' Interest in Physics with Their Own Video Games

    Science.gov (United States)

    Like, Christopher

    2011-01-01

    Many physics teachers assign projects where students are asked to measure real-world motion. One purpose of this student-centered activity is to cultivate the relevance of physics in their lives. Typical project topics may include measuring the speed of a student's fastball and calculating how much reaction time batters are given. Another student…

  1. Peer Assessment of Student-Produced Mechanics Lab Report Videos

    Science.gov (United States)

    Douglas, Scott S.; Aiken, John M.; Lin, Shih-Yin; Greco, Edwin F.; Alicea-Muñoz, Emily; Schatz, Michael F.

    2017-01-01

    We examine changes in students' rating behavior during a semester-long sequence of peer evaluation laboratory exercises in an introductory mechanics course. We perform a quantitative analysis of the ratings given by students to peers' physics lab reports, and conduct interviews with students. We find that peers persistently assign higher ratings…

  2. Video Streaming in the Wild West

    OpenAIRE

    Helen Gail Prosser

    2006-01-01

    Northern Lakes College in north-central Alberta is the first post-secondary institution in Canada to use the Media on Demand digital video system to stream large video files between dispersed locations (Karlsen). Staff and students at distant locations of Northern Lakes College are now viewing more than 350 videos using video streaming technology. This has been made possible by SuperNet, a high capacity broadband network that connects schools, hospitals, libraries and government offices thr...

  3. Building technology and information competences among university students through an academic contest and social networking

    Directory of Open Access Journals (Sweden)

    Maria-Eugenia Ruiz-Molina

    2013-08-01

    effectively make students aware of the existence of the informational video about technology and information competences and to watch it with full attention.

  4. EVALUATING THE EFFECTIVENESS OF “THREE DIMENSIONAL VIDEOS ON THE COMPREHENSION OF ANATOMY” AMONG NEW STUDENTS OF MEDICINE (FIRST YEAR MBBS STUDENTS

    Directory of Open Access Journals (Sweden)

    Santhini Arulselvi

    2016-04-01

    Full Text Available BACKGROUND In a modern gadgets era, most of the teaching methods are turning into electronic format even in schools. The new students of medicine (First MBBS use to face difficulty in understanding the complexity of Human Anatomy. Computer technology, including internet can enhance the learning activities. METHODS This Interventional study was conducted among first year MBBS students of VMMC students, Karaikal. A total of 100 students were included in the study, assigned into two groups of 50 each. All subjects were given pre-test and post-test questionnaire of two different clinical based topics. Learning was assessed by written examinations and responses were linked to students’ performances in dissection theatre. RESULT The mean score was significantly higher among the students who had received 3-D video demonstration compared to those who had received traditional method of teaching. Participants stated that visual learning is easier to remember and gives the real appearance of anatomical structure. CONCLUSION This study confirms the three dimensional video demonstration is an effective method for communication and learning anatomy.

  5. Video Games, Internet and Social Networks: A Study among French School students

    Science.gov (United States)

    Dany, Lionel; Moreau, Laure; Guillet, Clémentine; Franchina, Carmelo

    2016-11-25

    Aim : Screen-based media use is gradually becoming a public health issue, especially among young people.Method : A local descriptive observational study was conducted in 11 colleges of the Bouches-du-Rhône department. All middle high school students were asked to fill in a questionnaire comprising questions about their demographic characteristics, their screen-based media use (Internet, video games, social networks), any problematic use (video games and social networks), self-esteem and quality of life.Results : A total of 950 college students (mean age : 12.96 years) participated in the research. The results show a high level and a very diverse screen-based media use. Boys more frequently played video games and girls go more frequently used social networks. The levels of problematic use were relatively low for all middle high school students. The level of problematic video game use was significantly higher in boys, and the level of problematic social network use was higher in girls.Conclusion : Differences in the use of video games or social networks raise the general issue of gender differences in society. This study indicates the need for more specific preventive interventions for screen-based media use. The addictive “nature” of certain practices needs to be studied in more detail.

  6. Commercial Video Games in the Science Classroom

    Science.gov (United States)

    Angelone, Lauren

    2010-01-01

    There's no denying that middle school students are interested in video games. With such motivation present, we as teachers should harness this media in a productive way in our classrooms. Students today are much more technologically advanced than ever before, and using video games is one more way to use something from their world as a teaching…

  7. New technologies in the Physical Education class. A positive experience with the digital video recording and vertical jump

    Directory of Open Access Journals (Sweden)

    Daniel Rojano Ortega

    2010-01-01

    Full Text Available The objective of the Basic Competences is to highlight the essential learning of the Secondary School Curriculum. The fourth Basic Competence introduces in the Secondary School Program the use of the Information and Communication Technologies as an essential element to be informed, to learn and to communicate. To that effect, this article tries to bring the new technologies to the Physical Education Class, specifically to the analysis of the vertical jump. This jump has been traditionally evaluated with the Sargent’s test but this test has some errors which derive from the measuring process. Nowadays there are new very precise instruments often used in sports for the analysis of the vertical jump, but their high prices make it difficult to introduce them in the school. With this article we want to show that the digital video recording and the video edition programs constitute a very appropriate way to evaluate the vertical jump because it causes in the students great interest and implication.

  8. Including Students' Diverse Perspectives on Classroom Interactions into Video-Based Professional Development for Teachers

    Science.gov (United States)

    Vogler, Anna-Marietha; Prediger, Susanne

    2017-01-01

    Video is often used in professional development courses to sensitize mathematics teachers to students' thinking and issues of classroom interaction. This article presents an approach that incorporates students' perspectives on mathematics classroom interactions into video-based professional development in order to enhance teachers' reflection on…

  9. Students' Perceptions of the Value of Using Videos as a Pre-Class Learning Experience in the Flipped Classroom

    Science.gov (United States)

    Long, Taotao; Logan, Joanne; Waugh, Michael

    2016-01-01

    The flipped classroom is an instructional model in which students viewed the learning content before class through instructor-provided video lectures or other pre-class learning materials, and in-class time is used for student-centered active learning. Video is widely utilized as a typical pre-class learning material in the flipped classroom. This…

  10. Information Technology Diffusion: Impact on Student Achievement

    Science.gov (United States)

    Lee, Gregory M.; Lind, Mary L.

    2011-01-01

    For student achievement, the diffusion and adoption of information technology (IT) infrastructure enabled by special funding was posited to have a positive impact on student achievement. Four urban school districts provided the context for this study to assess the impact of IT adoption on standardized test scores.

  11. Medical student case presentation performance and perception when using mobile learning technology in the emergency department

    OpenAIRE

    Tews, Matthew; Brennan, Kimberly; Begaz, Tomer; Treat, Robert

    2011-01-01

    Background: Hand-held mobile learning technology provides opportunities for clinically relevant selfinstructional modules to augment traditional bedside teaching. Using this technology as a teaching tool has not been well studied. We sought to evaluate medical students’ case presentation performance and perception when viewing short, just-in-time mobile learning videos using the iPod touch prior to patient encounters. Methods: Twenty-two fourth-year medical students were randomized to receive...

  12. College Students' Attitude towards Computer Technology

    Science.gov (United States)

    Njagi, K. O.; Havice, W. L.

    2011-01-01

    Recent advances in the contemporary world, especially in the area of computer technology, have heralded the development and implementation of new and innovative teaching strategies and particularly with the Internet revolution. This study assessed students' attitude towards computer technology. Specifically, the study assessed differences in…

  13. Simulation Technology in Nursing Education: Student Perceptions

    Science.gov (United States)

    Panunto, Karen L.

    2009-01-01

    Nursing education programs are faced with the challenge of providing students with the necessary skills to function in a fast paced, high technological environment. To address this challenge, the current trend in nursing education is to integrate the use of high-fidelity simulation technology into the curricula although there has been limited…

  14. Impact of current video game playing on robotic simulation skills among medical students.

    Science.gov (United States)

    Öge, Tufan; Borahay, Mostafa A; Achjian, Tamar; Kılıç, Sami Gökhan

    2015-01-01

    To evaluate the impact of current and prior video game playing on initial robotic simulation skill acquisition. This cross-sectional descriptive study (Canadian Task Force Classification II-1) was conducted at a medical university training center. The study subjects were medical students who currently played video games (Group I) and those who had not played video games in the last 2 years (Group II). The robotic skills of both groups were assessed using simulation. Twenty-two students enrolled in this study; however, only 21 completed it. The median age of the participants was 23 (22-24) years and 24 (23-26) years in Groups I and II, respectively. Among the participants, 15 (71.4%) were male and 6 (28.5%) were female, and 90.4% of the students started playing video games in primary school. When the 2 groups were compared according to the completion time of each exercise, Group I finished more quickly than Group II in the Peg Board-1 exercise (p>0.05), whereas Group II had better results in 3 exercises including Pick and Place, Ring and Rail, and Thread the Rings-1. However, none of the differences were found to be statistically significant (p>.05), and according to the overall scores based on the time to complete exercises, economy of motion, instrument collision, use of excessive instrument force, instruments out of view, and master workspace range, the scores were not statistically different between Groups I and II (p>.05). According to the basic robotic simulation exercise results, there was no difference between medical students who used to play video games and those who still played video games. Studies evaluating baseline visuospatial skills with larger sample sizes are needed.

  15. The Use of Video Modeling via a Video iPod and a System of Least Prompts to Improve Transitional Behaviors for Students with Autism Spectrum Disorders in the General Education Classroom

    Science.gov (United States)

    Cihak, David; Fahrenkrog, Cynthia; Ayres, Kevin M.; Smith, Catherine

    2010-01-01

    This study evaluated the efficacy of video modeling delivered via a handheld device (video iPod) and the use of the system of least prompts to assist elementary-age students with transitioning between locations and activities within the school. Four students with autism learned to manipulate a handheld device to watch video models. An ABAB…

  16. Use of Short Animal-Themed Videos to Enhance Veterinary Students' Mood, Attention, and Understanding of Pharmacology Lectures.

    Science.gov (United States)

    Kogan, Lori R; Hellyer, Pete; Clapp, Tod R; Suchman, Erica; McLean, Jennifer; Schoenfeld-Tacher, Regina

    2017-09-29

    Professional DVM training is inherently stressful and challenging for students. This study evaluated a simple intervention-short breaks during a veterinary pharmacology lecture course in the form of funny/cute animal videos (Mood Induction Procedures, or MIP)-to assess for potential impact on students' mood, interest in material, and perceived understanding of material. Ten YouTube video clips showing cats or dogs were selected to influence students' affective states. The videos were shown in a required pharmacology class offered during the fall semester of the second year of the DVM program at a large, land-grant institution in the Western US. The student cohort consisted of 133 students (20 males, 113 females). Twenty days of the course were randomly chosen for the study and ranged from weeks 2 to 13 of the semester. Sessions in which the videos were played were alternated with sessions in which no video was played, for a total of 10 video days and 10 control days. There were significant differences in all three post-class assessment measures between the experimental (video) days and the control days. Results suggest that showing short cute animal videos in the middle of class positively affected students' mood, interest in material, and self-reported understanding of material. While the results of this study are limited to one student cohort at one institution, the ease of implementation of the technique and relatively low stakes support incorporation of the MIP technique across a variety of basic and clinical science courses.

  17. Energy Expenditure during Physically Interactive Video Game Playing in Male College Students with Different Playing Experience

    Science.gov (United States)

    Sell, Katie; Lillie, Tia; Taylor, Julie

    2008-01-01

    Objective: Researchers have yet to explore the effect of physically interactive video game playing on energy expenditure, despite its potential for meeting current minimal daily activity and energy expenditure recommendations. Participants and Methods: Nineteen male college students-12 experienced "Dance Dance Revolution" (DDR) players and 7…

  18. A Comparison of Students' Performances Using Audio Only and Video Media Methods

    Science.gov (United States)

    Sulaiman, Norazean; Muhammad, Ahmad Mazli; Ganapathy, Nurul Nadiah Dewi Faizul; Khairuddin, Zulaikha; Othman, Salwa

    2017-01-01

    Listening is a very crucial skill to be learnt in second language classroom because it is essential for the development of spoken language proficiency (Hamouda, 2013). The aim of this study is to investigate the significant differences in terms of students' performance when using traditional (audio-only) method and video media method. The data of…

  19. Students' Perceptions on Using Different Listening Assessment Methods: Audio-Only and Video Media

    Science.gov (United States)

    Sulaiman, Norazean; Muhammad, Ahmad Mazli; Ganapathy, Nurul Nadiah Dewi Faizul; Khairuddin, Zulaikha; Othman, Salwa

    2017-01-01

    The importance and usefulness of incorporating video media elements to teach listening have become part of the general understanding and commonplace in the academia nowadays (Alonso, 2013; Macwan, 2015; Garcia, 2012). Hence, it is of vital importance that students are taught effectively and assessed accordingly on their listening skills. The…

  20. Identifying Key Features of Student Performance in Educational Video Games and Simulations through Cluster Analysis

    Science.gov (United States)

    Kerr, Deirdre; Chung, Gregory K. W. K.

    2012-01-01

    The assessment cycle of "evidence-centered design" (ECD) provides a framework for treating an educational video game or simulation as an assessment. One of the main steps in the assessment cycle of ECD is the identification of the key features of student performance. While this process is relatively simple for multiple choice tests, when…

  1. Student-Designed Public Service Announcement (PSA) Videos to Enhance Motivation and Engagement

    Science.gov (United States)

    Abrams, Kenneth

    2012-01-01

    Educators often focus on enhancing student motivation and engagement. This article describes an activity with these aims, in which undergraduates (a) learn about theories and research on means of persuasion and (b) in small groups design and record a public service announcement (PSA) video, write a brief paper that outlines the theories used to…

  2. An Exploration of Elementary School Counselors' Perceptions of Students' Exposure to Violent Video Games

    Science.gov (United States)

    Woody, Tammy Lynn

    2010-01-01

    This study explored elementary school counselors' perceptions of working with students exposed to violent video games. Certified elementary school counselors participated in both an online survey and individual interviews, revealing their observations regarding elementary school children and the phenomenon of gaming. An emphasis was placed on…

  3. Integration of Video-Based Demonstrations to Prepare Students for the Organic Chemistry Laboratory

    Science.gov (United States)

    Nadelson, Louis S.; Scaggs, Jonathan; Sheffield, Colin; McDougal, Owen M.

    2015-01-01

    Consistent, high-quality introductions to organic chemistry laboratory techniques effectively and efficiently support student learning in the organic chemistry laboratory. In this work, we developed and deployed a series of instructional videos to communicate core laboratory techniques and concepts. Using a quasi-experimental design, we tested the…

  4. Effect of YouTube Videos and Pictures on EFL Students' Writing Performance

    Science.gov (United States)

    Styati, Erlik Widiyani

    2016-01-01

    This research aims at investigating the effect of YouTube videos and pictures as the authentic materials on Indonesian EFL students' writing performance. The experimental research is conducted by using quasi-experimental design. This research employed two groups: an experimental and control group. This is to see which group is effective to be used…

  5. Student-Created Homework Problems Based on YouTube Videos

    Science.gov (United States)

    Liberatore, Matthew W.; Marr, David W. M.; Herring, Andrew M.; Way, J. Douglas

    2013-01-01

    Inspired by YouTube videos, students created homework problems as part of a class project. The project has been successful at different parts of the semester and demonstrated learning of course concepts. These new problems were implemented both in class and as part of homework assignments without significant changes. Examples from a material and…

  6. Relation between Video Game Addiction and Interfamily Relationships on Primary School Students

    Science.gov (United States)

    Zorbaz, Selen Demirtas; Ulas, Ozlem; Kizildag, Seval

    2015-01-01

    This study seeks to analyze whether or not the following three variables of "Discouraging Family Relations," "Supportive Family Relations," "Total Time Spent on the Computer," and "Grade Point Average (GPA)" predict elementary school students' video game addiction rates, and whether or not there exists a…

  7. Student Activity and Profile Datasets from an Online Video-Based Collaborative Learning Experience

    Science.gov (United States)

    Martín, Estefanía; Gértrudix, Manuel; Urquiza-Fuentes, Jaime; Haya, Pablo A.

    2015-01-01

    This paper describes two datasets extracted from a video-based educational experience using a social and collaborative platform. The length of the trial was 3 months. It involved 111 students from two different courses. Twenty-nine came from Computer Engineering (CE) course and 82 from Media and Communication (M&C) course. They were organised…

  8. The impact of online video lecture recordings and automated feedback on student performance

    NARCIS (Netherlands)

    Wieling, M. B.; Hofman, W. H. A.

    To what extent a blended learning configuration of face-to-face lectures, online on-demand video recordings of the face-to-face lectures and the offering of online quizzes with appropriate feedback has an additional positive impact on the performance of these students compared to the traditional

  9. Video Analysis of Athletic Training Student Performance: Changing Educational Competency into Clinical Proficiency

    Science.gov (United States)

    Kawaguchi, Jeffrey K.

    2009-01-01

    Context: Assessing clinical proficiency and documenting learning over time is quite challenging. Educators must look for unique ways to effectively examine students' performance and archive evidence of their academic progress. Objective: To discuss the use of video analysis to bridge the gap from educational competency to clinical proficiency, and…

  10. Computer-Based Video Instruction to Teach Students with Intellectual Disabilities to Use Public Bus Transportation

    Science.gov (United States)

    Mechling, Linda; O'Brien, Eileen

    2010-01-01

    This study investigated the effectiveness of computer-based video instruction (CBVI) to teach three young adults with moderate intellectual disabilities to push a "request to stop bus signal" and exit a city bus in response to target landmarks. A multiple probe design across three students and one bus route was used to evaluate effectiveness of…

  11. Student-Produced Video Documentary Provides a Real Reason for Using the Target Language.

    Science.gov (United States)

    Gardner, David

    1995-01-01

    Describes a documentary created during an English course teaching academic skills to first-year arts faculty undergraduates. The focus was on making a video documentary about an issue of concern to the learners whose own negotiated goal was to present their information in English in a way that would be appealing to other students on campus. (12…

  12. Readers, Players, and Watchers: EFL Students' Vocabulary Acquisition through Digital Video Games

    Science.gov (United States)

    Ebrahimzadeh, Mohsen

    2017-01-01

    The present study investigated vocabulary acquisition through a commercial digital video game compared to a traditional pencil-and-paper treatment. Chosen through cluster sampling, 241 male high school students (age 12-18) participated in the study. They were randomly assigned to one of the following groups. The first group, called Readers,…

  13. Using Videos to Reach Site Visitors: A Toolkit for Today's Student

    Science.gov (United States)

    Pressley, Lauren

    2008-01-01

    Today's students have grown up in an information environment very different from the one that many people remember. They have been raised on the fast-paced edutainment of "Sesame Street" and have spent their adolescence watching 3-minute music videos on MTV. Their media environment specializes in short messages and multimedia, with news dispatched…

  14. Kaiser Permanente Northern California: current experiences with internet, mobile, and video technologies.

    Science.gov (United States)

    Pearl, Robert

    2014-02-01

    The US health care system has been slow to adopt Internet, mobile, and video technologies, which have the capability to engage patients in their own care, increase patients' access to providers, and possibly improve the quality of care while reducing costs. Nevertheless, there are some pockets of progress, including Kaiser Permanente Northern California (KPNC). In 2008 KPNC implemented an inpatient and ambulatory care electronic health record system for its 3.4 million members and developed a suite of patient-friendly Internet, mobile, and video tools. KPNC has achieved many successes. For example, the number of virtual "visits" grew from 4.1 million in 2008 to an estimated 10.5 million in 2013. This article describes KPNC's experience with Internet, mobile, and video technologies and the obstacles faced by other health care providers interested in embracing them. The obstacles include the predominant fee-for-service payment model, which does not reimburse for virtual visits; the considerable investment needed to deploy these technologies; and physician buy-in.

  15. Peer assessment of student-produced mechanics lab report videos

    Science.gov (United States)

    Douglas, Scott S.; Aiken, John M.; Lin, Shih-Yin; Greco, Edwin F.; Alicea-Muñoz, Emily; Schatz, Michael F.

    2017-12-01

    We examine changes in students' rating behavior during a semester-long sequence of peer evaluation laboratory exercises in an introductory mechanics course. We perform a quantitative analysis of the ratings given by students to peers' physics lab reports, and conduct interviews with students. We find that peers persistently assign higher ratings to lab reports than do experts, that peers begin the semester by giving high ratings most frequently and end the semester with frequent middle ratings, and that peers go through the semester without much change in the frequency of low ratings. We then use student interviews to develop a model for student engagement with peer assessment. This model is based on two competing influences which appear to shape peer evaluation behavior: a strong disinclination to give poor ratings with a complementary preference to give high ratings when in doubt, and an attempt to develop an expertlike criticality when assessing peers' work.

  16. Student Outreach with Renewable Energy Technology

    Science.gov (United States)

    Buffinger, D. R.; Fuller, C. W.; Gordon, E. M.; Kalu, A.; Hepp, Aloysius F. (Technical Monitor)

    2000-01-01

    The Student Outreach with Renewable Energy Technology (SORET) program is an education program involving three Historically Black Colleges and Universities and NASA's John H. Glenn Research Center at Lewis Field. These three universities; Central State University (CSU), Savannah State University (SSU) and Wilberforce University (WU) are working together with NASA Glenn to use the theme of renewable energy to improve the science, engineering and technology education of minority students and to attract minority students to these fields. In this vein, a renewable energy laboratory course is being offered at WU with the goal of giving the students of WU and CSU hands on experiences. As part of this course, the students are constructing solar light posts for a local high school with a high minority population. A Physics teacher from this school and some of his high school students are involved with this project. A lecture course on energy systems and sustainability is being developed by SSU to be delivered via distance reaming to the other institutions. Summer activities are being planned at all three institutions involving student projects in renewable energy. For example, WU students will work on a study of the synthesis and properties of photovoltaic materials. In addition, CSU will present a weeklong summer program to high school students with the assistance of WU. This presentation will focus on the student involvement and achievements in the educational area to date and plot the future course of this program.

  17. Implementing video cases in clinical paediatric teaching increases medical students' self-assessed confidence

    DEFF Research Database (Denmark)

    Malon, Michelle; Cortes, Dina; Andersen, Jesper

    2014-01-01

    having seen a child with asthma in the daily clinic. In contrast, respiratory syncytial virus infection was only seen by 20%. Students' self-reported confidence in the assessment of paediatric patients increased after the video case library was made available: Before the intervention, 41% (57....../138) of the students reported confidence at a score of 5-7 on a seven-point Likert scale. This increased to 64% (186/289) (p

  18. Negotiating ownership: Understanding the cultivation of student ownership in an urban science video project

    Science.gov (United States)

    O'Neill, Tara Breckenridge

    The intention of this study is to define student ownership in an informal science learning setting in a low performing middle school in New York City, to investigate what characterizes such ownership, and to determine how to cultivate it. In addition, I am interested in investigating the effects of the students' sense of ownership on their sense of self, in relation to the study and the practice of science and the role of race in power in framing the context in which ownership is cultivated. This is a qualitative study; specifically I apply a critical ethnography framework for both data collection an analysis. This study is based in an informal science video project lasting three years in which two groups of sixth and seventh grade students, made three movies about their perceptions of science, who they felt knew science, and how science related to their lives. In chapter IV, I explain that students' expression of ownership is visible via five main themes. (1) Students viewed themselves in relation to science in ways that are positive, empowering, and full of self-awareness. (2) Students actively and purposefully chose to expend their capital. (3) Students expressed pride around the multiple contexts. (4) Students used the video project to effect positive changes in their lives. (5) Students expressed positive and realistic vision for the role that science played in their lives. In chapter V, I explain that student agency and student ownership share a dialectic relationship in which student agency must be valued to cultivate student ownership and the cultivation of student ownership expands student agency. Lastly, in chapter VII, I explore the role race and power play in framing the context in which ownership is cultivated. Specifically, I argue that in order to cultivate ownership in high-poverty urban science learning environments, the teacher in this environment must be critically reflective of her/his practice and pay particular attention to issues of race and

  19. Leadership, Technology, and Student Learning.

    Science.gov (United States)

    Brown, Cindy; Zellner, Luana

    A Technology in Education III (TIE-3) grant was awarded to the C-SMART Consortium Project for the 1999-2000 school year by the Texas Education Agency (TEA). The consortium consisted of seven public and private schools in Texas. The goal of this grant was to accomplish four main objectives: electronic activities for development of student…

  20. Predictors of valid engagement with a video streaming web study among asian american and non-Hispanic white college students.

    Science.gov (United States)

    Park, Hanjong; Choi, Heeseung; Suarez, Marie L; Zhao, Zhongsheng; Park, Chang; Wilkie, Diana J

    2014-04-01

    The study purpose was to determine the predictors of watching most of a Web-based streaming video and whether data characteristics differed for those watching most or only part of the video. A convenience sample of 650 students (349 Asian Americans and 301 non-Hispanic whites) was recruited from a public university in the United States. Study participants were asked to view a 27-minute suicide awareness streaming video and to complete online questionnaires. Early data monitoring showed many, but not all, watched most of the video. We added software controls to facilitate video completion and defined times for a video completion group (≥26 minutes) and video noncompletion (video noncompletion group, the video completion group included more females, undergraduates, and Asian Americans, and had higher individualistic orientation and more correct manipulation check answers. The video noncompletion group skipped items in a purposeful manner, showed less interest in the video, and spent less time completing questionnaires. The findings suggest that implementing software controls, evaluating missing data patterns, documenting the amount of time spent completing questionnaires, and effective manipulation check questions are essential to control potential bias in Web-based research involving college students.

  1. Collision count in rugby union: A comparison of micro-technology and video analysis methods.

    Science.gov (United States)

    Reardon, Cillian; Tobin, Daniel P; Tierney, Peter; Delahunt, Eamonn

    2017-10-01

    The aim of our study was to determine if there is a role for manipulation of g force thresholds acquired via micro-technology for accurately detecting collisions in rugby union. In total, 36 players were recruited from an elite Guinness Pro12 rugby union team. Player movement profiles and collisions were acquired via individual global positioning system (GPS) micro-technology units. Players were assigned to a sub-category of positions in order to determine positional collision demands. The coding of collisions by micro-technology at g force thresholds between 2 and 5.5 g (0.5 g increments) was compared with collision coding by an expert video analyst using Bland-Altman assessments. The most appropriate g force threshold (smallest mean difference compared with video analyst coding) was lower for all forwards positions (2.5 g) than for all backs positions (3.5 g). The Bland-Altman 95% limits of agreement indicated that there may be a substantial over- or underestimation of collisions coded via GPS micro-technology when using expert video analyst coding as the reference comparator. The manipulation of the g force thresholds applied to data acquired by GPS micro-technology units based on incremental thresholds of 0.5 g does not provide a reliable tool for the accurate coding of collisions in rugby union. Future research should aim to investigate smaller g force threshold increments and determine the events that cause coding of false positives.

  2. Exploring the potential of video technologies for collaboration in emergency medical care

    DEFF Research Database (Denmark)

    Söderholm, Hanna M.; Sonnenwald, Diane H.; Manning, James E.

    2008-01-01

    Technologies for Collaboration in Emergency Medical Care: Part I. Information Sharing" (Sonnenwald et al., this issue). In this article, we explore paramedics' task performance during the experiment as they diagnosed and treated a trauma victim while working alone or in collaboration with a physician via 2D...... of self-efficacy. Interview data confirm these statistical results. Overall, the results indicate that 3D telepresence technology has the potential to improve paramedics' performance of complex medical tasks and improve emergency trauma health care if designed and implemented appropriately.......We conducted an experiment with a posttest, between-subjects design to evaluate the potential of emerging 3D telepresence technology to support collaboration in emergency health care. 3D telepresence technology has the potential to provide richer visual information than do current 2D video...

  3. Online instructional anatomy videos: Student usage, self-efficacy, and performance in upper limb regional anatomy assessment.

    Science.gov (United States)

    Langfield, Tracey; Colthorpe, Kay; Ainscough, Louise

    2017-12-04

    Allied health professionals concur that a sound knowledge of practical gross anatomy is vital for the clinician, however, human anatomy courses in allied health programs have been identified as high-risk for attrition and failure. While anatomists and clinicians agree that learning anatomy via human cadaveric instruction is the preferred method, students vary in their reaction to the cadaveric learning experience and have differing levels of anatomy self-efficacy. This study investigated whether student self-efficacy had an effect on student usage of supplemental instructional videos and whether the use of videos had an impact on student self-efficacy and/or learning. Anatomy self-efficacy differed based on gender and prior performance. Student usage of the videos varied widely and students with lower self-efficacy were more inclined to use the resources. The provision of the videos did not improve overall cohort performance as compared to a historical cohort, however, those students that accessed all video sets experienced a greater normalized learning gain compared to students that used none or one of the four sets of videos. Student reports and usage patterns indicate that the videos were primarily used for practical class preparation and revision. Potentially, the videos represent a passive mode of teaching whereas active learning has been demonstrated to result in greater learning gains. Adapting the videos into interactive tutorials which will provide opportunity for feedback and the development of students' self-evaluation may be more appropriate. Anat Sci Educ. © 2017 American Association of Anatomists. © 2017 American Association of Anatomists.

  4. An educational video program to increase aging services technology awareness among older adults.

    Science.gov (United States)

    Tam, Joyce W; Van Son, Catherine; Dyck, Dennis; Schmitter-Edgecombe, Maureen

    2017-08-01

    Aging services technologies (ASTs), health technology that meets the needs of seniors, are being underutilized due to a lack of awareness. This study evaluated a video-based educational program to increase AST awareness. Two hundred and thirty-one older adults completed AST measures pre- and post-program. Participants endorsed significantly improved AST knowledge and attitude and a lower level of perceived stigma post-program. Hierarchical regression analyses showed that a greater reduction in stigma post-program and a higher number of physical/cognitive needs supported by ASTs at baseline were significant predictors of a greater increase in expressed intention to use ASTs following the video program. Furthermore, individuals living in their own homes, with a lower level of education, fewer physical and/or cognitive needs supported by ASTs at baseline, and greater functional limitations were found to be more likely to report a significant reduction in perceived stigma post-program. Four-week follow-up data from 75 individuals showed stable program gains. Program feedback was positive. The current findings provide support for the utility of the AST videos. The educational materials used in this study can be used clinically or for public health education to increase awareness and adoption of ASTs. Copyright © 2017 Elsevier B.V. All rights reserved.

  5. Paraprofessional-Delivered Video Prompting to Teach Academics to Students with Severe Disabilities in Inclusive Settings.

    Science.gov (United States)

    Knight, Victoria F; Kuntz, Emily M; Brown, Melissa

    2018-02-07

    Video prompting is effective for teaching a variety of skills (e.g., daily living, communication) to students with autism and intellectual disability; yet, little research exists on the efficacy of these strategies on academic skills, in inclusive settings, and with typical intervention agents. Authors collaborated with paraprofessionals to select socially important academic skills (i.e., literacy, social studies, science, and math) aligned with students' IEPs and content taught in their inclusive classes. Results from the multiple probe across participants and skills design indicated a functional relation between the paraprofessional-delivered video prompting and correct responding to academic tasks for all three elementary students with autism and intellectual disability. Implications for practitioners, study limitations, and recommendations for future research are discussed.

  6. Using Student Video Cases to Assess Pre-service Elementary Teachers' Engineering Teaching Responsiveness

    Science.gov (United States)

    Dalvi, Tejaswini; Wendell, Kristen

    2017-10-01

    Our study addresses the need for new approaches to prepare novice elementary teachers to teach both science and engineering, and for new tools to measure how well those approaches are working. This in particular would inform the teacher educators of the extent to which novice teachers are developing expertise in facilitating their students' engineering design work. One important dimension to measure is novice teachers' abilities to notice the substance of student thinking and to respond in productive ways. This teacher noticing is particularly important in science and engineering education, where students' initial, idiosyncratic ideas and practices influence the likelihood that particular instructional strategies will help them learn. This paper describes evidence of validity and reliability for the Video Case Diagnosis (VCD) task, a new instrument for measuring pre-service elementary teachers' engineering teaching responsiveness. To complete the VCD, participants view a 6-min video episode of children solving an engineering design problem, describe in writing what they notice about the students' science ideas and engineering practices, and propose how a teacher could productively respond to the students. The rubric for scoring VCD responses allowed two independent scorers to achieve inter-rater reliability. Content analysis of the video episode, systematic review of literature on science and engineering practices, and solicitation of external expert educator responses establish content validity for VCD. Field test results with three different participant groups who have different levels of engineering education experience offer evidence of construct validity.

  7. Video-based feedback combined with reflective enquiry – An interactive model for movement awareness among nursing students

    OpenAIRE

    Sofia Backåberg; Mikael Rask; Christina Gummesson; David Brunt

    2015-01-01

    The aim of this study is to describe an interactive model developed for movement awareness in a practical learning situation and to explore the use of video-based digital feedback and reflective enquiry in this model among nursing students. Sixteen students participated in individual interactive video sessions with a facilitator, who encouraged the students to reflect upon their own movements. Qualitative analysis showed that movement patterns were visualized, and that movement awareness and ...

  8. Social Adjustment of At-Risk Technology Education Students

    Science.gov (United States)

    Ernst, Jeremy V.; Moye, Johnny J.

    2013-01-01

    Individual technology education students' subgroup dynamic informs progressions of research while apprising technology teacher educators and classroom technology education teachers of intricate differences between students. Recognition of these differences help educators realize that classroom structure, instruction, and activities must be…

  9. Investigation of blended learning video resources to teach health students clinical skills: An integrative review.

    Science.gov (United States)

    Coyne, Elisabeth; Rands, Hazel; Frommolt, Valda; Kain, Victoria; Plugge, Melanie; Mitchell, Marion

    2018-04-01

    The aim of this review is to inform future educational strategies by synthesising research related to blended learning resources using simulation videos to teach clinical skills for health students. An integrative review methodology was used to allow for the combination of diverse research methods to better understand the research topic. This review was guided by the framework described by Whittemore and Knafl (2005), DATA SOURCES: Systematic search of the following databases was conducted in consultation with a librarian using the following databases: SCOPUS, MEDLINE, COCHRANE, PsycINFO databases. Keywords and MeSH terms: clinical skills, nursing, health, student, blended learning, video, simulation and teaching. Data extracted from the studies included author, year, aims, design, sample, skill taught, outcome measures and findings. After screening the articles, extracting project data and completing summary tables, critical appraisal of the projects was completed using the Mixed Methods Appraisal Tool (MMAT). Ten articles met all the inclusion criteria and were included in this review. The MMAT scores varied from 50% to 100%. Thematic analysis was undertaken and we identified the following three themes: linking theory to practice, autonomy of learning and challenges of developing a blended learning model. Blended learning allowed for different student learning styles, repeated viewing, and enabled links between theory and practice. The video presentation needed to be realistic and culturally appropriate and this required both time and resources to create. A blended learning model, which incorporates video-assisted online resources, may be a useful tool to teach clinical skills to students of health including nursing. Blended learning not only increases students' knowledge and skills, but is often preferred by students due to its flexibility. Copyright © 2018 Elsevier Ltd. All rights reserved.

  10. Information technologies in physical education of students.

    Directory of Open Access Journals (Sweden)

    Ivchatova T.V.

    2011-05-01

    Full Text Available In the article is presented the systematized information about the using features of modern information technologies in practice of student physical education in not athletic universities. The analysis of domestic and foreign literature is conducted, and also Internet sources related to the problem of healthy way of life of students, and also to forming of active position in maintenance and strengthening of the health.

  11. Video Productions as Learning Resources in Students' Knowledge Building in the Ubiquitous Society

    DEFF Research Database (Denmark)

    Buhl, Mie; Andreasen, Lars Birch; Ørngreen, Rikke

    2012-01-01

    productions developed by the students themselves. This is investigated from a theoretical as well as an empirical perspective, building on the authors’ experiences from researching and teaching dealing with production of video in learning situations, with different learning objectives and didactic designs...... in mind. The chapter presents an overview of the state-of-the art of research on using video productions as learning resources, followed by discussions of our own research results and practices. From the overview and the discussions concepts are defined and research questions formed, based on a multimodal...... perspective on teaching and educational design. We conclude by arguing where and why there is a need for more knowledge about video productions' potential as learning resources....

  12. Video and HTML: Testing Online Tutorial Formats with Biology Students

    Science.gov (United States)

    Craig, Cindy L.; Friehs, Curt G.

    2013-01-01

    This study compared two common types of online information literacy tutorials: a streaming media tutorial using animation and narration and a text-based tutorial with static images. Nine sections of an undergraduate biology lab class (234 students total) were instructed by a librarian on how to use the BIOSIS Previews database. Three sections…

  13. Promoting Student Progressions in Science Classrooms: A Video Study

    Science.gov (United States)

    Jin, Hui; Johnson, Michele E.; Shin, Hyo Jeong; Anderson, Charles W.

    2017-01-01

    This study was conducted in a large-scale environmental literacy project. In the project, we developed a Learning Progression Framework (LPF) for matter and energy in social-ecological systems; the LPF contains four achievement levels. Based on the LPF, we designed a Plant Unit to help Levels 2 and 3 students advance to Level 4 of the LPF. In the…

  14. Video Narratives to Assess Student Teachers' Competence as New Teachers

    Science.gov (United States)

    Admiraal, Wilfried; Berry, Amanda

    2016-01-01

    In teacher education programmes, written portfolios or text-based self-evaluations are generally used to document the development of student teachers' competence. However, such approaches do no justice to the complex nature of teaching as they tend to lead to evidence in which teacher competencies are disconnected and removed from the actual…

  15. Gaming Worlds: Secondary Students Creating An Interactive Video Game

    Science.gov (United States)

    Alexander, Amanda; Ho, Tuan

    2015-01-01

    Since the summer of 2006, the University of Texas at Arlington (UTA), in the Dallas/Ft. Worth metroplex, has invited secondary students to participate in their summer SEED program on campus. The program was developed by the Dean of the School of Architecture and the Chair of the Art + Art History Department. SEED (Strategies, Events, Episodes +…

  16. University Students Add Professional Certifications to Their NPS Degrees [video

    OpenAIRE

    2017-01-01

    Select students in NPS' Graduate School of Business and Public Policy (GSBPP) take the necessary extra steps to complete professional certifications while earning their NPS degrees, demonstrating a level of competency above and beyond what is required for their graduate degree.

  17. Through the Looking Glass: Real-Time Video Using 'Smart' Technology Provides Enhanced Intraoperative Logistics.

    Science.gov (United States)

    Baldwin, Andrew C W; Mallidi, Hari R; Baldwin, John C; Sandoval, Elena; Cohn, William E; Frazier, O H; Singh, Steve K

    2016-01-01

    In the setting of increasingly complex medical therapies and limited physician resources, the recent emergence of 'smart' technology offers tremendous potential for improved logistics, efficiency, and communication between medical team members. In an effort to harness these capabilities, we sought to evaluate the utility of this technology in surgical practice through the employment of a wearable camera device during cardiothoracic organ recovery. A single procurement surgeon was trained for use of an Explorer Edition Google Glass (Google Inc., Mountain View, CA) during the recovery process. Live video feed of each procedure was securely broadcast to allow for members of the home transplant team to remotely participate in organ assessment. Primary outcomes involved demonstration of technological feasibility and validation of quality assurance through group assessment. The device was employed for the recovery of four organs: a right single lung, a left single lung, and two bilateral lung harvests. Live video of the visualization process was remotely accessed by the home transplant team, and supplemented final verification of organ quality. In each case, the organs were accepted for transplant without disruption of standard procurement protocols. Media files generated during the procedures were stored in a secure drive for future documentation, evaluation, and education purposes without preservation of patient identifiers. Live video streaming can improve quality assurance measures by allowing off-site members of the transplant team to participate in the final assessment of donor organ quality. While further studies are needed, this project suggests that the application of mobile 'smart' technology offers not just immediate value, but the potential to transform our approach to the practice of medicine.

  18. Video demystified

    CERN Document Server

    Jack, Keith

    2004-01-01

    This international bestseller and essential reference is the "bible" for digital video engineers and programmers worldwide. This is by far the most informative analog and digital video reference available, includes the hottest new trends and cutting-edge developments in the field. Video Demystified, Fourth Edition is a "one stop" reference guide for the various digital video technologies. The fourth edition is completely updated with all new chapters on MPEG-4, H.264, SDTV/HDTV, ATSC/DVB, and Streaming Video (Video over DSL, Ethernet, etc.), as well as discussions of the latest standards throughout. The accompanying CD-ROM is updated to include a unique set of video test files in the newest formats. *This essential reference is the "bible" for digital video engineers and programmers worldwide *Contains all new chapters on MPEG-4, H.264, SDTV/HDTV, ATSC/DVB, and Streaming Video *Completely revised with all the latest and most up-to-date industry standards.

  19. Engaging Students: Using Video Clips of Authentic Client Interactions in Pre-Clinical Veterinary Medical Education.

    Science.gov (United States)

    Hafen, McArthur; Siqueira Drake, Adryanna A; Rush, Bonnie R; Sibley, D Scott

    2015-01-01

    The present study evaluated third-year veterinary medical students' perceptions of a communication lab protocol. The protocol used clips of fourth-year veterinary medical students working with authentic clients. These clips supplemented course material. Clips showed examples of proficient communication as well as times of struggle for fourth-year students. Third-year students were asked to critique interactions during class. One hundred and eight third-year students provided feedback about the communication lab. While initial interest in communication proved low, interest in communication training at the end of the course increased substantially. The majority of students cited watching videos clips of authentic client interactions as being an important teaching tool.

  20. Low-cost video-films in the teaching of undergraduate and postgraduate medical students.

    Science.gov (United States)

    Lewis, L; Jones, J; Haynes, E

    2000-01-01

    The high cost of producing good-quality video-films for teaching has hindered the use of this method, which has been shown to improve significantly the efficiency of teaching and the retention of knowledge. During the last five years, a series of short video-films has been produced using inexpensive video-cameras and home video-recording and editing equipment. A variety of techniques were developed to allow recording of lecture presentations, while using the equipment as a teaching aid, without the need for technical staff. The positioning of the camera, the monitor, the slide projector and lighting were critical to the productions. Similar productions at low cost were obtained from recordings of operating theatre sessions, tutorials and clinical ward rounds. A survey of students exposed to teaching with video-film as part of a lecture presentation confirmed that the subject matter being taught was more easily understood and enjoyable and generated more discussions on than other forms of teaching.

  1. Efficacy of video-guided laryngoscope in airway management skills of medical students.

    Science.gov (United States)

    Peirovifar, Ali; Mahmoodpoor, Ata; Golzari, Samad Ej; Soleimanpour, Hassan; Eslampour, Yashar; Fattahi, Vahid

    2014-10-01

    Video-guided laryngoscopy, though unproven in achieving better success rates of laryngoscopy outcome and intubation, seems to provide better glottic visualization compared with direct laryngoscopy. The objective of this study was to compare the efficacy of video-guided laryngoscope (VGL) in the airway management skills of medical students. Medical students throughout their anesthesiology rotations were enrolled in this study. All students received standard training in the airway management during their course and were randomly allocated into two 20 person groups. In Group D, airway management was performed by direct laryngoscopy via Macintosh blade and in Group G intubation was performed via VGL. Time to intubation, number of laryngoscopy attempts and success rate were noted. Successful intubation was considered as the primary outcome. All data were analyzed using SPSS 16 software. Chi-square and Fisher's exact test were used for analysis of categorical variables. For analyzing continuous variables independent t-test was used. P Time to intubation was significantly less in Group G as compared to Group D (P: 0.02). Successful intubation in Group G was less frequently when compared to Group D (P: 0.66). Need for attending intervention, esophageal intubation and hypoxemic events during laryngoscopy were less in Group G; this, however, was statistically insignificant. The use of video-guided laryngoscopy improved the first attempt success rate, time to intubation, laryngoscopy attempts and airway management ability of medical students compared to direct laryngoscopy.

  2. Towards the use of video games for learning: a survey about video games preferences of Engineering

    OpenAIRE

    Bouciguez, María José; Santos, Graciela; Abásolo Guerrero, María José

    2014-01-01

    Video games are now a widespread cultural practice, especially among young people, making them an ideal medium for the design of learning processes. In order to design educational technologies that provide teaching support we must first understand the practices developed by the young with computers and especially with video games. The aim of the present study is therefore to learn about the experience and expectations about video games among students, particularly engineering students. The re...

  3. Using Video Social Stories[TM] to Increase Task Engagement for Middle School Students with Autism Spectrum Disorders

    Science.gov (United States)

    Cihak, David F.; Kildare, Laura K.; Smith, Catherine C.; McMahon, Don D.; Quinn-Brown, Luella

    2012-01-01

    Four middle school students with autism spectrum disorders participated in a brief functional analysis and a video Social Stories[TM] intervention to remediate attention-seeking and task-avoidance behaviors. Results indicated that matching video Social Stories[TM] to specific functions of behaviors increased task-engagement behaviors in the…

  4. Creating a YouTube-Like Collaborative Environment in Mathematics: Integrating Animated Geogebra Constructions and Student-Generated Screencast Videos

    Science.gov (United States)

    Lazarus, Jill; Roulet, Geoffrey

    2013-01-01

    This article discusses the integration of student-generated GeoGebra applets and Jing screencast videos to create a YouTube-like medium for sharing in mathematics. The value of combining dynamic mathematics software and screencast videos for facilitating communication and representations in a digital era is demonstrated herein. We share our…

  5. Relationships among video gaming proficiency and spatial orientation, laparoscopic, and traditional surgical skills of third-year veterinary students.

    Science.gov (United States)

    Millard, Heather A Towle; Millard, Ralph P; Constable, Peter D; Freeman, Lyn J

    2014-02-01

    To determine the relationships among traditional and laparoscopic surgical skills, spatial analysis skills, and video gaming proficiency of third-year veterinary students. Prospective, randomized, controlled study. A convenience sample of 29 third-year veterinary students. The students had completed basic surgical skills training with inanimate objects but had no experience with soft tissue, orthopedic, or laparoscopic surgery; the spatial analysis test; or the video games that were used in the study. Scores for traditional surgical, laparoscopic, spatial analysis, and video gaming skills were determined, and associations among these were analyzed by means of Spearman's rank order correlation coefficient (rs). A significant positive association (rs = 0.40) was detected between summary scores for video game performance and laparoscopic skills, but not between video game performance and traditional surgical skills scores. Spatial analysis scores were positively (rs = 0.30) associated with video game performance scores; however, that result was not significant. Spatial analysis scores were not significantly associated with laparoscopic surgical skills scores. Traditional surgical skills scores were not significantly associated with laparoscopic skills or spatial analysis scores. Results of this study indicated video game performance of third-year veterinary students was predictive of laparoscopic but not traditional surgical skills, suggesting that laparoscopic performance may be improved with video gaming experience. Additional studies would be required to identify methods for improvement of traditional surgical skills.

  6. Exploring Online Learning at Primary Schools: Students' Perspectives on Cyber Home Learning System through Video Conferencing (CHLS-VC)

    Science.gov (United States)

    Lee, June; Yoon, Seo Young; Lee, Chung Hyun

    2013-01-01

    The purposes of the study are to investigate CHLS (Cyber Home Learning System) in online video conferencing environment in primary school level and to explore the students' responses on CHLS-VC (Cyber Home Learning System through Video Conferencing) in order to explore the possibility of using CHLS-VC as a supportive online learning system. The…

  7. Effects of Video Podcasting on Psychomotor and Cognitive Performance, Attitudes and Study Behaviour of Student Physical Therapists

    Science.gov (United States)

    Moore, W. Allen; Smith, A. Russell

    2012-01-01

    Purpose: Multimedia is an effective tool to teach psychomotor skills to health care students. Video podcasting is a next step as educators seek methods to present psychomotor skills efficiently. The purposes of this pilot study were (1) compare the effectiveness of video podcasting to live demonstration for teaching psychomotor skills to Doctor of…

  8. Teachers' Analyses of Classroom Video Predict Student Learning of Mathematics: Further Explorations of a Novel Measure of Teacher Knowledge

    Science.gov (United States)

    Kersting, Nicole B.; Givvin, Karen B.; Sotelo, Francisco L.; Stigler, James W.

    2010-01-01

    This study explores the relationship between teacher knowledge and student learning in the area of mathematics by developing and evaluating an innovative approach to assessing teacher knowledge. This approach is based on teachers' analyses of classroom video clips. Teachers watched 13 video clips of classroom instruction and then provided written…

  9. Ban or Boost Student-Owned Technology?

    Science.gov (United States)

    Johnson, Doug

    2004-01-01

    We've experienced Generation X and Generation Y. Now Generation Wi-Fi is making its presence known in many schools. Today's students are connected with each other and the world, increasingly through personally owned communication technologies. Cell phones that send text messages and photographs, handheld personal digital assistants that can beam…

  10. Nigerian dental technology students and human immunodeficiency ...

    African Journals Online (AJOL)

    Background: The rehabilitative dental care is important for maintaining adequate nutrition, guarding against wasting syndrome and malnutrition among human immunodeficiency virus (HIV)‑infected individuals. Aim: The aim of this study is to determine the Nigerian dental technology students' knowledge and ...

  11. Diesel Technology: Engines. [Teacher and Student Editions.

    Science.gov (United States)

    Barbieri, Dave; Miller, Roger; Kellum, Mary

    Competency-based teacher and student materials on diesel engines are provided for a diesel technology curriculum. Seventeen units of instruction cover the following topics: introduction to engine principles and procedures; engine systems and components; fuel systems; engine diagnosis and maintenance. The materials are based on the…

  12. Video Games as Reconstructionist Sites of Learning in Art Education

    Science.gov (United States)

    Parks, Nancy S.

    2008-01-01

    Art education has been in the midst of a transformation shaped by several factors, including changes in contemporary art theories, political and economic factors, and technological developments. Film, music videos, advertisements, video games and other forms of popular culture are shaping how students learn today. Discussions about video gaming…

  13. Supporting Problem Solving with Case-Stories Learning Scenario and Video-based Collaborative Learning Technology

    Directory of Open Access Journals (Sweden)

    Chun Hu

    2004-04-01

    Full Text Available In this paper, we suggest that case-based resources, which are used for assisting cognition during problem solving, can be structured around the work of narratives in social cultural psychology. Theories and other research methods have proposed structures within narratives and stories which may be useful to the design of case-based resources. Moreover, embedded within cases are stories which are contextually rich, supporting the epistemological groundings of situated cognition. Therefore the purposes of this paper are to discuss possible frameworks of case-stories; derive design principles as to “what” constitutes a good case story or narrative; and suggest how technology can support story-based learning. We adopt video-based Computer-Supported Collaborative Learning (CSCL technology to support problem solving with case-stories learning scenarios. Our hypothesis in this paper is that well-designed case-based resources are able to aid in the cognitive processes undergirding problem solving and meaning making. We also suggest the use of an emerging video-based collaborative learning technology to support such an instructional strategy.

  14. Which technology to investigate visual perception in sport: video vs. virtual reality.

    Science.gov (United States)

    Vignais, Nicolas; Kulpa, Richard; Brault, Sébastien; Presse, Damien; Bideau, Benoit

    2015-02-01

    Visual information uptake is a fundamental element of sports involving interceptive tasks. Several methodologies, like video and methods based on virtual environments, are currently employed to analyze visual perception during sport situations. Both techniques have advantages and drawbacks. The goal of this study is to determine which of these technologies may be preferentially used to analyze visual information uptake during a sport situation. To this aim, we compared a handball goalkeeper's performance using two standardized methodologies: video clip and virtual environment. We examined this performance for two response tasks: an uncoupled task (goalkeepers show where the ball ends) and a coupled task (goalkeepers try to intercept the virtual ball). Variables investigated in this study were percentage of correct zones, percentage of correct responses, radial error and response time. The results showed that handball goalkeepers were more effective, more accurate and started to intercept earlier when facing a virtual handball thrower than when facing the video clip. These findings suggested that the analysis of visual information uptake for handball goalkeepers was better performed by using a 'virtual reality'-based methodology. Technical and methodological aspects of these findings are discussed further. Copyright © 2014 Elsevier B.V. All rights reserved.

  15. Measurement of the Dynamic Displacements of Railway Bridges Using Video Technology

    Directory of Open Access Journals (Sweden)

    Ribeiro Diogo

    2015-01-01

    Full Text Available This article describes the development of a non-contact dynamic displacement measurement system for railway bridges based on video technology. The system, consisting of a high speed video camera, an optical lens, lighting lamps and a precision target, can perform measurements with high precision for distances from the camera to the target up to 25 m, with acquisition frame rates ranging from 64 fps to 500 fps, and be articulated with other measurement systems, which promotes its integration in structural health monitoring systems. The system’s performance was evaluated based on two tests, one in the laboratory and other on the field. The laboratory test evaluated the performance of the system in measuring the displacement of a steel beam, subjected to a point load applied dynamically, for distances from the camera to the target between 3 m and 15 m. The field test allowed evaluating the system’s performance in the dynamic measurement of the displacement of a point on the deck of a railway bridge, induced by passing trains at speeds between 160 km/h and 180 km/h, for distances from the camera to the target up to 25 m. The results of both tests show a very good agreement between the displacement measurement obtained with the video system and with a LVDT.

  16. Therapists' perceptions of social media and video game technologies in upper limb rehabilitation.

    Science.gov (United States)

    Tatla, Sandy K; Shirzad, Navid; Lohse, Keith R; Virji-Babul, Naznin; Hoens, Alison M; Holsti, Liisa; Li, Linda C; Miller, Kimberly J; Lam, Melanie Y; Van der Loos, H F Machiel

    2015-03-10

    The application of technologies, such as video gaming and social media for rehabilitation, is garnering interest in the medical field. However, little research has examined clinicians' perspectives regarding technology adoption by their clients. The objective of our study was to explore therapists' perceptions of how young people and adults with hemiplegia use gaming and social media technologies in daily life and in rehabilitation, and to identify barriers to using these technologies in rehabilitation. We conducted two focus groups comprised of ten occupational therapists/physiotherapists who provide neurorehabilitation to individuals with hemiplegia secondary to stroke or cerebral palsy. Data was analyzed using inductive thematic analysis. The diffusion of innovations theory provided a framework to interpret emerging themes. Therapists were using technology in a limited capacity. They identified barriers to using social media and gaming technology with their clients, including a lack of age appropriateness, privacy issues with social media, limited transfer of training, and a lack of accessibility of current systems. Therapists also questioned their role in the context of technology-based interventions. The opportunity for social interaction was perceived as a major benefit of integrated gaming and social media. This study reveals the complexities associated with adopting new technologies in clinical practice, including the need to consider both client and clinician factors. Despite reporting several challenges with applying gaming and social media technology with clinical populations, therapists identified opportunities for increased social interactions and were willing to help shape the development of an upper limb training system that could more readily meet the needs of clients with hemiplegia. By considering the needs of both therapists and clients, technology developers may increase the likelihood that clinicians will adopt innovative technologies.

  17. CTS digital video college curriculum-sharing experiment. [Communications Technology Satellite

    Science.gov (United States)

    Lumb, D. R.; Sites, M. J.

    1974-01-01

    NASA-Ames Research Center, Stanford University, and Carleton University, Ottawa, Canada, are participating in a joint experiment to evaluate the feasibility and effectiveness of college curriculum sharing using compressed digital television and the Communications Technology Satellite (CTS). Each university will offer televised courses to the other during the 1976-1977 academic year via CTS, a joint program by NASA and the Canadian Department of Communications. The video compression techniques to be demonstrated will enable economical interconnection of educational institutions using existing and planned domestic satellites.

  18. Comparison of Student Performance in Video Game Format vs. Traditional Approach in Introductory Astronomy Classes

    Science.gov (United States)

    Barringer, Daniel; Kregenow, Julia M.; Palma, Christopher; Plummer, Julia

    2015-01-01

    In Spring of 2014, Penn State debuted an online Introductory Astronomy (AST 001) section that was designed as a video game. Previous studies have shown that well-designed games help learners to build accurate understanding of embedded concepts and processes and aid learner motivation, which strongly contributes to a student's willingness to learn. We start by presenting the learning gains as measured with the Test of Astronomy Standards (TOAST) from this new course design. We further compare the learning gains from the video game section with learning gains measured from more traditional online formats and in-person lecture sections of AST 001 taught at Penn State over the last five years to evaluate the extent to which this new medium for online Astronomy education supports student learning.

  19. Medical students review of formative OSCE scores, checklists, and videos improves with student-faculty debriefing meetings

    Science.gov (United States)

    Bernard, Aaron W.; Ceccolini, Gabbriel; Feinn, Richard; Rockfeld, Jennifer; Rosenberg, Ilene; Thomas, Listy; Cassese, Todd

    2017-01-01

    ABSTRACT Background: Performance feedback is considered essential to clinical skills development. Formative objective structured clinical exams (F-OSCEs) often include immediate feedback by standardized patients. Students can also be provided access to performance metrics including scores, checklists, and video recordings after the F-OSCE to supplement this feedback. How often students choose to review this data and how review impacts future performance has not been documented. Objective: We suspect student review of F-OSCE performance data is variable. We hypothesize that students who review this data have better performance on subsequent F-OSCEs compared to those who do not. We also suspect that frequency of data review can be improved with faculty involvement in the form of student-faculty debriefing meetings. Design: Simulation recording software tracks and time stamps student review of performance data. We investigated a cohort of first- and second-year medical students from the 2015-16 academic year. Basic descriptive statistics were used to characterize frequency of data review and a linear mixed-model analysis was used to determine relationships between data review and future F-OSCE performance. Results: Students reviewed scores (64%), checklists (42%), and videos (28%) in decreasing frequency. Frequency of review of all metric and modalities improved when student-faculty debriefing meetings were conducted (pdebriefing meetings increased student data reviews. First-year student’s review of checklists on F-OSCEs was associated with increases in performance on subsequent F-OSCEs, however this outcome was not observed among second-year students. PMID:28521646

  20. College Students' Technology Arc: A Model for Understanding Progress

    Science.gov (United States)

    Langer, Arthur; Knefelkamp, L. Lee

    2008-01-01

    This article introduces the Student Technology Arc, a model that evaluates college students 'technology literacy, or how they operate within an education system influenced by new technologies. Student progress is monitored through the Arc's 5 interdependent stages, which reflect growing technological maturity through levels of increasing cognitive…

  1. Does Wearable Medical Technology With Video Recording Capability Add Value to On-Call Surgical Evaluations?

    Science.gov (United States)

    Gupta, Sameer; Boehme, Jacqueline; Manser, Kelly; Dewar, Jannine; Miller, Amie; Siddiqui, Gina; Schwaitzberg, Steven D

    2016-10-01

    Background Google Glass has been used in a variety of medical settings with promising results. We explored the use and potential value of an asynchronous, near-real time protocol-which avoids transmission issues associated with real-time applications-for recording, uploading, and viewing of high-definition (HD) visual media in the emergency department (ED) to facilitate remote surgical consults. Study Design First-responder physician assistants captured pertinent aspects of the physical examination and diagnostic imaging using Google Glass' HD video or high-resolution photographs. This visual media were then securely uploaded to the study website. The surgical consultation then proceeded over the phone in the usual fashion and a clinical decision was made. The surgeon then accessed the study website to review the uploaded video. This was followed by a questionnaire regarding how the additional data impacted the consultation. Results The management plan changed in 24% (11) of cases after surgeons viewed the video. Five of these plans involved decision making regarding operative intervention. Although surgeons were generally confident in their initial management plan, confidence scores increased further in 44% (20) of cases. In addition, we surveyed 276 ED patients on their opinions regarding concerning the practice of health care providers wearing and using recording devices in the ED. The survey results revealed that the majority of patients are amenable to the addition of wearable technology with video functionality to their care. Conclusions This study demonstrates the potential value of a medically dedicated, hands-free, HD recording device with internet connectivity in facilitating remote surgical consultation. © The Author(s) 2016.

  2. Examining Engineering & Technology Students' Acceptance of Network Virtualization Technology Using the Technology Acceptance Model

    Science.gov (United States)

    Yousif, Wael K.

    2010-01-01

    This causal and correlational study was designed to extend the Technology Acceptance Model (TAM) and to test its applicability to Valencia Community College (VCC) Engineering and Technology students as the target user group when investigating the factors influencing their decision to adopt and to utilize VMware as the target technology. In…

  3. Student Outreach With Renewable Energy Technology

    Science.gov (United States)

    Clark, Eric B. (Technical Monitor); Buffinger, D.; Fuller, C.; Kalu, A.

    2003-01-01

    The Student Outreach with Renewable Energy Technology (SORET) program is a joint grant that involves a collaboration between three HBCU's (Central State University, Savannah State University, and Wilberforce University) and NASA John H. Glenn Research Center at Lewis Field. The overall goal of the grant is to increase the interest of minority students in the technical disciplines, to encourage participating minority students to continue their undergraduate study in these disciplines, and to promote graduate school to these students. As a part of SORET, Central State University has developed an undergraduate research associates program over the past two years. As part of this program, students are required to take special laboratory courses offered at Wilberforce University that involve the application of renewable energy systems. The course requires the students to design, construct, and install a renewable energy project. In addition to the applied renewable energy course, Central State University provided four undergraduate research associates the opportunity to participate in summer internships at Texas Southern University (Renewable Energy Environmental Protection Program) and the Cleveland African-American Museum (Renewable Energy Summer Camp for High School Students) an activity co sponsored by NASA and the Cleveland African-American Museum. Savannah State University held a high school summer program with a theme of the Direct Impact of Science on Our Every Day Lives. The purpose of the institute was to whet the interest of students in science, mathematics, engineering, and technology (SMET) by demonstrating the effectiveness of science to address real world problems. The 2001 institute involved the design and installation of a PV water pumping system at the Center for Advanced Water Technology and Energy Systems at Savannah State. Both high school students and undergraduates contributed to this project. Wilberforce University has used NASA support to provide

  4. Perception of Improving English Language Proficiency through Video Compositions among Male and Female Students of MRSM Kuala Krai

    National Research Council Canada - National Science Library

    Sha, Isolde Hon Pei; Kalajahi, Seyed Ali Rezvani; Mukundan, Jayakaran

    2014-01-01

    .... Other than that, the actions, gestures, emotions, settings, etc, that is observed by students in a video can provide significant visual stimulus for the practice and production of the English language...

  5. The relationship between playing computer or video games with mental health and social relationships among students in guidance schools, Kermanshah

    National Research Council Canada - National Science Library

    Reshadat, S; Ghasemi, S R; Ahmadian, M; RajabiGilan, N

    2014-01-01

    .... This cross-sectional study aimed to evaluate the relationship between playing computer or video games with mental health and social relationships among students in guidance schools in Kermanshah...

  6. LEARNING TECHNOLOGIES FOR STUDENTS IN THE CLOUD ORIENTED LEARNING ENVIRONMENT OF COMPREHENSIVE EDUCATIONAL INSTITUTIONS

    Directory of Open Access Journals (Sweden)

    Svitlana G. Lytvynova

    2015-06-01

    Full Text Available The paper analyzes the «flipped» learning and «Web Quest» technologies. The features of the «flipped» learning technology are generalized, as well as compared with traditional learning, clarified the benefits of the technology for teachers and students, described the features of the technology used by teacher and students, developed a teacher’s and student’s flow chart for preparation to the lesson, generalized control and motivation components for activating learning activities of students, found out that a component of cloud oriented learning environment (COLE – Lync (Skype Pro can be used to develop video clips and support «flipped» learning technology. The author defines the concept of «Web Quest» technology, generalizes the «Web Quest» structure components. In the article the functions, features of this technology, the types of problems that can be solved with the help of this technology, as well as «Web Quest» classification are presented. It has been found out that the cloud oriented learning environment gives all the possibilities for «Web Quest» technology implementation in teaching of different subjects of all branches of science. With the help of «flipped» technology training and «Web Quest» a number of important problems of education can be solved – providing the continuous communication intensive training beyond general educational establishment and activation of learning activities of students.

  7. Impact of Video Clips on the Development of the Listening Skills in English Classes: A Case Study of Turkish Students

    Science.gov (United States)

    Tekin, Inan; Parmaksiz, Ramazan Sükrü

    2016-01-01

    The purpose of this research is to examine whether using feature films in video lessons has an effect on the development of listening skills of students or not. The research has been conducted at one of the state universities in Black Sea region of Turkey with 126 students. The students watched and listened to only the sentences taken from…

  8. Asynchronous Video Interviewing as a New Technology in Personnel Selection: The Applicant’s Point of View

    Science.gov (United States)

    Brenner, Falko S.; Ortner, Tuulia M.; Fay, Doris

    2016-01-01

    The present study aimed to integrate findings from technology acceptance research with research on applicant reactions to new technology for the emerging selection procedure of asynchronous video interviewing. One hundred six volunteers experienced asynchronous video interviewing and filled out several questionnaires including one on the applicants’ personalities. In line with previous technology acceptance research, the data revealed that perceived usefulness and perceived ease of use predicted attitudes toward asynchronous video interviewing. Furthermore, openness revealed to moderate the relation between perceived usefulness and attitudes toward this particular selection technology. No significant effects emerged for computer self-efficacy, job interview self-efficacy, extraversion, neuroticism, and conscientiousness. Theoretical and practical implications are discussed. PMID:27378969

  9. Video streaming in the Wild West

    Directory of Open Access Journals (Sweden)

    Helen Gail Prosser

    2006-11-01

    Full Text Available Northern Lakes College in north-central Alberta is the first post-secondary institution in Canada to use the Media on Demand digital video system to stream large video files between dispersed locations (Karlsen. Staff and students at distant locations of Northern Lakes College are now viewing more than 350 videos using video streaming technology. This has been made possible by SuperNet, a high capacity broadband network that connects schools, hospitals, libraries and government offices throughout the province of Alberta (Alberta SuperNet. This article describes the technical process of implementing video streaming at Northern Lakes College from March 2005 until March 2006.

  10. Game on, science - how video game technology may help biologists tackle visualization challenges.

    Directory of Open Access Journals (Sweden)

    Zhihan Lv

    Full Text Available The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/.

  11. Game on, science - how video game technology may help biologists tackle visualization challenges.

    Science.gov (United States)

    Lv, Zhihan; Tek, Alex; Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc

    2013-01-01

    The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/.

  12. Game On, Science - How Video Game Technology May Help Biologists Tackle Visualization Challenges

    Science.gov (United States)

    Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc

    2013-01-01

    The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/. PMID:23483961

  13. Talk about a YouTube Video in Preschool: The Mutual Production of Shared Understanding for Learning with Digital Technology

    Science.gov (United States)

    Davidson, Christina; Given, Lisa M.; Danby, Susan; Thorpe, Karen

    2014-01-01

    Much of what is written about digital technologies in preschool contexts focuses on young children's acquisition of skills rather than their meaning-making during use of technologies. In this paper, we consider how the viewing of a YouTube video was used by a teacher and children to produce shared understandings about it. Conversation analysis of…

  14. Dental students' uptake of mobile technologies.

    Science.gov (United States)

    Khatoon, B; Hill, K B; Walmsley, A D

    2014-06-01

    The aim of this study was to understand how new mobile technologies, such as smartphones and laptops, are used by dental students. A questionnaire was distributed to undergraduate dental students from years 1 to 4, at the University of Birmingham Dental School. Questionnaires were completed between February and April 2013. Two hundred and seventy questionnaires were completed. Laptops 55% (145) and smartphones 34% (88) were the most popular choice of device for connecting to the net and searching information. Laptops were preferred in first and second year. Students in year 3 preferred mobile phones, and by year 4 the use of mobile phones and laptops was similar. The top two application ideas chosen by students as the most useful on their smart phones were a dictionary for dental education (56%) and multiple choice questions (50%). Students who chose smartphones as their first choice or second choice of device strongly agreed that having the Internet on their smartphones had a positive impact on their dental education (55%). With laptops (48%), students preferred to be at home when using them while for smartphones (31%) they used them anywhere with a connection. E-mail (47%) and social networks (44%) were the top two Internet communication tools used most on laptops. Instant messaging was popular on smartphones (17%). Depending on the year in the course, laptops and smartphones are the most popular choice of device and desktop computers are the least popular. Applications on smartphones are very popular and instant messaging is an upcoming form of communication for students.

  15. Enhancing OSCE preparedness with video exemplars in undergraduate nursing students. A mixed method study.

    Science.gov (United States)

    Massey, D; Byrne, J; Higgins, N; Weeks, B; Shuker, M-A; Coyne, E; Mitchell, M; Johnston, A N B

    2017-07-01

    Objective structured clinical examinations (OSCEs) are designed to assess clinical skill performance and competency of students in preparation for 'real world' clinical responsibilities. OSCEs are commonly used in health professional education and are typically associated with high levels of student anxiety, which may present a significant barrier to performance. Students, including nursing students, have identified that flexible access to exemplar OSCEs might reduce their anxiety and enable them to better prepare for such examinations. To implement and evaluate an innovative approach to preparing students for OSCEs in an undergraduate (registration) acute care nursing course. A set of digitized OSCE exemplars were prepared and embedded in the University-based course website as part of usual course learning activities. Use of the exemplars was monitored, pre and post OSCE surveys were conducted, and qualitative data were collected to evaluate the approach. OSCE grades were also examined. The online OSCE exemplars increased self-rated student confidence, knowledge, and capacity to prepare and provided clarity around assessment expectations. OSCE exemplars were accessed frequently and positively received; but did not impact on performance. Video exemplars aid student preparation for OSCEs, providing a flexible, innovative and clear example of the assessment process. Video exemplars improved self-rated student confidence and understanding of performance expectations, leading to increased engagement and reduced anxiety when preparing for the OSCE, but not overall OSCE performance. Such OSCE exemplars could be used to increase staff capacity and improve the quality of the student learning experience. Crown Copyright © 2017. Published by Elsevier Ltd. All rights reserved.

  16. Using Patient Case Video Vignettes to Improve Students' Understanding of Cross-cultural Communication.

    Science.gov (United States)

    Arif, Sally; Cryder, Brian; Mazan, Jennifer; Quiñones-Boex, Ana; Cyganska, Angelika

    2017-04-01

    Objective. To develop, implement, and assess whether simulated patient case videos improve students' understanding of and attitudes toward cross-cultural communication in health care. Design. Third-year pharmacy students (N=159) in a health care communications course participated in a one-hour lecture and two-hour workshop on the topic of cross-cultural communication. Three simulated pharmacist-patient case vignettes highlighting cross-cultural communication barriers, the role of active listening, appropriate use of medical interpreters, and useful models to overcome communication barriers were viewed and discussed in groups of 20 students during the workshop. Assessment. A pre-lecture and post-workshop assessed the effect on students' understanding of and attitudes toward cross-cultural communication. Understanding of cross-cultural communication concepts increased significantly, as did comfort level with providing cross-cultural care. Conclusion. Use of simulated patient case videos in conjunction with an interactive workshop improved pharmacy students' understanding of and comfort level with cross-cultural communication skills and can be useful tools for cultural competency training in the curriculum.

  17. Reducing cyberbullying: A theory of reasoned action-based video prevention program for college students.

    Science.gov (United States)

    Doane, Ashley N; Kelley, Michelle L; Pearson, Matthew R

    2016-01-01

    Few studies have evaluated the effectiveness of cyberbullying prevention/intervention programs. The goals of the present study were to develop a Theory of Reasoned Action (TRA)-based video program to increase cyberbullying knowledge (1) and empathy toward cyberbullying victims (2), reduce favorable attitudes toward cyberbullying (3), decrease positive injunctive (4) and descriptive norms about cyberbullying (5), and reduce cyberbullying intentions (6) and cyberbullying behavior (7). One hundred sixty-seven college students were randomly assigned to an online video cyberbullying prevention program or an assessment-only control group. Immediately following the program, attitudes and injunctive norms for all four types of cyberbullying behavior (i.e., unwanted contact, malice, deception, and public humiliation), descriptive norms for malice and public humiliation, empathy toward victims of malice and deception, and cyberbullying knowledge significantly improved in the experimental group. At one-month follow-up, malice and public humiliation behavior, favorable attitudes toward unwanted contact, deception, and public humiliation, and injunctive norms for public humiliation were significantly lower in the experimental than the control group. Cyberbullying knowledge was significantly higher in the experimental than the control group. These findings demonstrate a brief cyberbullying video is capable of improving, at one-month follow-up, cyberbullying knowledge, cyberbullying perpetration behavior, and TRA constructs known to predict cyberbullying perpetration. Considering the low cost and ease with which a video-based prevention/intervention program can be delivered, this type of approach should be considered to reduce cyberbullying. © 2015 Wiley Periodicals, Inc.

  18. Technical Skills Training for Veterinary Students: A Comparison of Simulators and Video for Teaching Standardized Cardiac Dissection.

    Science.gov (United States)

    Allavena, Rachel E; Schaffer-White, Andrea B; Long, Hanna; Alawneh, John I

    2017-06-05

    The goal of the study was to evaluate alternative student-centered approaches that could replace autopsy sessions and live demonstration, and to explore refinements in assessment procedures for standardized cardiac dissection. Simulators and videos were identified as feasible, economical, student-centered teaching methods for technical skills training in medical contexts, and a direct comparison was undertaken. A low-fidelity anatomically correct simulator approximately the size of a horse's heart with embedded dissection pathways was constructed and used with a series of laminated photographs of standardized cardiac dissection. A video of a standardized cardiac dissection of a normal horse's heart was recorded and presented with audio commentary. Students were allowed to nominate a preference for learning method, and students who indicated no preference were randomly allocated to keep group numbers even. Objective performance data from an objective structure assessment criterion and student perception data on confidence and competency from surveys showed both innovations were similarly effective. Evaluator reflections as well as usage logs to track patterns of student use were both recorded. A strong selection preference was identified for kinesthetic learners choosing the simulator and visual learners choosing the video. Students in the video cohort were better at articulating the reasons for dissection procedures and sequence due to the audio commentary, and student satisfaction was higher with the video. The major conclusion of this study was that both methods are effective tools for technical skills training, but consideration should to be given to the preferred learning style of adult learners to maximize educational outcomes.

  19. The Effect of Problem-Solving Video Games on the Science Reasoning Skills of College Students

    Science.gov (United States)

    Fanetti, Tina M.

    As the world continues to rapidly change, students are faced with the need to develop flexible skills, such as science reasoning that will help them thrive in the new knowledge economy. Prensky (2001), Gee (2003), and Van Eck (2007) have all suggested that the way to engage learners and teach them the necessary skills is through digital games, but empirical studies focusing on popular games are scant. One way digital games, especially video games, could potentially be useful if there were a flexible and inexpensive method a student could use at their convenience to improve selected science reasoning skills. Problem-solving video games, which require the use of reasoning and problem solving to answer a variety of cognitive challenges could be a promising method to improve selected science reasoning skills. Using think-aloud protocols and interviews, a qualitative study was carried out with a small sample of college students to examine what impact two popular video games, Professor Layton and the Curious Village and Professor Layton and the Diabolical Box, had on specific science reasoning skills. The subject classified as an expert in both gaming and reasoning tended to use more higher order thinking and reasoning skills than the novice reasoners. Based on the assessments, the science reasoning of college students did not improve during the course of game play. Similar to earlier studies, students tended to use trial and error as their primary method of solving the various puzzles in the game and additionally did not recognize when to use the appropriate reasoning skill to solve a puzzle, such as proportional reasoning.

  20. Is Pluto a planet? Student powered video rap ';battle' over tiny Pluto's embattled planetary standing

    Science.gov (United States)

    Beisser, K.; Cruikshank, D. P.; McFadden, T.

    2013-12-01

    Is Pluto a planet? Some creative low income Bay-area middle-schoolers put a musical spin on this hot science debate with a video rap ';battle' over tiny Pluto's embattled planetary standing. The students' timing was perfect, with NASA's New Horizons mission set to conduct the first reconnaissance of Pluto and its moons in July 2015. Pluto - the last of the nine original planets to be explored by spacecraft - has been the subject of scientific study and speculation since Clyde Tombaugh discovered it in 1930, orbiting the Sun far beyond Neptune. Produced by the students and a very creative educator, the video features students 'battling' back and forth over the idea of Pluto being a planet. The group collaborated with actual space scientists to gather information and shot their video before a 'green screen' that was eventually filled with animations and visuals supplied by the New Horizons mission team. The video debuted at the Pluto Science Conference in Maryland in July 2013 - to a rousing response from researchers in attendance. The video marks a nontraditional approach to the ongoing 'great planet debate' while educating viewers on a recently discovered region of the solar system. By the 1990s, researchers had learned that Pluto possessed multiple exotic ices on its surface, a complex atmosphere and seasonal cycles, and a large moon (Charon) that likely resulted from a giant impact on Pluto itself. It also became clear that Pluto was no misfit among the planets - as had long been thought - but the largest and brightest body in a newly discovered 'third zone' of our planetary system called the Kuiper Belt. More recent observations have revealed that Pluto has a rich system of satellites - five known moons - and a surface that changes over time. Scientists even speculate that Pluto may possess an internal ocean. For these and other reasons, the 2003 Planetary Decadal Survey ranked a Pluto/Kuiper Belt mission as the highest priority mission for NASA's newly created

  1. VIDEO '78: International Experience and Models.

    Science.gov (United States)

    Prix Jeunesse Foundation, Munich (Germany).

    The use of video technology as an alternative form of communications media for artists, teachers, students, and community groups in the United States, Europe, and Third World nations is described. Specific examples of video use in the various countries are outlined and individual characteristics of program organization, production, and…

  2. Teaching Social Studies with Video Games

    Science.gov (United States)

    Maguth, Brad M.; List, Jonathan S.; Wunderle, Matthew

    2015-01-01

    Today's youth have grown up immersed in technology and are increasingly relying on video games to solve problems, engage socially, and find entertainment. Yet research and vignettes of teachers actually using video games to advance student learning in social studies is scarce (Hutchinson 2007). This article showcases how social studies…

  3. The Effects of Video Feedback Coaching for Teachers on Scientific Knowledge of Primary Students

    Science.gov (United States)

    van Vondel, Sabine; Steenbeek, Henderien; van Dijk, Marijn; van Geert, Paul

    2017-04-01

    The present study was aimed at investigating the effects of a video feedback coaching intervention for upper-grade primary school teachers on students' cognitive gains in scientific knowledge. This teaching intervention was designed with the use of inquiry-based learning principles for teachers, such as the empirical cycle and the posing of thought-provoking questions. The intervention was put into practice in 10 upper-grade classrooms. The trajectory comprised four lessons, complemented with two premeasures and two postmeasures. The control condition consisted of 11 upper-grade teachers and their students. The success of the intervention was tested using an established standardized achievement test and situated measures. In this way, by means of premeasure and postmeasure questionnaires and video data, an assessment could be made of the change in students' scientific knowledge before, during, and after the intervention. In this study, we primarily focused on the dynamics of students' real-time expressions of scientific knowledge in the classroom. Important indicators of the effect of the intervention were found. Through focusing on the number of explanations and predictions, a significant increase could be seen in the proportion of students' utterances displaying scientific understanding in the intervention condition. In addition, students in the intervention condition more often reasoned on higher complexity levels than students in the control condition. No effect was found for students' scientific knowledge as measured with a standardized achievement test. Implications for future studies are stressed, as well as the importance of enriching the evaluation of intervention studies by focusing on dynamics in the classroom.

  4. Technology Use as Transformative Pedagogy: Using Video Editing Technology to Learn about Teaching

    Science.gov (United States)

    Macy, Michelle

    2011-01-01

    Within the paradigm of Sociocultural Theory, and using Activity Theory as a data-gathering and management tool, this microgenetic case study examined the processes--the growth, change, and development--engaged in by student-teachers in a foreign language education program as they worked together to complete an activity. The activity involved…

  5. Learning computer science by watching video games

    OpenAIRE

    Nagataki, Hiroyuki

    2014-01-01

    This paper proposes a teaching method that utilizes video games in computer science education. The primary characteristic of this approach is that it utilizes video games as observational materials. The underlying idea is that by observing the computational behavior of a wide variety of video games, learners will easily grasp the fundamental architecture, theory, and technology of computers. The results of a case study conducted indicate that the method enhances the motivation of students for...

  6. A TEACHER’S BELIEFS ON THE INTEGRATION OF VIDEO TECHNOLOGY IN TEACHING SPEAKING: A CASE STUDY

    Directory of Open Access Journals (Sweden)

    Adin Fauzi

    2017-04-01

    Full Text Available This study investigates the teacher’s beliefs on video technology integration in ELT. A case study was employed as the research design to produce an in-depth description of video technology integration that is rich and holistic. An English teacher was purposefully selected as the research subject of the study. The results of the study indicate that the teacher’s beliefs about English, teaching and learning, and video technology are strongly connected with teaching practices. Moreover, the findings show that there is no any discrepancy between beliefs and practices. This study attempts to contribute to the literature on the study of the teachers’ beliefs that underlie teaching practices. Teachers should understand their own beliefs to promote effective teaching practices. Except where otherwise noted, content on this site is licensed under a Creative Commons Attribution 4.0 International License

  7. The efficacy of video monitoring-supported student self-evaluation of dental explorer skills in dental hygiene education.

    Science.gov (United States)

    Tano, R; Takaku, S; Ozaki, T

    2017-11-01

    The objective of this study was to investigate whether having dental hygiene students monitor video recordings of their dental explorer skills is an effective means of proper self-evaluation in dental hygiene education. The study participants comprised students of a dental hygiene training school who had completed a module on explorer skills using models, and a dental hygiene instructor who was in charge of lessons. Questions regarding 'posture', 'grip', 'finger rest' and 'operation' were set to evaluate explorer skills. Participants rated each item on a two-point scale: 'competent (1)' or 'not competent (0)'. The total score was calculated for each evaluation item in evaluations by students with and without video monitoring, and in evaluations by the instructor with video monitoring. Mean scores for students with and without video monitoring were compared using a t-test, while intraclass correlation coefficients were found by reliability analysis of student and instructor evaluations. A total of 37 students and one instructor were subject to analysis. The mean score for evaluations with and without video monitoring differed significantly for posture (P < 0.0001), finger rest (P = 0.0006) and operation (P < 0.0001). The intraclass correlation coefficient between students and instructors for evaluations with video monitoring ranged from 0.90 to 0.97 for the four evaluation items. The results of this study suggested that having students monitor video recordings of their own explorer skills may be an effective means of proper self-evaluation in specialized basic education using models. © 2016 The Authors. International Journal of Dental Hygiene Published by John Wiley& Sons Ltd.

  8. Growing Misconception of Technology: Investigation of Elementary Students' Recognition of and Reasoning about Technological Artifacts

    Science.gov (United States)

    Firat, Mehmet

    2017-01-01

    Knowledge of technology is an educational goal of science education. A primary way of increasing technology literacy in a society is to develop students' conception of technology starting from their elementary school years. However, there is a lack of research on student recognition of and reasoning about technology and technological artifacts. In…

  9. Using image processing technology combined with decision tree algorithm in laryngeal video stroboscope automatic identification of common vocal fold diseases.

    Science.gov (United States)

    Jeffrey Kuo, Chung-Feng; Wang, Po-Chun; Chu, Yueng-Hsiang; Wang, Hsing-Won; Lai, Chun-Yu

    2013-10-01

    This study used the actual laryngeal video stroboscope videos taken by physicians in clinical practice as the samples for experimental analysis. The samples were dynamic vocal fold videos. Image processing technology was used to automatically capture the image of the largest glottal area from the video to obtain the physiological data of the vocal folds. In this study, an automatic vocal fold disease identification system was designed, which can obtain the physiological parameters for normal vocal folds, vocal paralysis and vocal nodules from image processing according to the pathological features. The decision tree algorithm was used as the classifier of the vocal fold diseases. The identification rate was 92.6%, and the identification rate with an image recognition improvement processing procedure after classification can be improved to 98.7%. Hence, the proposed system has value in clinical practices. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.

  10. Evaluating the use of streaming video to support student learning in a first-year life sciences course for student nurses.

    Science.gov (United States)

    Green, Sue M; Voegeli, David; Harrison, Maureen; Phillips, Jackie; Knowles, Jess; Weaver, Mike; Shephard, Kerry

    2003-05-01

    Streaming video was used to support the learning of first year student nurses on a Life Sciences module, as one of many innovations designed to increase the range of resources and support available to students. This paper describes the background to this innovation, the procedures adopted and the results of extensive evaluation. The use of streaming video was evaluated in three applications in the module. A total of 656 students used online directed-learning sessions that incorporated streamed video. Just over half of these students actually viewed the video streams. Their feedback showed that 32% found access easy, 59% enjoyed using the resources, and 25% were very confident that they learned from them. Different types of video were used, and embedded in diverse ways, but the results were consistent across the three applications. They suggest that streamed video can contribute to useful resources to support learning by student nurses but, for a variety of reasons, it may not appeal or be adequately accessible to all students at present.

  11. Determining student teachers' perceptions on using technology via Likert scale, visual association test and metaphors: A mixed study

    Directory of Open Access Journals (Sweden)

    Mevhibe Kobak

    2013-04-01

    Full Text Available The aim of this study is to determine senior student teachers’ perceptions on using technology by approaching various points of view. In this study, researchers collected data through Technology Perceptions Scale, Visual Association Activity and Technology Metaphors. The participants of the study were 104 senior student teachers who were enrolled in Balıkesir University Necatibey Faculty of Education. In this descriptive study, researchers interpreted qualitative data in conjunction with quantitative data. Based on the data obtained, even though student teachers’ perceptions on using technology were found positive in the light of Likert scale, there was no significant relation in terms of gender and enrolled undergraduate program. According to the results of visual association test, student teachers ranked smartboard, Internet and computer in the first three, and portable media player, mobile phone and video/camera in the last three. Besides, researchers analyzed and classified student teachers’ metaphors about technology under 9 categories: 1developing-changing technology, 2rapidly progressing technology, 3 limitless-endless technology, 4beneficial technology, 5harmful technology, 6both beneficial and harmful technology, 7indispensible technology, 8technology as a necessity, 9 all-inclusive technology. At the end of the study, those nine categories which were acquired using the content analysis technique are presented in a table which shows the interaction between categories in a holistic view.

  12. Video Podcasts

    DEFF Research Database (Denmark)

    Nortvig, Anne Mette; Sørensen, Birgitte Holm

    2016-01-01

    This project’s aim was to support and facilitate master’s students’ preparation and collaboration by making video podcasts of short lectures available on YouTube prior to students’ first face-to-face seminar. The empirical material stems from group interviews, from statistical data created through...... YouTube analytics and from surveys answered by students after the seminar. The project sought to explore how video podcasts support learning and reflection online and how students use and reflect on the integration of online activities in the videos. Findings showed that students engaged actively...

  13. Educational technologies for the benefit of students

    Directory of Open Access Journals (Sweden)

    Yngve Nordkvelle

    2012-11-01

    Full Text Available By Yngve Troye NordkvelleEditorThis issue of Seminar.net offers four different experiences on how students can gain from using educational technologies. In the article "Adopting digital skills in an international project in teacher education", associate professor Hugo Nordseth of Nord-Trøndelag University College present the aims of a project aimed at making students in teacher training able to collaborate across national borders and contexts. The project demonstrates the feasibility of training students to use new technologies that offer opportunities for learning. Nordseth emphasizes the importance of proper training in the selected tools.Professor Ragnhild Nilsen, of the University of Tromsø, presents her article "Digital Network as a Learning Tool for Health Sciences Students", as an example from studies in health. She presents how an online learning module for health sciences students with different educational backgrounds was implemented at the University of Tromsø (UiT. The intention was to improve communication and cooperation abilities across professional boundaries. The purpose of this article is to examine how participation in a joint, web-based course can be a didactic tool that helps health sciences students learn from one another by means of collaboration. Yvonne Fritze and Yngve Troye Nordkvelle, both editors of the journal present their article "Online dating and education". The research was carried out in their home institution, Lillehammer University College.Taking its inspiration from Luhmann's communication theory, this article looks at online dating from the perspective of teaching and education. The findings of this project indicate that students do use netdating as an experience and that quite a few of them find this valuable for their own communicative skills. The article explores those features of online dating characteristic of distance dialogue, and discusses the extent to which these can be transferred to

  14. Is video review of patient encounters an effective tool for medical student learning? A review of the literature

    Science.gov (United States)

    Hammoud, Maya M; Morgan, Helen K; Edwards, Mary E; Lyon, Jennifer A; White, Casey

    2012-01-01

    Purpose To determine if video review of student performance during patient encounters is an effective tool for medical student learning. Methods Multiple bibliographic databases that include medical, general health care, education, psychology, and behavioral science literature were searched for the following terms: medical students, medical education, undergraduate medical education, education, self-assessment, self-evaluation, self-appraisal, feedback, videotape, video recording, televised, and DVD. The authors examined all abstracts resulting from this search and reviewed the full text of the relevant articles as well as additional articles identified in the reference lists of the relevant articles. Studies were classified by year of student (preclinical or clinical) and study design (controlled or non-controlled). Results A total of 67 articles met the final search criteria and were fully reviewed. Most studies were non-controlled and performed in the clinical years. Although the studies were quite variable in quality, design, and outcomes, in general video recording of performance and subsequent review by students with expert feedback had positive outcomes in improving feedback and ultimate performance. Video review with self-assessment alone was not found to be generally effective, but when linked with expert feedback it was superior to traditional feedback alone. Conclusion There are many methods for integrating effective use of video-captured performance into a program of learning. We recommend combining student self-assessment with feedback from faculty or other trained individuals for maximum effectiveness. We also recommend additional research in this area. PMID:23761999

  15. Increasing Middle School Student Interest in STEM Careers with Videos of Scientists

    Science.gov (United States)

    Wyss, Vanessa L.; Heulskamp, Diane; Siebert, Cathy J.

    2012-01-01

    Students are making choices in middle school that will impact their desire and ability to pursue STEM careers. Providing middle school students with accurate information about STEM (Science, Technology, Engineering, Mathematics) careers enables them to make more knowledgeable choices about courses of study and career paths. Practical ways of…

  16. vdFP - Video fingerprinting technologies for media and security applications - D1 : Report on existing technologies

    NARCIS (Netherlands)

    Schavemaker, J.G.M.; Doets, P.J.O.; Bailer, W.; Stiegler, H.; Lee, F.; Neuschmied, H.; Kraaij, W.; Brandt, P.; Eendebak, P.T.; Ranguelova, E.B.; Thean, A.H.C.

    2010-01-01

    Video fingerprinting is een bewezen en commercieel verkrijgbare techniek die ingezet kan worden om kopieën van of videomateriaal op te sporen. Video fingerprinting vergelijkt digitale video’s met elkaar en moet typisch kunnen omgaan met zaken zoals verschillende video codecs, veranderde resolutie,

  17. Video Game Acceptance: A Meta-Analysis of the Extended Technology Acceptance Model.

    Science.gov (United States)

    Wang, Xiaohui; Goh, Dion Hoe-Lian

    2017-11-01

    The current study systematically reviews and summarizes the existing literature of game acceptance, identifies the core determinants, and evaluates the strength of the relationships in the extended technology acceptance model. Moreover, this study segments video games into two categories: hedonic and utilitarian and examines player acceptance of these two types separately. Through a meta-analysis of 50 articles, we find that perceived ease of use (PEOU), perceived usefulness (PU), and perceived enjoyment (PE) significantly associate with attitude and behavioral intention. PE is the dominant predictor of hedonic game acceptance, while PEOU and PU are the main determinants of utilitarian game acceptance. Furthermore, we find that respondent type and game platform are significant moderators. Findings of this study provide critical insights into the phenomenon of game acceptance and suggest directions for future research.

  18. Gross Anatomy Videos: Student Satisfaction, Usage, and Effect on Student Performance in a Condensed Curriculum

    Science.gov (United States)

    Topping, Daniel B.

    2014-01-01

    Anatomy educators are being tasked with delivering the same quantity and quality of material in the face of fewer classroom and laboratory hours. As a result they have turned to computer-aided instruction (CAI) to supplement and augment curriculum delivery. Research on the satisfaction and use of anatomy videos, a form of CAI, on examination…

  19. THE ROLE OF THE VIDEO INTERACTION GUIDANCE IN THE ENRICHMENT OF STUDENT TEACHERS’ SOCIAL SKILLS

    Directory of Open Access Journals (Sweden)

    ŠÍROVÁ, Eva

    2011-12-01

    Full Text Available The school is a complicated social organism. The integration in it could be complicated for teacher novices, who have studied theoretically psychological and pedagogical aspects of learning, but have not many opportunities to develop their professional abilities in the real education. The article deals with using of the video interaction guidance (VIG in the education of the teachers to support their professional development – above all in the area of communication skills. The improvement of the communication significantly helps to create a positive, relaxed, but learning centred climate whereby increases the efficiency of the whole teaching process. The investigation of using of the VIG in the preparation of student teachers is presented in the form of quantitative research and an illustrative case-study. Results of the research suggest that the positive video feedback provides a valuable opportunity for personal, professional and social development for both teachers and pupils across the range of contexts. The VIG improves the communication skills of student teachers, therefore enhances effective learning and teaching and minimises negative contact, e.g. misunderstanding, inattention or conflict. As a consequence, the using of the VIG had a positive impact on the self-esteem and mental hygiene of student teachers who have started fully enjoy the teaching, being energized by it.

  20. Fashion Students Choose How to Learn by Constructing Videos of Pattern Making

    Science.gov (United States)

    Cavanagh, Michaella; Peté, Marí

    2017-01-01

    This paper analyses new learning experiences of first year pattern technology students at a university of technology, in the context of selected characteristics of authentic learning theories. The paper contributes to existing knowledge by proposing a method that could be followed for design-based subjects in a vocational education setting.…

  1. Wearable Writing: Enriching Student Peer Review with Point-of-View Video Feedback Using Google Glass

    Science.gov (United States)

    Tham, Jason Chew Kit

    2017-01-01

    As technology continues to become more ubiquitous and touches almost every aspect of the composing process, students and teachers are faced with new means to make writing a multimodal experience. This article embraces the emerging sector of wearable technology, presenting wearable writing strategies that would reimagine composition pedagogy.…

  2. Effects of Explicit Instruction and Self-Directed Video Prompting on Text Comprehension of Students with Autism Spectrum Disorder

    Science.gov (United States)

    Sartini, Emily Claire

    2016-01-01

    The purpose of this study was to investigate the effects of explicit instruction combined with video prompting to teach text comprehension skills to students with autism spectrum disorder. Participants included 4 elementary school students with autism. A multiple probe across participants design was used to evaluate the intervention's…

  3. Motivating EFL Students: E-Learning Enjoyment as a Predictor of Vocabulary Learning through Digital Video Games

    Science.gov (United States)

    Ebrahimzadeh, Mohsen; Alavi, Sepideh

    2016-01-01

    The present study examined e-learning enjoyment to see if it could predict high school students' vocabulary learning through a digital video game. Furthermore, the difference between those who played and those who watched the game was assessed. Participants of the study were male, high school, EFL students (N = 136, age 12-18) randomly assigned to…

  4. The relationship between playing computer or video games with mental health and social relationships among students in guidance schools, Kermanshah.

    Science.gov (United States)

    Reshadat, S; Ghasemi, S R; Ahmadian, M; RajabiGilan, N

    2014-01-09

    Computer or video games are a popular recreational activity and playing them may constitute a large part of leisure time. This cross-sectional study aimed to evaluate the relationship between playing computer or video games with mental health and social relationships among students in guidance schools in Kermanshah, Islamic Republic of Iran, in 2012. Our total sample was 573 students and our tool was the General Health Questionnaire (GHQ-28) and social relationships questionnaires. Survey respondents reported spending an average of 71.07 (SD 72.1) min/day on computer or video games. There was a significant relationship between time spent playing games and general mental health (P playing and not playing computer or video games with social relationships and their subscales, including trans-local relationships (P time spent playing games (P < 0.02) and its dimensions, except for family relationships.

  5. Latino migrant farmworker student development of safety instructional videos for peer education.

    Science.gov (United States)

    Kilanowski, Jill F

    2014-01-01

    The purpose of this community-based study was to test effectiveness of a peer-education safety education program that included student-produced videos and photovoice, nested in a 7-week summer Migrant Education Program. The second aim was to evaluate psychometrics of an adapted safety survey from Westaby and Lee used to evaluate changes in safety knowledge and attitudes. This was a one-group pre/post design intervention study. The convenience sample was Latino migrant students (N=117, middle school [grades 6-8, n=37], lower school [grades 3-5, n=80]), with data collected at baseline and post-intervention. Participants were male n=59, female n=58. Nine student safety videos were created by the middle schoolers who presented safety to the lower school. There were no statistically significant results comparing pre/post median subscale scores but results showed increased safety knowledge and there was a slight increase in injury experience. Wilcoxon Signed Rank Tests split for middle versus lower school showed statistical difference in middle school students over lower school students (P=.054) in safety knowledge. Kruskal Wallis analysis by gender showed statistical differences in medians in safety consciousness (χ2=5.949, df 1, P=.015); dangerous risk-taking (χ2=5.409, df 1, P=.020). There were positive significant associations between age and dangerous risk taking participation; safety consciousness and dangerous risk taking; safety knowledge with safety activity participation; and safety activities with safety consciousness. Survey showed 0.69% random missing data. Cronbach's alphas ranged .689-.863. Future research needs to review lessons learned and replication with larger samples.

  6. Videos Bridging Asia and Africa: Overcoming Cultural and Institutional Barriers in Technology-Mediated Rural Learning

    Science.gov (United States)

    Van Mele, Paul; Wanvoeke, Jonas; Akakpo, Cyriaque; Dacko, Rosaline Maiga; Ceesay, Mustapha; Beavogui, Louis; Soumah, Malick; Anyang, Robert

    2010-01-01

    Will African farmers watch and learn from videos featuring farmers in Bangladesh? Learning videos on rice seed management were made with rural women in Bangladesh. By using a new approach, called zooming-in, zooming-out, the videos were of regional relevance and locally appropriate. When the Africa Rice Center (AfricaRice) introduced them to…

  7. Indexed Captioned Searchable Videos: A Learning Companion for STEM Coursework

    Science.gov (United States)

    Tuna, Tayfun; Subhlok, Jaspal; Barker, Lecia; Shah, Shishir; Johnson, Olin; Hovey, Christopher

    2017-02-01

    Videos of classroom lectures have proven to be a popular and versatile learning resource. A key shortcoming of the lecture video format is accessing the content of interest hidden in a video. This work meets this challenge with an advanced video framework featuring topical indexing, search, and captioning (ICS videos). Standard optical character recognition (OCR) technology was enhanced with image transformations for extraction of text from video frames to support indexing and search. The images and text on video frames is analyzed to divide lecture videos into topical segments. The ICS video player integrates indexing, search, and captioning in video playback providing instant access to the content of interest. This video framework has been used by more than 70 courses in a variety of STEM disciplines and assessed by more than 4000 students. Results presented from the surveys demonstrate the value of the videos as a learning resource and the role played by videos in a students learning process. Survey results also establish the value of indexing and search features in a video platform for education. This paper reports on the development and evaluation of ICS videos framework and over 5 years of usage experience in several STEM courses.

  8. Exploring the Use of Video-Conferencing Technology in the Assessment of Spoken Language: A Mixed-Methods Study

    Science.gov (United States)

    Nakatsuhara, Fumiyo; Inoue, Chihiro; Berry, Vivien; Galaczi, Evelina

    2017-01-01

    This research explores how Internet-based video-conferencing technology can be used to deliver and conduct a speaking test, and what similarities and differences can be discerned between the standard and computer-mediated face-to-face modes. The context of the study is a high-stakes speaking test, and the motivation for the research is the need…

  9. Curious minds in the classroom : The influence of video feedback coaching for teachers in science and technology lessons

    NARCIS (Netherlands)

    Wetzels, Anna

    2015-01-01

    Science and technology (S & T) play an important role in society, because every citizen needs a certain basic understanding of S & T to participate in the public debate, for example, in discussions with regard to topics such as climate change and gene manipulation. This thesis describes how video

  10. Using an Animated Cartoon Hero in Video Instruction to Improve Bathroom-Related Skills of a Student with Autism Spectrum Disorder

    Science.gov (United States)

    Ohtake, Yoshihisa; Takahashi, Ayaka; Watanabe, Kentaro

    2015-01-01

    The present study investigated the effectiveness of video hero modeling (VHM) for building four bathroom-related behaviors of an elementary-aged student with autism spectrum disorder. In the VHM intervention, the participant watched a video immediately before going to the bathroom he typically used. In the video, an animated face of a cartoon hero…

  11. Teleteaching endoscopy: the feasibility of real-time, uncompressed video transmission by using advanced-network technologies.

    Science.gov (United States)

    Kaltenbach, Tonya; Muto, Manabu; Soetikno, Roy; Dev, Parvati; Okamura, Koji; Hahm, Joonsoo; Shimizu, Shuji

    2009-11-01

    Teleteaching of endoscopy has been limited by the exorbitant cost and time inherent in high-quality digital endoscopy video transmission. The Digital Video Transport System (DVTS) transmitted over advanced networks, such as Internet2 and the Asia-Pacific Advanced Network (APAN), provides a unique infrastructure for sharing uncompressed digital videos of endoscopy. This may allow high-quality, real-time, international training of diagnostic and therapeutic endoscopy techniques at a low cost. To test the proof of concept of long-distance teaching through live, interactive, high-resolution video transmission by using advanced networks and the DVTS. We used teleteaching of image-enhanced endoscopy techniques as a model. Prospective multicenter pilot study. Trainees, faculty, and staff at 3 international endoscopy units. An image-enhanced endoscopy video lecture with advanced-network technologies. We compared image-based prelecture and postlecture test scores and secondarily assessed technical feasibility and quality. The DVTS transmitted over advanced networks successfully transmitted uncompressed, high-resolution, digital lectures with endoscopic video (digital video format 720 x 480 pixels). Postsession scores improved. Participants highly rated the technical and informational quality. The majority reported a definite interest in participating in future sessions, with a mean rating (out of 5 [scale 1-5]) of 4.7 +/- 0.5. Pilot study with a limited number of participants and sessions. The DVTS transmitted over advanced networks such as Internet2 and APAN can provide the infrastructure for transmission of high-resolution, uncompressed video endoscopy for the purpose of teleteaching endoscopy.

  12. Interactive video tutorials for enhancing problem solving, reasoning, and meta-cognitive skills of introductory physics students

    CERN Document Server

    Singh, Chandralekha

    2016-01-01

    We discuss the development of interactive video tutorial-based problems to help introductory physics students learn effective problem solving heuristics. The video tutorials present problem solving strategies using concrete examples in an interactive environment. They force students to follow a systematic approach to problem solving and students are required to solve sub-problems (research-guided multiple choice questions) to show their level of understanding at every stage of prob lem solving. The tutorials are designed to provide scaffolding support at every stage of problem solving as needed and help students view the problem solving process as an opportunity for knowledge and skill acquisition rather than a "plug and chug" chore. A focus on helping students learn first to analyse a problem qualitatively, and then to plan a solution in terms of the relevant physics principles, can be useful for developing their reasoning skills. The reflection stage of problem solving can help students develop meta-cogniti...

  13. A low-light-level video recursive filtering technology based on the three-dimensional coefficients

    Science.gov (United States)

    Fu, Rongguo; Feng, Shu; Shen, Tianyu; Luo, Hao; Wei, Yifang; Yang, Qi

    2017-08-01

    Low light level video is an important method of observation under low illumination condition, but the SNR of low light level video is low, the effect of observation is poor, so the noise reduction processing must be carried out. Low light level video noise mainly includes Gauss noise, Poisson noise, impulse noise, fixed pattern noise and dark current noise. In order to remove the noise in low-light-level video effectively, improve the quality of low-light-level video. This paper presents an improved time domain recursive filtering algorithm with three dimensional filtering coefficients. This algorithm makes use of the correlation between the temporal domain of the video sequence. In the video sequences, the proposed algorithm adaptively adjusts the local window filtering coefficients in space and time by motion estimation techniques, for the different pixel points of the same frame of the image, the different weighted coefficients are used. It can reduce the image tail, and ensure the noise reduction effect well. Before the noise reduction, a pretreatment based on boxfilter is used to reduce the complexity of the algorithm and improve the speed of the it. In order to enhance the visual effect of low-light-level video, an image enhancement algorithm based on guided image filter is used to enhance the edge of the video details. The results of experiment show that the hybrid algorithm can remove the noise of the low-light-level video effectively, enhance the edge feature and heighten the visual effects of video.

  14. Using Web Technology to Teach Students about Their Digital World

    Science.gov (United States)

    Braender, Lynn M.; Kapp, Craig M.; Yeras, Jeddel

    2009-01-01

    In the School of Business at The College of New Jersey, students are required to take two courses in Management Information Technology (MIT). All students enroll in the same first course. This course focuses on Emerging Technologies and intermediate level data analysis skills. Students are then free to choose their second course. Each MIT course…

  15. University Students` Perception and Utilization of Technology for ...

    African Journals Online (AJOL)

    This was the same for students who came from rural and urban areas (t (296) = t= -.126, p>0.05, p=0.900) and students have positive perception towards technology assisted learning. The data also revealed that students have been using mobile technology, social media and internet to access online learning materials, ...

  16. Leveraging Web Technologies in Student Support Self-Services

    Science.gov (United States)

    Herndon, M. Craig

    2011-01-01

    The use of Web technologies to connect with and disperse information to prospective and current students can be effective for students as well as efficient for colleges. Early results of the use of such technologies in a statewide system point to high rates of satisfaction among students when information is delivered, provide clues on how various…

  17. Science Student Teachers and Educational Technology: Experience, Intentions, and Value

    Science.gov (United States)

    Efe, Rifat

    2011-01-01

    The primary purpose of this study is to examine science student teachers' experience with educational technology, their intentions for their own use, their intentions for their students' use, and their beliefs in the value of educational technology in science instruction. Four hundred-forty-eight science student teachers of different disciplines…

  18. 61214++++','DOAJ-ART-EN'); return false;" href="+++++https://jual.nipissingu.ca/wp-content/uploads/sites/25/2014/06/v61214.m4v">61214++++">Jailed - Video

    Directory of Open Access Journals (Sweden)

    Cameron CULBERT

    2012-07-01

    Full Text Available As the public education system in Northern Ontario continues to take a downward spiral, a plethora of secondary school students are being placed in an alternative educational environment. Juxtaposing the two educational settings reveals very similar methods and characteristics of educating our youth as opposed to using a truly alternative approach to education. This video reviews the relationship between public education and alternative education in a remote Northern Ontario setting. It is my belief that the traditional methods of teaching are not appropriate in educating at risk students in alternative schools. Paper and pencil worksheets do not motivate these students to learn and succeed. Alternative education should emphasize experiential learning, a just in time curriculum based on every unique individual and the students true passion for everyday life. Cameron Culbert was born on February 3rd, 1977 in North Bay, Ontario. His teenage years were split between attending public school and his willed curriculum on the ski hill. Culbert spent 10 years (1996-2002 & 2006-2010 competing for Canada as an alpine ski racer. His passion for teaching and coaching began as an athlete and has now transferred into the classroom and the community. As a graduate of Nipissing University (BA, BEd, MEd. Camerons research interests are alternative education, physical education and technology in the classroom. Currently Cameron is an active educator and coach in Northern Ontario.

  19. Student Teachers' Modeling of Acceleration Using a Video-Based Laboratory in Physics Education: A Multimodal Case Study

    Directory of Open Access Journals (Sweden)

    Louis Trudel

    2016-06-01

    Full Text Available This exploratory study intends to model kinematics learning of a pair of student teachers when exposed to prescribed teaching strategies in a video-based laboratory. Two student teachers were chosen from the Francophone B.Ed. program of the Faculty of Education of a Canadian university. The study method consisted of having the participants interact with a video-based laboratory to complete two activities for learning properties of acceleration in rectilinear motion. Time limits were placed on the learning activities during which the researcher collected detailed multimodal information from the student teachers' answers to questions, the graphs they produced from experimental data, and the videos taken during the learning sessions. As a result, we describe the learning approach each one followed, the evidence of conceptual change and the difficulties they face in tackling various aspects of the accelerated motion. We then specify advantages and limits of our research and propose recommendations for further study.

  20. Video gaming and gender differences in digital and printed reading performance among 15-year-olds students in 26 countries.

    Science.gov (United States)

    Borgonovi, Francesca

    2016-04-01

    Video games are a favorite leisure-time activity among teenagers worldwide. This study examines cross-national gender differences in reading achievement and video gaming and whether video gaming explains gender differences in reading achievement and differences in performance between paper-based and computer-based reading. We use data from a representative sample of 145,953 students from 26 countries who sat the PISA 2012 assessments and provided self-reports on use of video games. Although boys tend to have poorer results in both the computer-based and the paper-based reading assessments, boys' under achievement is smaller when the assessment is delivered on computer than when it is delivered on paper. Boys underperformance compared to girls in the two reading assessments is particularly pronounced among low-achieving students. Among both boys and girls moderate use of single-player games is associated with a performance advantage. However, frequent engagement with collaborative online games is generally associated with a steep reduction in achievement, particularly in the paper-based test and particularly among low-achieving students. Excessive gaming may hinder academic achievement, but moderate gaming can promote positive student outcomes. In many countries video gaming explains the difference in the gender gap in reading between the paper-based and the computer-based assessments. Copyright © 2016 The Foundation for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights reserved.

  1. Using Technology-Nested Instructional Strategies to Enhance Student Learning

    Science.gov (United States)

    Lumpkin, Angela; Achen, Rebecca M.; Dodd, Regan K.

    2015-01-01

    Students today expect the use of technology in their classes, rather than have to listen to less-than-engaging lectures. College students are connected electronically and incessant technology consumers. As a result, they may prefer the infusion of technologies to help them learn and enjoy the process of learning, rather than having to listen…

  2. Student-Driven Classroom Technologies: Transmedia Navigation and Tranformative Communications

    Science.gov (United States)

    Mills, Leila A.; Knezek, Gerald A.; Wakefield, Jenny S.

    2013-01-01

    This research paper explores middle school student attitudes towards learning with technology and proposes a design-based approach to formulating instruction that includes innovative classroom technology use with computers and communications technologies placed in the hands of students. The intent of this research is to advance practice and theory…

  3. Digital Downsides: Exploring University Students' Negative Engagements with Digital Technology

    Science.gov (United States)

    Selwyn, Neil

    2016-01-01

    Digital technologies are now an integral feature of university study. As such, academic research has tended to concentrate on the potential of digital technologies to support, extend and even "enhance" student learning. This paper, in contrast, explores the rather more messy realities of students' engagements with digital technology. In…

  4. Technology Activities for Life Skills Support Students. [and] CNC for Lower-Achieving Students.

    Science.gov (United States)

    Ressel, Michael J.; Smith, Clayton

    1995-01-01

    Ressel shows how providing technology education to special needs students can reaffirm belief in technology education and revitalize desire to teach. Smith suggests that breaking down processes into special steps allows these students to be successful. (JOW)

  5. A brief report on the relationship between self-control, video game addiction and academic achievement in normal and ADHD students

    OpenAIRE

    Haghbin, Maryam; Shaterian, Fatemeh; Hosseinzadeh, Davood; Griffiths, Mark D.

    2013-01-01

    Background and aims: Over the last two decades, research into video game addiction has grown increasingly. The present research aimed to examine the relationship between video game addiction, self-control, and academic achievement of normal and ADHD high school students. Based on previous research it was hypothesized that (i) there would be a relationship between video game addiction, self-control and academic achievement (ii) video game addiction, self-control and academic achievement would ...

  6. Can Clinical Scenario Videos Improve Dental Students' Perceptions of the Basic Sciences and Ability to Apply Content Knowledge?

    Science.gov (United States)

    Miller, Cynthia Jayne; Metz, Michael James

    2015-12-01

    Dental students often have difficulty understanding the importance of basic science classes, such as physiology, for their future careers. To help alleviate this problem, the aim of this study was to create and evaluate a series of video modules using simulated patients and custom-designed animations that showcase medical emergencies in the dental practice. First-year students in a dental physiology course formatively assessed their knowledge using embedded questions in each of the three videos; 108 to 114 of the total 120 first-year students answered the questions, for a 90-95% response rate. These responses indicated that while the students could initially recognize the cause of the medical emergency, they had difficulty in applying their knowledge of physiology to the scenario. In two of the three videos, students drastically improved their ability to answer high-level clinical questions at the conclusion of the video. Additionally, when compared to the previous year of the course, there was a significant improvement in unit exam scores on clinically related questions (6.2% increase). Surveys were administered to the first-year students who participated in the video modules and fourth-year students who had completed the course prior to implementation of any clinical material. The response rate for the first-year students was 96% (115/120) and for the fourth-year students was 57% (68/120). The first-year students indicated a more positive perception of the physiology course and its importance for success on board examinations and their dental career than the fourth-year students. The students perceived that the most positive aspects of the modules were the clear applications of physiology to real-life dental situations, the interactive nature of the videos, and the improved student comprehension of course concepts. These results suggest that online modules may be used successfully to improve students' perceptions of the basic sciences and enhance their ability to

  7. Evaluating the Use of Streaming Video To Support Student Learning in a First-Year Life Sciences Course for Student Nurses.

    Science.gov (United States)

    Green, Sue M.; Voegeli, David; Harrison, Maureen; Phillips, Jackie; Knowles, Jess; Weaver, Mike; Shepard, Kerry

    2003-01-01

    Nursing students (n=656) used streaming videos on immune, endocrine, and neurological systems using Blackboard software. Of students who viewed all three, 32% found access easy, 59% enjoyed them, and 25% felt very confident in their learning. Results were consistent across three different types and embedding methods. Technical and access problems…

  8. Immersive video

    Science.gov (United States)

    Moezzi, Saied; Katkere, Arun L.; Jain, Ramesh C.

    1996-03-01

    Interactive video and television viewers should have the power to control their viewing position. To make this a reality, we introduce the concept of Immersive Video, which employs computer vision and computer graphics technologies to provide remote users a sense of complete immersion when viewing an event. Immersive Video uses multiple videos of an event, captured from different perspectives, to generate a full 3D digital video of that event. That is accomplished by assimilating important information from each video stream into a comprehensive, dynamic, 3D model of the environment. Using this 3D digital video, interactive viewers can then move around the remote environment and observe the events taking place from any desired perspective. Our Immersive Video System currently provides interactive viewing and `walkthrus' of staged karate demonstrations, basketball games, dance performances, and typical campus scenes. In its full realization, Immersive Video will be a paradigm shift in visual communication which will revolutionize television and video media, and become an integral part of future telepresence and virtual reality systems.

  9. Video surveillance captures student hand hygiene behavior, reactivity to observation, and peer influence in Kenyan primary schools.

    Directory of Open Access Journals (Sweden)

    Amy J Pickering

    Full Text Available In-person structured observation is considered the best approach for measuring hand hygiene behavior, yet is expensive, time consuming, and may alter behavior. Video surveillance could be a useful tool for objectively monitoring hand hygiene behavior if validated against current methods.Student hand cleaning behavior was monitored with video surveillance and in-person structured observation, both simultaneously and separately, at four primary schools in urban Kenya over a study period of 8 weeks.Video surveillance and in-person observation captured similar rates of hand cleaning (absolute difference <5%, p = 0.74. Video surveillance documented higher hand cleaning rates (71% when at least one other person was present at the hand cleaning station, compared to when a student was alone (48%; rate ratio  = 1.14 [95% CI 1.01-1.28]. Students increased hand cleaning rates during simultaneous video and in-person monitoring as compared to single-method monitoring, suggesting reactivity to each method of monitoring. This trend was documented at schools receiving a handwashing with soap intervention, but not at schools receiving a sanitizer intervention.Video surveillance of hand hygiene behavior yields results comparable to in-person observation among schools in a resource-constrained setting. Video surveillance also has certain advantages over in-person observation, including rapid data processing and the capability to capture new behavioral insights. Peer influence can significantly improve student hand cleaning behavior and, when possible, should be exploited in the design and implementation of school hand hygiene programs.

  10. Redefining Student Affairs through Digital Technology: A Ten-Year Historiography of Digital Technology Use by Student Affairs Administrators

    Science.gov (United States)

    Cabellon, Edmund T.

    2016-01-01

    The student affairs profession is at a crossroads (Torres & Walbert, 2010) given digital technology's growth and the academy's administrative expansion (Bowen, 2013). Student affairs administrators must simultaneously respond to digital technology's implications in students' lives (Kirschner & Karpinski, 2010) and to new state and federal…

  11. Physical Education Student Teachers' Technology Integration Self-Efficacy

    National Research Council Canada - National Science Library

    Jennifer M Krause

    2017-01-01

    .... The participants, 60 (32 females, 28 males) student teachers, completed the Computer Technology Integration Survey for Physical Education prior to and at the conclusion of the student-teaching experience...

  12. Digital Video: Get with It!

    Science.gov (United States)

    Van Horn, Royal

    2001-01-01

    Several years after the first audiovisual Macintosh computer appeared, most educators are still oblivious of this technology. Almost every other economic sector (including the porn industry) makes abundant use of digital and streaming video. Desktop movie production is so easy that primary grade students can do it. Tips are provided. (MLH)

  13. Improving Secondary School Students' Achievement and Retention in Biology Through Video-based Multimedia Instruction

    Directory of Open Access Journals (Sweden)

    Amosa Isiaka Gambari, PhD

    2014-08-01

    Full Text Available The study examined the effects of video-based multimedia instruction on secondary school students' achievement and retention in biology. In Nigeria, 120 students (60 boys and 60 girls were randomly selected from four secondary schools assigned either into one of three experimental groups: Animation + Narration; Animation + On-screen Text; Animation + Narration + On-screen Text or a control group. The pretest, posttest experimental, and control group design was adopted. A 50-item multiple-choice objective test termed Biology Achievement Test (BAT was used for collecting data. The validated BAT was tested for reliability using Kuder Richardson (KR20, which yielded 0.89. T-test, analysis of covariance (ANCOVA, and Scheffe’s post-hoc analysis were used in determining the significant differences among the four groups. The results showed that there was no statistically significant difference among the experimental groups. Generally, students under multimedia instruction performed better than their colleagues in the conventional teaching method. However, students in conventional teaching method had better retention than other groups.

  14. Improving the occupational skills of students with intellectual disability by applying video prompting combined with dance pads.

    Science.gov (United States)

    Lin, Mei-Lan; Chiang, Ming-Shan; Shih, Ching-Hsiang; Li, Meng-Fang

    2018-01-01

    Individuals with intellectual disability (ID) are prone to inattention, are slow in learning and reaction, and have deficits in memory skills. Providing proper vocational education and training for individuals with intellectual disability is able to enhance their occupational skills. This study applied video prompting to provide instructional prompts to help participants accurately perform an assigned occupational activity. A control system installed with developed software was used to turn a standard dance pad into a sensor to detect the participants' standing position and to automatically trigger video prompting. The results show that the participants' correct performance of the target behaviour improved significantly after their exposure to the video prompting intervention, and this positive outcome remained consistent during the maintenance phase. Video prompting combined with dance pads was a feasible approach to improving the occupational skills of the three students with intellectual disability. © 2017 John Wiley & Sons Ltd.

  15. Exploring Cultural Horizons: Connecting Australian Students with Asian Students via Video-Conferencing

    Science.gov (United States)

    Reading, Chris; Auh, Myung-Sook; Pegg, John; Cybula, Peter

    2013-01-01

    The need for Australian school students to develop a strong understanding of Asian culture has been recognised in the cross-curriculum priority, "Asia and Australia's Engagement with Asia," of the Australian Curriculum. School students in rural and remote Australia have limited opportunities to engage with Asians and learn about their…

  16. Impact of Technique-Specific Operative Videos on First-Year Dental Students' Performance of Restorative Procedures.

    Science.gov (United States)

    Patel, Shalizeh A; Barros, Juliana A; Clark, Christina M; Frey, Gary N; Streckfus, Charles F; Quock, Ryan L

    2015-09-01

    The aim of this study was to examine the impact of psychomotor operative video demonstrations on first-year dental students who are performing specific procedures for the first time in a preclinical setting. The class was randomly divided into two groups, and three restorative procedures were selected. On the date on which each procedure was to be performed in the preclinical laboratory for the first time, one group (experimental, n=50) was shown a technique video for that specific procedure immediately before commencing the exercise; the control cohort (n=50) did not view the video. Technical performance on procedures was evaluated by students and two calibrated and blinded examiners. The students' perceptions of the experience were also collected in a survey. All first-year students participated in the study, for a 100% response rate. A Mann-Whitney U test did not show any group differences in technical performance (mean values on preparation: 77.1 vs. 77.8; amalgam: 82.7 vs. 82.8; composite: 79.7 vs. 78.0). A Spearman rho test revealed a significantly higher correlation in 13 out of 25 evaluation categories between student self-assessment and blinded examiner assessment for the experimental group. A chi-square test of questionnaire responses revealed a positive student perception of administering these videos for the preparation (X(2)=4.8, pstudent performance on preclinical operative procedures, but they were well received by students and augmented self-assessment ability. These findings suggest that videos can be a useful teaching aid in a preclinical environment, especially regarding comprehension of concepts.

  17. The Impact of an Online Educational Video and a Medical Amnesty Policy on College Students' Intentions to Seek Help in the Presence of Alcohol Poisoning Symptoms

    Science.gov (United States)

    Oster-Aaland, Laura; Thompson, Kevin; Eighmy, Myron

    2011-01-01

    This study analyzed the impact of a medical amnesty policy and an online alcohol poisoning video on college students' intentions to seek help when witnessing alcohol poisoning symptoms. Students were randomly assigned to receive an amnesty policy, alcohol poisoning video, or both. The group that received both treatments was most likely to seek…

  18. Java Bluetooth wireless technology for evaluating student performance in classroom

    OpenAIRE

    Davidrajuh, Reggie

    2005-01-01

    This paper focuses on the use of Java Bluetooth wireless technology for evaluation of student performance in classroom. First, an introduction to Bluetooth wireless technology is given. Second, use of Java technology for developing wireless applications is explored. Third, a framework is given for identifying the processes involved in education that can make use of mobile technology. Finally, a case study is presented on wireless classroom application for student evaluation.

  19. A Comparison of Middle School Students' Mathematical Arguments in Technological and Non-Technological Environments

    Science.gov (United States)

    Smith, Ryan Cummings

    2010-01-01

    Prior research on students' uses of technology has suggested it can be used to support students' development of formal justifications and proofs. The ways in which these technologies influence the construction of arguments and proofs remain uncertain. Furthermore, research has not been conducted that compares the arguments students develop while…

  20. Examining Feedback in an Instructional Video Game Using Process Data and Error Analysis. CRESST Report 817

    Science.gov (United States)

    Buschang, Rebecca E.; Kerr, Deirdre S.; Chung, Gregory K. W. K.

    2012-01-01

    Appropriately designed technology-based learning environments such as video games can be used to give immediate and individualized feedback to students. However, little is known about the design and use of feedback in instructional video games. This study investigated how feedback used in a mathematics video game about fractions impacted student…

  1. Application of video recording technology to improve husbandry and reproduction in the carmine bee-eater (Merops n. nubicus).

    Science.gov (United States)

    Ferrie, Gina M; Sky, Christy; Schutz, Paul J; Quinones, Glorieli; Breeding, Shawnlei; Plasse, Chelle; Leighty, Katherine A; Bettinger, Tammie L

    2016-01-01

    Incorporating technology with research is becoming increasingly important to enhance animal welfare in zoological settings. Video technology is used in the management of avian populations to facilitate efficient information collection on aspects of avian reproduction that are impractical or impossible to obtain through direct observation. Disney's Animal Kingdom(®) maintains a successful breeding colony of Northern carmine bee-eaters. This African species is a cavity nester, making their nesting behavior difficult to study and manage in an ex situ setting. After initial research focused on developing a suitable nesting environment, our goal was to continue developing methods to improve reproductive success and increase likelihood of chicks fledging. We installed infrared bullet cameras in five nest boxes and connected them to a digital video recording system, with data recorded continuously through the breeding season. We then scored and summarized nesting behaviors. Using remote video methods of observation provided much insight into the behavior of the birds in the colony's nest boxes. We observed aggression between birds during the egg-laying period, and therefore immediately removed all of the eggs for artificial incubation which completely eliminated egg breakage. We also used observations of adult feeding behavior to refine chick hand-rearing diet and practices. Although many video recording configurations have been summarized and evaluated in various reviews, we found success with the digital video recorder and infrared cameras described here. Applying emerging technologies to cavity nesting avian species is a necessary addition to improving management in and sustainability of zoo avian populations. © 2015 Wiley Periodicals, Inc.

  2. Using Technology-Nested Instructional Strategies to Enhance Student Learning

    Directory of Open Access Journals (Sweden)

    Angela Lumpkin, PhD

    2015-08-01

    Full Text Available Students today expect the use of technology in their classes, rather than have to listen to less-than-engaging lectures. College students are connected electronically and incessant technology consumers. As a result, they may prefer the infusion of technologies to help them learn and enjoy the process of learning, rather than having to listen exclusively to lectures. To investigate this, the authors solicited student perceptions to assess the importance of learning through technology-nested instructional strategies. Student perceptions give direction to and affirm the benefits of instructional strategies that increase student motivation to engage more actively in their learning. Based on quantitative and qualitative responses through action research in multiple courses, students perceive their learning as more engaging and enjoyable when technology-nested instructional strategies are infused into their classes.

  3. Conducting Video Research in the Learning Sciences: Guidance on Selection, Analysis, Technology, and Ethics

    Science.gov (United States)

    Derry, Sharon J.; Pea, Roy D.; Barron, Brigid; Engle, Randi A.; Erickson, Frederick; Goldman, Ricki; Hall, Rogers; Koschmann, Timothy; Lemke, Jay L.; Sherin, Miriam Gamoran; Sherin, Bruce L.

    2010-01-01

    Focusing on expanding technical capabilities and new collaborative possibilities, we address 4 challenges for scientists who collect and use video records to conduct research in and on complex learning environments: (a) Selection: How can researchers be systematic in deciding which elements of a complex environment or extensive video corpus to…

  4. The Use of Video Technology for the Fast-Prototyping of Artificially Intelligent Software.

    Science.gov (United States)

    Klein, Gary L.

    This paper describes the use of video to provide a screenplay depiction of a proposed artificial intelligence software system. Advantages of such use are identified: (1) the video can be used to provide a clear conceptualization of the proposed system; (2) it can illustrate abstract technical concepts; (3) it can simulate the functions of the…

  5. Exploring Novice Teachers' Cognitive Processes Using Digital Video Technology: A Qualitative Case Study

    Science.gov (United States)

    Sun-Ongerth, Yuelu

    2012-01-01

    This dissertation describes a qualitative case study that investigated novice teachers' video-aided reflection on their own teaching. To date, most studies that have investigated novice teachers' video-aided reflective practice have focused on examining novice teachers' levels of reflective writing rather than the cognitive…

  6. Student movement in Chile, situated learning and digital activism. Commitment, social change and technological uses in teenagers

    Directory of Open Access Journals (Sweden)

    Patricia Peña

    2016-07-01

    Full Text Available From the student movement emerged in Chile in 2011, the article reflects on the school as a learning space of audiovisual digital technologies and how this process can impact on the political communication dimension of a social movement. To do this, it is described and analyzed the case of a school where formal education in languages and digital technologies is overlapping with the use of applications and resources of the social web and so-called "social media" (youtube, blogs, social networks by high school students who become student leaders. Data are generated through key informant interviews and a selection of videos created for the students and uploaded to the Internet. The content of the interviews is approached from the concept of situated learning (Lave & Wenger, 1991 and videos from the concept of video activism (Askanius, 2013; Mateos & Rajas, 2014. The results show that concrete use of digital tools obtained in formal educational spaces in a context of mobilization processes, generates new experiences of non-formal learning, which allow both students and teachers to reflect on their communicative practices and improve them. They also show an uncritical use of digital tools, which is a wake-up call on the need to incorporate privacy and self-care topics in internet within the contents to be developed by the school as space for digital learning.

  7. The effect of video interviews with STEM professionals on STEM-subject attitude and STEM-career interest of middle school students in conservative Protestant Christian schools

    Science.gov (United States)

    Alsup, Philip R.

    Inspiring learners toward career options available in STEM fields (Science, Technology, Engineering, and Mathematics) is important not only for economic development but also for maintaining creative thinking and innovation. Limited amounts of research in STEM education have focused on the population of students enrolled in religious and parochial schools, and given the historic conflict between religion and science, this sector of American education is worthy of examination. The purpose of this quantitative study is to extend Gottfredson's (1981) Theory of Circumscription and Compromise as it relates to occupational aspirations. Bem's (1981) Gender Schema Theory is examined as it relates to the role of gender in career expectations, and Crenshaw's (1989) Intersectionality Theory is included as it pertains to religion as a group identifier. Six professionals in STEM career fields were video recorded while being interviewed about their skills and education as well as positive and negative aspects of their jobs. The interviews were compiled into a 25-minute video for the purpose of increasing understanding of STEM careers among middle school viewers. The research questions asked whether middle school students from conservative, Protestant Christian schools in a Midwest region increased in STEM-subject attitude and STEM-career interest as a result of viewing the video and whether gender interacted with exposure to the video. A quasi-experimental, nonequivalent control groups, pretest/posttest factorial design was employed to evaluate data collected from the STEM Semantic Survey. A Two-Way ANCOVA revealed no significant differences in dependent variables from pretest to posttest. Implications of the findings are examined and recommendations for future research are made. Descriptors: STEM career interest, STEM attitude, STEM gender disparity, Occupational aspirations, Conservative Protestant education.

  8. The Effect of Differentiated Video Presentation Formats on Community College Students' Preferences for Selected Excerpts of Western Classical Music

    Science.gov (United States)

    Johnson, Tracey Jean

    2009-01-01

    This study was an examination of participants' preference for classical music excerpts presented in differentiated types of music video formats. Participants (N = 83) were volunteer students enrolled in intact music appreciation classes at a suburban community college located in a Midwestern city. Participants listened to and viewed music video…

  9. Measured Self-Esteem and Locus of Control of Students Related to Video Game, Home Computer, and Television Viewing Involvement.

    Science.gov (United States)

    Wiggins, James D.

    This study was designed to investigate the influence of television on the lives of young people and the correlation between home computer programming, the playing of video games at home, and the playing of arcade games out of the home related to self-esteem and locus of control. Subjects were 405 students in grades 4 through 12 from 21 classrooms…

  10. Reflections on "YouTestTube.com": An Online Video-Sharing Platform to Engage Students with Chemistry Laboratory Classes

    Science.gov (United States)

    McClean, Stephen; McCartan, Kenneth G.; Meskin, Sheryl; Gorges, Beronia; Hagan, W. Paul

    2016-01-01

    This paper describes the construction and development of YouTestTube.com, a YouTube clone website to facilitate video-sharing, social networking, and reflections of chemistry laboratory classes for year one students within the School of Biomedical Sciences at Ulster University. The practice was first introduced in the 2008/09 academic year and has…

  11. A Meta-Analysis of Video-Modeling Based Interventions for Reduction of Challenging Behaviors for Students with EBD

    Science.gov (United States)

    Losinski, Mickey; Wiseman, Nicole; White, Sherry A.; Balluch, Felicity

    2016-01-01

    The current study examined the use of video modeling (VM)-based interventions to reduce the challenging behaviors of students with emotional or behavioral disorders. Each study was evaluated using Council for Exceptional Children's (CEC's) quality indicators for evidence-based practices. In addition, study effects were calculated along the three…

  12. A brief report on the relationship between self-control, video game addiction and academic achievement in normal and ADHD students.

    Science.gov (United States)

    Haghbin, Maryam; Shaterian, Fatemeh; Hosseinzadeh, Davood; Griffiths, Mark D

    2013-12-01

    Over the last two decades, research into video game addiction has grown increasingly. The present research aimed to examine the relationship between video game addiction, self-control, and academic achievement of normal and ADHD high school students. Based on previous research it was hypothesized that (i) there would be a relationship between video game addiction, self-control and academic achievement (ii) video game addiction, self-control and academic achievement would differ between male and female students, and (iii) the relationship between video game addiction, self-control and academic achievement would differ between normal students and ADHD students. The research population comprised first grade high school students of Khomeini-Shahr (a city in the central part of Iran). From this population, a sample group of 339 students participated in the study. The survey included the Game Addiction Scale (Lemmens, Valkenburg & Peter, 2009), the Self-Control Scale (Tangney, Baumeister & Boone, 2004) and the ADHD Diagnostic checklist (Kessler et al., 2007). In addition to questions relating to basic demographic information, students' Grade Point Average (GPA) for two terms was used for measuring their academic achievement. These hypotheses were examined using a regression analysis. Among Iranian students, the relationship between video game addiction, self-control, and academic achievement differed between male and female students. However, the relationship between video game addiction, self-control, academic achievement, and type of student was not statistically significant. Although the results cannot demonstrate a causal relationship between video game use, video game addiction, and academic achievement, they suggest that high involvement in playing video games leaves less time for engaging in academic work.

  13. Childhood Violence Prevention Education Using Video Games

    Science.gov (United States)

    Fontana, Leonard; Beckerman, Adela

    2004-01-01

    This article describes a project that incorporated interactive technology to teach violence prevention knowledge and skills to second grade students. The educational video games presented lessons consisting of animated characters in a story, accompanied by a number of exercises. The research issue was whether students would develop an appreciation…

  14. An investigation of students' and teachers' attitudes toward the video class at Osmangazi University Foreign Languages Department

    OpenAIRE

    Abaylı, Nurcihan

    2001-01-01

    Ankara : The Department of Teaching English as a Foreign Language, Bilkent Uniersity., 2001. Thesis (Master's) -- Bilkent University, 2001. Includes bibliographical references leaves 71-77. This study investigated the attitudes of students and teachers at Osmangazi University Foreign Languages Department (OGU-FLD) Preparatory School toward the video classes being held separately in the program. Moreover, the study aimed at exploring the perceptions of the students and teache...

  15. A multi-method study to determine the effectiveness of, and student attitudes to, online instructional videos for teaching clinical nursing skills.

    Science.gov (United States)

    Kelly, Mary; Lyng, Colette; McGrath, Mary; Cannon, Gerald

    2009-04-01

    E-learning is regularly promoted in higher education settings as a way of fostering more flexible approaches to learning. It has been argued however that the 'potential benefits of new information and communication technology instruments in education' have not been subjected to critical scrutiny (Debande, O., 2004. ICTs and the development of e-learning in Europe: the role of the public and private sectors. European Journal of Education 39 (2), 191-208, p. 192). This paper outlines a multi-method evaluation of an e-learning innovation designed to teach clinical skills to student nurses. Responding to the challenges of teaching clinical skills to large class sizes, we developed a set of instructional videos for one undergraduate skills-based module, which are now integral to the module and available online to students on a continuous basis. Evaluation suggests that students' performance outcomes are unchanged. The students view the flexible and self-management aspects of this method of learning positively, with some attitudinal differences between male and female, and mature and non-mature students. However, it is best used to complement rather than replace lecturer demonstration, lending support to a 'blended' model (Collis, B., van der Wende, M., 2002. Models of Technology and Change in Higher Education: An International Comparative Survey on The Current and Future Use of ICT in Higher Education, University of Twente, Center for Higher Education Policy Studies, The Netherlands).

  16. Students' Attitudes towards Craft and Technology in Iceland and Finland

    Science.gov (United States)

    Thorsteinsson, Gísli; Ólafsson, Brynjar; Autio, Ossi

    2012-01-01

    Craft education in both Finland and Iceland originated over 140 years ago and was influenced by the Scandinavian Sloyd pedagogy. Since then, the subject has moved away from craft and towards technology, with the aim being to increase students' technological abilities. In the beginning, the subject largely focused on the students copying artefacts,…

  17. The Acceptance of Moodle Technology by Business Administration Students

    Science.gov (United States)

    Escobar-Rodriguez, Tomas; Monge-Lozano, Pedro

    2012-01-01

    The advent of information technologies to Universities has improved the teaching-learning process. Students can increase their learning skills using information technology. Those using the Moodle platform regularly seem to get better grades than those who rarely or never use it. This paper analyzes students' intention to use Moodle platforms to…

  18. Taking Part in Technology Education: Elements in Students' Motivation

    Science.gov (United States)

    Autio, Ossi; Hietanoro, Jenni; Ruismaki, Heikki

    2011-01-01

    The purpose of this study was to determine the elements motivating comprehensive school students to study technology education. In addition, we tried to discover how students' motivation towards technology education developed over the period leading up to their school experience and the effect this might have on their future involvement with…

  19. Accelerating Technologies: Consequences for the Future Wellbeing of Students

    Science.gov (United States)

    Saltinski, Ronald

    2015-01-01

    Today's students, K-12 and beyond, will face an ominous future unless educators quickly invest in preparing student perspectives for the accelerating technologies that will have global implications for the wellbeing of all humanity. Accelerating technologies are quietly, almost insidiously, transforming the world with little fanfare and certainly…

  20. Mapping Students Use of Technologies in Problem Based Learning Environments

    DEFF Research Database (Denmark)

    Rongbutsri, Nikorn; Khalid, Md. Saifuddin; Ryberg, Thomas

    2011-01-01

    This paper aims to understand how students use technology to enhance their learning in problem-based learning environments. The research methodology is based on both qualitative and quantitative studies. The results are based on students’ interviews, a survey and students’ reflections in course......-related blog posts; they show that students have positive perceptions toward using technologies in problem-based learning environments....

  1. Embracing technology: using an unfolding case simulation to enhance nursing students' learning about Parkinson disease.

    Science.gov (United States)

    McCormick, Margaret J; de Slavy, Johanna Romero; Fuller, Bonnie

    2013-02-01

    This study embraces technology and compares two teaching strategies for the undergraduate-level nursing student: a taped digital media classroom lecture with YouTube video clips and a simulated unfolding case study experience in the nursing skills laboratory. The objective was to determine which method best promotes critical problem solving around clinical care issues related to Parkinson disease. Each stage of the case simulation shows a progression of disability with increased complexity of patient symptoms, which requires higher levels of nursing assessment. Eighty-four undergraduate students in a baccalaureate nursing program participated in this research study. Significant differences were identified in knowledge and in their ability to analyze complex information. Student outcomes were reported through the comparison of scores on a preexamination and postexamination using alternative style questions.

  2. Laboratory 3.0: Manufacturing technologies laboratory virtualization with a student-centred methodology

    Directory of Open Access Journals (Sweden)

    Albert Fabregat-Sanjuan

    2017-06-01

    Full Text Available This paper presents a blended-learning strategy for improving the teaching method applied in the laboratory subject Manufacturing Technologies. The teaching method has been changed from a predominantly teacher-centred to an active learning system with a student-centred focus and e-learning activities. In face-to-face classes, a game-based learning platform has been used. This methodology ensured engaging classes at the same time that provided a useful live feedback for students and teachers. The virtualization of the laboratory was achieved by two different e-learning activities, self-assessment tasks and video clips. These e-learning tools have been used not only to improve the students’ learning but also to enhance their motivation. The results from academic outputs show a significant improvement after the new blended learning method is applied. Moreover, a student satisfaction survey shows the positive impact of the methodology on the students’ engagement and motivation.

  3. Real-Depth imaging: a new (no glasses) 3D imaging technology with video/data projection applications

    Science.gov (United States)

    Dolgoff, Eugene

    1997-05-01

    Floating Images, Inc. has developed the software and hardware for anew, patent pending, 'floating 3D, off-the- screen-experience' display technology. This technology has the potential to become the next standard for home and arcade video games, computers, corporate presentations, Internet/Intranet viewing, and television. Current '3D Graphics' technologies are actually flat on screen. Floating Images technology actually produce images at different depths from any display, such as CRT and LCD, for television, computer, projection, and other formats. In addition, unlike stereoscopic 3D imaging, no glasses, headgear, or other viewing aids are used. And, unlike current autostereoscopic imaging technologies, there is virtually no restriction on where viewers can sit to view the images, with no 'bad' or 'dead' zones, flipping, or pseudoscopy. In addition to providing traditional depth cues such as perspective and background image occlusion, the new technology also provides both horizontal and vertical binocular parallax and accommodation which coincides with convergence. Since accommodation coincides with convergence, viewing these images doesn't produce headaches, fatigue, or eye-strain, regardless of how long they are viewed. The imagery must either be formatted for the Floating Images platform when written, or existing software can be reformatted without much difficult. The optical hardware system can be made to accommodate virtually any projection system to produce Floating Images for the Boardroom, video arcade, stage shows, or the classroom.

  4. Tracing Sequential Video Production

    DEFF Research Database (Denmark)

    Otrel-Cass, Kathrin; Khalid, Md. Saifuddin

    2015-01-01

    With an interest in learning that is set in collaborative situations, the data session presents excerpts from video data produced by two of fifteen students from a class of 5th semester techno-anthropology course. Students used video cameras to capture the time they spent working with a scientist...... video, nature of the interactional space, and material and spatial semiotics....

  5. An Evaluation of an Educational Video Game on Mathematics Achievement in First Grade Students

    National Research Council Canada - National Science Library

    Kimberly Hieftje; Tyra Pendergrass; Tassos C Kyriakides; Walter Gilliam; Lynn Fiellin

    2017-01-01

    .... Educational video games have been shown to promote academic achievement; however, few rigorous studies have evaluated the use of educational video games in supporting math development, especially in early primary education...

  6. Video: An Instructional Tool for Developing Affect in Autistic High School Students.

    Science.gov (United States)

    Peele, Judith D.

    1982-01-01

    Ways in which video has been incorporated into a classroom for autistic high schoolers at the Center for Adaptive Programming are described. The design of a lesson on feelings is presented to illustrate the use of video. (CL)

  7. Using Video of Student-Client Interactions to Engage Students in Reflection and Peer Review

    Science.gov (United States)

    Lewis, Abigail; Moore, Catherine; Nang, Charn

    2015-01-01

    Employers in the 21st century seek graduates with a demonstrated ability to be independent, self-managing, lifelong learners. In this paper the authors explore student responses to a tutorial activity designed to promote lifelong learning skills. The activity is framed around situated learning theory, and capitalises on the affordances of video…

  8. The effects of video games on the receptive vocabulary proficiency of Swedish ESL students

    OpenAIRE

    Cabraja, Andreas

    2016-01-01

    Playing video games is an activity that takes up an increasing amount of children’s and adolescent’s spare time. While some previous studies have highlighted the negative aspects of video games, little research has been carried out on the linguistic learning opportunities that video games present. This study primarily investigates if Swedish second language learners of English can increase their vocabulary proficiency in English with the use of video games. In order to answer the research que...

  9. [Internet and video games among students of Reunion Island in 2010: uses, misuses, perceptions and associated factors].

    Science.gov (United States)

    Ricquebourg, M; Bernède-Bauduin, C; Mété, D; Dafreville, C; Stojcic, I; Vauthier, M; Galland, M-C

    2013-12-01

    Describe the uses of Internet and video games and quantify associated problematic uses. Information on student practices concerning the use of the Internet and video games was collected with a self-administered questionnaire. Problematic uses were identified with specific tools (Young criteria and Tejeiro criteria) and with self-evaluative questions. Information on life events with traumatic potential and use of psychoactive substances was also collected. Logistic regression models were applied to identify possible associated factors. Based on a sample of 1119 subjects, this study showed that students in Reunion Island are very concerned by the uses of the Internet and video games (98% and 46% of respondents). The prevalence of problematic use of the Internet accounted for 6% of respondents. Problematic uses of video games involved 8% of students (18% of gamers). Young people seemed unaware of their problematic practices and were seeking informations. The public respondent was also characterized by vulnerable situations (traumatic events induring their lives, consumption of psychoactive substances). Significant associations (with no identified causality) were examined, in particular between problematic uses of Internet and video games, and life events with traumatic potential. These first estimates of the prevalence of problematic use of Internet and video games on Reunion Island are important to promote locally collective awareness about these modern addictions. These results will be used to guide local actions of prevention and care, especially among younger generations. But it is necessary to conduct further work to better identify the factors associated with these problematic uses (determinants, comorbidities addictive…). Copyright © 2013. Published by Elsevier Masson SAS.

  10. Teaching with Web-Based Videos: Helping Students Grasp the Science in Popular Online Resources

    Science.gov (United States)

    Pace, Barbara G.; Jones, Linda Cronin

    2009-01-01

    Today, the use of web-based videos in science classrooms is becoming more and more commonplace. However, these videos are often fast-paced and information rich--science concepts can be fragmented and embedded within larger cultural issues. This article addresses the cognitive difficulties posed by many web-based science videos. Drawing on concepts…

  11. Video Production in the Classroom: Creating Success for Students and Schools.

    Science.gov (United States)

    Brown, Kenneth

    1993-01-01

    Describes benefits of integrating video production into high school curricula. Hardware requirements are suggested, including a camcorder, video cassette recorder, computer, software, converter, character generator, and editing machine; and typical video production projects are described, including a yearbook, documentaries, tutorials, music…

  12. ENGAGING SCIENCE STUDENTS WITH HANDHELD TECHNOLOGY AND APPLICATIONS BY RE-VISITING THE THAYER METHOD OF TEACHING AND LEARNING

    Directory of Open Access Journals (Sweden)

    Julia Paredes

    2011-12-01

    Full Text Available Organic chemistry instructors integrate handheld technology and applications into course lecture and lab to engage students with tools and techniques students use in the modern world. This technology and applications enable instructors to re-visit the Thayer Method of teaching and learning to create an updated method that works with 21st century students. The Thayer Method is based on the premise that students are willing and capable of making substantial preparation before coming to class and lab in order to maximize efficiency of student-instructor contact time. During this student preparation phase, we engage students with handheld technology and content applications including smart phone viewable course administrative materials; “flashcards” containing basic organic chemistry nomenclature, molecular structures, and chemical reactions; mini-lectures prepared using the Smart Board Airliner Interactive Tablet for upcoming class periods and laboratory technique videos demonstrating tasks they will perform as part of laboratory experimentation. Coupled with a student friendly course text, these handheld applications enable substantial student preparation before class and lab. The method, in conjunction with handheld technology and applications, has been used with positive results in our organic chemistry courses.

  13. What Do Students Want? Making Sense of Student Preferences in Technology-Enhanced Learning

    Science.gov (United States)

    Pechenkina, Ekaterina; Aeschliman, Carol

    2017-01-01

    This article, with its focus on university students as intended recipients and users of technological innovations in education, explores student preferences across three dimensions of technology-enhanced learning: mode of instruction; communication; and educational technology tools embedded in learning and teaching activities. The article draws on…

  14. Measuring coral size-frequency distribution using stereo video technology, a comparison with in situ measurements.

    Science.gov (United States)

    Turner, Joseph A; Polunin, Nicholas V C; Field, Stuart N; Wilson, Shaun K

    2015-05-01

    Coral colony size-frequency distribution data offer valuable information about the ecological status of coral reefs. Such data are usually collected by divers in situ, but stereo video is being increasingly used for monitoring benthic marine communities and may be used to collect size information for coral colonies. This study compared the size-frequency distributions of coral colonies obtained by divers measuring colonies 'in situ' with digital video imagery collected using stereo video and later processed using computer software. The size-frequency distributions of the two methods were similar for corymbose colonies, although distributions were different for massive, branching and all colonies combined. The differences are mainly driven by greater abundance of colonies >50 cm and fewer colonies 5 cm and was able to record measurements on 87% of the colonies detected. However, stereo video only detected 57% of marked colonies coral recruits. Estimates of colony size made with the stereo video were smaller than the in situ technique for all growth forms, particularly for massive morphologies. Despite differences in size distributions, community assessments, which incorporated genera, growth forms and size, were similar between the two techniques. Stereo video is suitable for monitoring coral community demographics and provided data similar to in situ measure for corymbose corals, but the ability to accurately measure massive and branching coral morphologies appeared to decline with increasing colony size.

  15. High-tech tools for exercise motivation: use and role of technologies such as the internet, mobile applications, social media, and video games

    National Research Council Canada - National Science Library

    Tate, Deborah F; Lyons, Elizabeth J; Valle, Carmina G

    2015-01-01

    .... This article reviews the evidence regarding the use of technology tools such as the Internet, mobile applications, social media, and video games and provides suggestions for evaluating the potential...

  16. Learning Science Through Digital Video: Views on Watching and Creating Videos

    Science.gov (United States)

    Wade, P.; Courtney, A. R.

    2013-12-01

    In science, the use of digital video to document phenomena, experiments and demonstrations has rapidly increased during the last decade. The use of digital video for science education also has become common with the wide availability of video over the internet. However, as with using any technology as a teaching tool, some questions should be asked: What science is being learned from watching a YouTube clip of a volcanic eruption or an informational video on hydroelectric power generation? What are student preferences (e.g. multimedia versus traditional mode of delivery) with regard to their learning? This study describes 1) the efficacy of watching digital video in the science classroom to enhance student learning, 2) student preferences of instruction with regard to multimedia versus traditional delivery modes, and 3) the use of creating digital video as a project-based educational strategy to enhance learning. Undergraduate non-science majors were the primary focus group in this study. Students were asked to view video segments and respond to a survey focused on what they learned from the segments. Additionally, they were asked about their preference for instruction (e.g. text only, lecture-PowerPoint style delivery, or multimedia-video). A majority of students indicated that well-made video, accompanied with scientific explanations or demonstration of the phenomena was most useful and preferred over text-only or lecture instruction for learning scientific information while video-only delivery with little or no explanation was deemed not very useful in learning science concepts. The use of student generated video projects as learning vehicles for the creators and other class members as viewers also will be discussed.

  17. Students' Perceptions of and Experiences With Educational Technology: A Survey.

    Science.gov (United States)

    Royal, Kenneth; Hedgpeth, Mari-Wells; McWhorter, Dan

    2016-05-18

    It is generally assumed that incoming students in medical education programs will be better equipped for the "digital age" given their younger age and an educational upbringing in which technology was seemingly omnipresent. In particular, many assume that today's medical students are more likely to hold positive attitudes and increased comfortability with technology and possess greater information technology (IT) skills. The purpose of this study was to compare responses of incoming veterinary medical students to a series of IT-related questions contained in a common questionnaire over the course of a 10-year period (2005-2015) to discern whether students' attitudes have improved and uses and comfortability with technology have increased as anticipated. A survey measuring attitudes and preferences, computing experience, and technology ownership was administered each year for the past 10 years to incoming veterinary medical students at a large veterinary school in the United States. Students' responses to survey items were compared at 3 data points (2005, 2010, and 2015). Today's incoming veterinary medical students tend to indicate the same desire to improve skills using spreadsheets and web page design as incoming students from 10 years ago. It seems that despite technological advances and increased exposure to such applications and skills, there remains a challenge for students to "keep up" with the ever evolving technology. Moreover, although students continue to report they are very comfortable with using a computer (and related devices), many use their computers as typewriters or word processors, as opposed to a means for performing more advanced computing functions. In general, today's medical students are not expert computer users as many assume. Despite an upbringing in a digitized world, many students still lack many basic computing skills.

  18. Students' Perception of Technology Use in Nursing Education.

    Science.gov (United States)

    Williamson, Kathleen M; Muckle, Janelle

    2018-02-01

    Technology is an integral part of a nurse's practice; therefore, it is necessary for technology to be integrated into the nursing curriculum for students. Nursing schools are shifting paradigms by integrating technology into the teaching environment to foster active and meaningful learning experiences. Factors related to external influences on individual beliefs, attitudes, and intention to use need to be studied so nurse educators can support the integration of technology into pedagogy. The Technology Acceptance Model was used to evaluate student perceptions of usefulness and ease of use of technology, while matriculated in a baccalaureate level nursing program. Quantitative and qualitative data were collected to uncover how nursing students (N = 375) perceived the usefulness and ease of use of technology while in nursing school. Almost every student (99.7%) owned a smartphone, and 95% were reasonably comfortable using various technologies. Selecting and incorporating technological tools to successfully support learning is essential to overcome challenges and support the innovative delivery of content and use of technology by students.

  19. THE TECHNOLOGY OF FORMATION OF PROFESSIONAL STUDENT COMPETENCE

    Directory of Open Access Journals (Sweden)

    Yakovlev Boris Petrovich

    2013-01-01

    Full Text Available Purpose: The paper presents the stages and technology of professional student competence of students in higher vocational school. Method or the methodology of the work: Theoretical and methodological basis of the proposed technology of formation of professional student competence in higher education are: a synergetic approach, student-centered approach, social learning theory, the activity approach, the concept of humane education. Results: In the article the theoretical and methodological basis of the statement of technology, disclosed pedagogical conditions and principles of the technology of formation of professional student competence of higher educational institutions as a result of own personal readiness. Field of application of the results: the educational system of higher education institutions.

  20. THE TECHNOLOGY OF FORMATION OF PROFESSIONAL STUDENT COMPETENCE

    Directory of Open Access Journals (Sweden)

    Борис Петрович Яковлев

    2013-04-01

    Full Text Available Purpose: The paper presents the stages and technology of professional student competence of students in higher vocational school.Method or the methodology of the work: Theoretical and methodological basis of the proposed technology of formation of professional student competence in higher education are: a synergetic approach, student-centered approach, social learning theory, the activity approach, the concept of humane education.Results: In the article the theoretical and methodological basis of the statement of technology, disclosed pedagogical conditions and principles of the technology of formation of professional student competence of higher educational institutions as a result of own personal readiness.Field of application of the results: the educational system of higher education institutions.DOI: http://dx.doi.org/10.12731/2218-7405-2013-1-23

  1. Using video-taped examples of standardized patient to teach medical students taking informed consent

    Directory of Open Access Journals (Sweden)

    SHIRIN HABIBI KHORASANI

    2015-04-01

    Full Text Available Introduction: Medical student should be trained in medical ethics and one of the most essential issues in this field is taking informed consents. In this research, we compared the effect of effectiveness of teaching methods on students’ ability in taking informed consent from patients. Methods: This semi-experimental study was carried out on fifty eight subjects from the 4th-year students of Shiraz University of Medical Sciences who attended in medical ethics course before their ‘clinical clerkship’training.Method of sampling was census and students were randomly allocated into two groups of control group (n=28 was trained in traditional lecture-based class and the case groupnamed as A1 (n=22 were taught by video-taped examples of standardized patient.Then A1 group attended in traditional lecture-based classes named as A2. The groups were evaluated in terms the ability of recognition of ethical issues through the scenario based ethical examination before and after each training. Scenarios were related to the topics of informed consent. Data were analyzed by SPSS 14 software using descriptive statistics and anova test. P-value less than 0.05 was considered as significant. Results: The mean scores results of A2, A1 and B group were found to be 7.21, 5.91 and 5.73 out of 8, respectively. Comparison between the groups demonstrated that the ability of taking informed consent was significantly higher in A2 group (p<0.001, followed by A1 group (p<0.05, while was the least in the B group (p=0.875. Conclusion: According to this research, lecture-based teaching is still of great value in teaching medical ethics, but when combined with standardized patient, the outcome will be much better. It should be considered that mixed methods of teaching should be used together for better result.

  2. TEACHING IN 21ST CENTURY: STUDENTS-TEACHERS’ PERCEPTIONS OF TECHNOLOGY USE IN THE CLASSROOM

    Directory of Open Access Journals (Sweden)

    Asri Siti Fatimah

    2017-10-01

    Full Text Available The rapid growth of technology encourages teachers especially who teach English as a foreign language to use it while presenting material and giving instruction in the classroom. Technology, as the newest instructional media developed in this globalization era, presents situation which helps the students to have new authentic and meaningful learning experiences engaging their effort and behavior by providing more fun and effective learning atmosphere. In addition, it provides the opportunity for the students to work collaboratively and easily access the information that can supplement their learning experience. Those benefits become the central part of 21st century education which should be optimized in order to create sophisticated learning immersion and maximize the quality of students in the future. In this research, some media techologies are introduced to one hundred student-teachers having Technology Enhanced Language Learning class. Those media, Prezi as online software presentation, Glogster as visual online poster,Edmodo as online networking application, Toondooas online cartoon strip making and Goanimateas animated video creation, are known as web-based instructional media which  can be used by them to teach English as a foreign language. However, questionnaire and interview are used to obtain the data.  It  aims to investigate their perception while preparing their teaching by using those applications.

  3. Knowledge and power in the technology classroom: a framework for studying teachers and students in action

    Science.gov (United States)

    Danielsson, Anna T.; Berge, Maria; Lidar, Malena

    2017-03-01

    The purpose of this paper is to develop and illustrate an analytical framework for exploring how relations between knowledge and power are constituted in science and technology classrooms. In addition, the empirical purpose of this paper is to explore how disciplinary knowledge and knowledge-making are constituted in teacher-student interactions. In our analysis we focus on how instances of teacher-student interaction can be understood as simultaneously contributing to meaning-making and producing power relations. The analytical framework we have developed makes use of practical epistemological analysis in combination with a Foucauldian conceptualisation of power, assuming that privileging of educational content needs to be understood as integral to the execution of power in the classroom. The empirical data consists of video-recorded teaching episodes, taken from a teaching sequence of three 1-h lessons in one Swedish technology classroom with sixteen 13-14 years old students. In the analysis we have identified how different epistemological moves contribute to the normalisation and exclusion of knowledge as well as ways of knowledge-making. Further, by looking at how the teacher communicates what counts as (ir)relevant knowledge or (ir)relevant ways of acquiring knowledge we are able to describe what kind of technology student is made desirable in the analysed classroom.

  4. Is video review of patient encounters an effective tool for medical student learning? A review of the literature

    Directory of Open Access Journals (Sweden)

    Hammoud MM

    2012-03-01

    Full Text Available Maya M Hammoud1, Helen K Morgan1, Mary E Edwards2, Jennifer A Lyon2, Casey White31Department of Obstetrics and Gynecology, University of Michigan Medical School, Ann Arbor, MI, USA; 2Health Sciences Center Libraries, University of Florida, Gainesville, FL, USA; 3Graduate Medical Education, Faculty Affairs and Department of Anesthesiology, University of Florida College of Medicine, Gainesville, FL, USAPurpose: To determine if video review of student performance during patient encounters is an effective tool for medical student learning.Methods: Multiple bibliographic databases that include medical, general health care, education, psychology, and behavioral science literature were searched for the following terms: medical students, medical education, undergraduate medical education, education, self-assessment, self-evaluation, self-appraisal, feedback, videotape, video recording, televised, and DVD. The authors examined all abstracts resulting from this search and reviewed the full text of the relevant articles as well as additional articles identified in the reference lists of the relevant articles. Studies were classified by year of student (preclinical or clinical and study design (controlled or non-controlled.Results: A total of 67 articles met the final search criteria and were fully reviewed. Most studies were non-controlled and performed in the clinical years. Although the studies were quite variable in quality, design, and outcomes, in general video recording of performance and subsequent review by students with expert feedback had positive outcomes in improving feedback and ultimate performance. Video review with self-assessment alone was not found to be generally effective, but when linked with expert feedback it was superior to traditional feedback alone.Conclusion: There are many methods for integrating effective use of video-captured performance into a program of learning. We recommend combining student self-assessment with feedback

  5. Factors Influencing Student Engagement and the Role of Technology in Student Engagement in Higher Education: Campus-Class-Technology Theory

    Directory of Open Access Journals (Sweden)

    Selim Günüç

    2014-04-01

    Full Text Available The purpose of the present study was to determine both the factors influencing student engagement and the role and influence of technology on student engagement. The study is important as it aimed at determining the views of students about student engagement and examining in detail the research data to be collected with two different data collection techniques. The present study was designed as a grounded theory study. The research sample included a total of 45 student teachers. Of all the participants, 25 of them participated in face-to-face Interviews, and 20 of them were asked to take part in written compositions. In conclusion, it was seen that the components constituting and influencing student engagement were found to be campus engagement and class engagement. It was found out that for most of the participating students, use of technology in class was not an indispensable factor for student engagement. In addition, an effective technology integration would not only contribute much to student engagement but also constitute an important way of increasing student engagement. Finally, it was seen that use of technology in instructional activities constituted an important factor for student engagement, when the findings obtained via the interviews and the written compositions were taken into consideration together

  6. Outcomes and Perceptions of Annotated Video Feedback Following Psychomotor Skill Laboratories

    Science.gov (United States)

    Truskowski, S.; VanderMolen, J.

    2017-01-01

    This study sought to explore the effectiveness of annotated video technology for providing feedback to occupational therapy students learning transfers, range of motion and manual muscle testing. Fifty-seven first-year occupational therapy students were split into two groups. One received annotated video feedback during a transfer lab and…

  7. Interactive Video, The Next Step

    Science.gov (United States)

    Strong, L. R.; Wold-Brennon, R.; Cooper, S. K.; Brinkhuis, D.

    2012-12-01

    Video has the ingredients to reach us emotionally - with amazing images, enthusiastic interviews, music, and video game-like animations-- and it's emotion that motivates us to learn more about our new interest. However, watching video is usually passive. New web-based technology is expanding and enhancing the video experience, creating opportunities to use video with more direct interaction. This talk will look at an Educaton and Outreach team's experience producing video-centric curriculum using innovative interactive media tools from TED-Ed and FlixMaster. The Consortium for Ocean Leadership's Deep Earth Academy has partnered with the Center for Dark Energy Biosphere Investigations (C-DEBI) to send educators and a video producer aboard three deep sea research expeditions to the Juan de Fuca plate to install and service sub-seafloor observatories. This collaboration between teachers, students, scientists and media producers has proved a productive confluence, providing new ways of understanding both ground-breaking science and the process of science itself - by experimenting with new ways to use multimedia during ocean-going expeditions and developing curriculum and other projects post-cruise.

  8. Utilizing an Innovative Preceptor Video Mini-Series to Prepare Students for Experiential Rotations: Does it Work?

    Directory of Open Access Journals (Sweden)

    Craig D Cox

    2017-07-01

    Full Text Available Objectives: To determine whether an innovative Mini-Series training model originally developed for preceptors could be beneficial to pharmacy students prior to and/or after beginning their introductory or advanced pharmacy practice experiences. Methods: This program consists of twelve incremental video episodes, each ranging from five to eight minutes in length. It tells the story of a young pharmacy preceptor as she guides a third and fourth year student through a challenging six-week clinical hospital rotation. Two to three reflection questions were written for each individual episode, focusing on student issues portrayed in the videos. Two-hour viewing sessions, consisting of all (12 video episodes and facilitated student reflection were held for 2nd – 4th year professional students on two campuses. At conclusion of each session, students completed a short evaluation to gauge the effectiveness and potential application of the Mini-Series program. Results: Fifty-six (56 students (22 fourth-year, 6 third-ear, and 28 second-year participated in the voluntary viewing sessions. All students either agreed or strongly agreed that the Mini-Series program was entertaining and educational. In addition, 82% of students strongly agreed this program would be beneficial for students prior to taking their first experiential rotation, while only 47% strongly agreed it would be beneficial after they had started rotations. On a 5-point Likert scale (1=strongly disagree, 5=strongly agree, participants reported a mean of 4.6 that this medium is more effective than traditional lecture orientations held by the Office of Experiential Programs. On three open-ended questions, students provided a diversity of suggestions for enhancing the Mini-Series to make it more effective for students. Implications: The “Mini-Series” model was well received by students as a training medium to deliver educational content. As a result, more programs are being developed

  9. Ill communication: technology, distraction & student performance

    OpenAIRE

    Louis-Philippe Beland; Richard Murphy

    2015-01-01

    This paper investigates the impact of schools banning mobile phones on student test scores. By surveying schools in four English cities regarding their mobile phone policies and combining it with administrative data, we find that student performance in high stakes exams significantly increases post ban. We use a difference in differences (DID) strategy, exploiting variations in schools' autonomous decisions to ban these devices, conditioning on a range of student characteristics and prior ach...

  10. Introducing an Information-Seeking Skill in a School Library to Students with Autism Spectrum Disorder: Using Video Modeling and Least-to-Most Prompts

    Science.gov (United States)

    Markey, Patricia T.

    2015-01-01

    This study investigated the effectiveness of a video peer modeling and least-to-most prompting intervention in the school library setting, targeting the instructional delivery of an information-literacy skill to students with Autism Spectrum Disorder (ASD). Research studies have evaluated the effectiveness of video-modeling procedures in the…

  11. Development of a Self-Paced Video Program To Teach Intravenous Therapy Techniques to Second Year Registered Nursing Students. Societal Factors Affecting Educations.

    Science.gov (United States)

    Balint, Marilyn

    A self-paced video program was developed for the registered nursing faculty at Long Beach City College (California) to teach intravenous therapy techniques to second-year nursing students. The content of the Intravenous Therapy Video was determined based on a review of the literature and input from the advisory panel (four nursing department…

  12. Impact of Nigerian Home Video/Movie Industry on the Moral Behaviours of Secondary School Students in Ebonyi State of Nigeria

    Science.gov (United States)

    Njoku, Nkechi C.

    2016-01-01

    Impact of home video/movie industry on the moral behaviour of secondary school students is a search for the impact of home video in moral upbringing of school children. The study adopted a survey design approach of investigation: The area of study is Ebonyi State and the population comprised all the 322 CRS teachers in the state. 200 teachers were…

  13. Video as a Tool for Increasing Motivation and Developing Student's Skills in Didactics of Biology

    OpenAIRE

    Řeháková, Anna

    2016-01-01

    This master's thesis refers to the use of video as a teaching tool in the subject Didactics of Biology. It comprises two parts, one theoretical and another practical. The theoretical part charts the didactical and practical subjects taught at the Faculty of Education, Charles University in Prague, and deals with the use of video for the professional development of teachers. For the practical part, 8 lesson observation videos were recorded and placed on a newly created website (www.didaktikabi...

  14. Assistive technology applied to education of students with visual impairment.

    Science.gov (United States)

    Alves, Cássia Cristiane de Freitas; Monteiro, Gelse Beatriz Martins; Rabello, Suzana; Gasparetto, Maria Elisabete Rodrigues Freire; de Carvalho, Keila Monteiro

    2009-08-01

    Verify the application of assistive technology, especially information technology in the education of blind and low-vision students from the perceptions of their teachers. Descriptive survey study in public schools in three municipalities of the state of São Paulo, Brazil. The sample comprised 134 teachers. According to the teachers' opinions, there are differences in the specificities and applicability of assistive technology for blind and low-vision students, for whom specific computer programs are important. Information technology enhances reading and writing skills, as well as communication with the world on an equal basis, thereby improving quality of life and facilitating the learning process. The main reason for not using information technology is the lack of planning courses. The main requirements for the use of information technology in schools are enough computers for all students, advisers to help teachers, and pedagogical support. Assistive technology is applied to education of students with visual impairment; however, teachers indicate the need for infrastructure and pedagogical support. Information technology is an important tool in the inclusion process and can promote independence and autonomy of students with visual impairment.

  15. Challenging student teachers' conceptions of science and technology education

    Science.gov (United States)

    Segal, Gilda

    1992-12-01

    To address expected negative attitudes to studying science and technology held by primary school student teachers, we devised a learning model which combined cooperative group strategies with a learners' questions approach in a context which allowed for pluralism in methodology and epistemology. The model was used in a teacher education elective subject studied by final year Diploma of Teaching students at the University of Technology, Sydney. We found that some students were inexperienced in participating in the planning and design of their learning and that for many students, being responsible for their learning in a science and technology context aroused reactions of alarm and determined avoidance so that alternative pathways for achievement in the subject had to be offered. Some students reported feelings of satisfaction in their successful learning despite initial anxiety, low confidence or indifference.

  16. Student Responses to a Flipped Introductory Physics Class with built-in Post-Video Feedback Quizzes

    Science.gov (United States)

    Ramos, Roberto

    We present and analyze student responses to multiple Introductory physics classes in a university setting, taught in a ''flipped'' class format. The classes included algebra- and calculus-based introductory physics. Outside class, students viewed over 100 online video lectures on Classical Mechanics, Electricity and Magnetism, and Modern Physics prepared by this author and in some cases, by a third-party lecture package available over YouTube. Inside the class, students solved and discussed problems and conceptual issues in greater detail. A pre-class online quiz was deployed as an important source of feedback. I will report on the student reactions to the feedback mechanism, student responses using data based on anonymous surveys, as well as on learning gains from pre-/post- physics diagnostic tests. The results indicate a broad mixture of responses to different lecture video packages that depend on learning styles and perceptions. Students preferred the online quizzes as a mechanism to validate their understanding. The learning gains based on FCI and CSEM surveys were significant.

  17. Teaching Business Internet Technology for Economics Students

    OpenAIRE

    Pryhorovska, T.; Kornuta, O.; Kocherzhuk, K.

    2016-01-01

    In less than two decades, the Internet became vital necessity for business providing. It causes emerging the new disciplines on information technology, media and communications. The emerging disciplines on information technology, media and communications are among the most dynamic and exciting in recent years. Classroom methods of delivery would need to change to accommodate changes in learning. This work discusses the approaches for “Internet Technology in Economics” course teaching. They ar...

  18. Integrating customised video clips into The veterinary nursing curriculum to enhance practical competency training and the development of student confidence

    OpenAIRE

    Dunne, Karen; Brereton, Bernadette; Bree, Ronan; Dallat, John

    2015-01-01

    Competency training is a critical aspect of veterinary nursing education, as graduates must complete a practical competency assessment prior to registration as a veterinary nurse. Despite this absolute requirement for practical training across a range of domestic animal species, there is a lack of published literature on optimal teaching approaches. The aim of this project was to assess the value of customised video clips in the practical skills training of veterinary nursing students. The ef...

  19. Forecasting the Market for New Communication Technology: The Home Video Player Experience.

    Science.gov (United States)

    Klopfenstein, Bruce C.

    This paper describes a critical study of the available forecasts and forecasting studies for the home video player market over a 15-year period which was undertaken to discover why so many forecasts were wrong about consumer adoption of home videocassette players and videodisk players, the reasons for these errors, and ways in which this knowledge…

  20. Research Priorities for YouTube and Video-Sharing Technologies: A Delphi Study

    Science.gov (United States)

    Snelson, Chareen; Rice, Kerry; Wyzard, Constance

    2012-01-01

    Online video-sharing services, particularly YouTube, have gained an audience of billions of users including educators and scholars. While the academic literature provides some evidence that YouTube has been studied and written about, little is known about priorities for YouTube research. The study employed the Delphi method to obtain a consensus…

  1. Science-specialist Student-teachers Consider Promoting Technological Design Projects: Contributions of Multi-media Case Methods

    Science.gov (United States)

    Bencze, Larry; Hewitt, Jim; Pedretti, Erminia; Yoon, Susan; Perris, Kirk; van Oostveen, Roland

    2003-04-01

    In school science, students often experience simplistic representations of knowledge-building practices in science and technology - which, in reality, are complex, unpredictable and theory-limited. While there are a great variety of reasons (many of which are beyond teachers' direct control), this occurs partly because teachers of science generally have not had such realistic experiences. While student-teachers can develop this kind of meta-scientific literacy in university-based science teacher education programmes, this depends on the extent to which activities are legitimised through close associations with authentic school contexts. In this paper, we report effects on science-specialist student-teachers' conceptions about science and technology, and corresponding priorities for school science, after interacting with a case documentary that depicted students collaborating in development and evaluation of pneumatic-controlled robotic arms. Data, including video footage of student-teachers' interactions with cases and audio recordings of interviews with them and their teacher, indicated that many student-teachers developed more naturalistic perspectives on knowledge development in science and technology and corresponding pedagogical priorities. At the same time, most also recommended an apprenticeship for students, gradually moving them from unrealistic (e.g., following a linear model for technological design) to more realistic (e.g., accommodating flexibility in design, while pointing out such limits to creativity as techno-determinism) problem solving contexts.

  2. Prevalence of Addiction to the Internet, Computer Games, DVD, and Video and Its Relationship to Anxiety and Depression in a Sample of Iranian High School Students

    National Research Council Canada - National Science Library

    Ahmadi, Jamshid; Amiri, Amin; Ghanizadeh, Ahmad; Khademalhosseini, Mitra; Khademalhosseini, Zeinab; Gholami, Zeinab; Sharifian, Maryam

    2014-01-01

    The objective of this study was to assess the prevalence of addiction to the Internet, computer games, DVD, and video and its relationship to anxiety and depression in a sample of Iranian high school students...

  3. [The effects of case-based learning using video on clinical decision making and learning motivation in undergraduate nursing students].

    Science.gov (United States)

    Yoo, Moon-Sook; Park, Jin-Hee; Lee, Si-Ra

    2010-12-01

    The purpose of this study was to examine the effects of case-base learning (CBL) using video on clinical decision-making and learning motivation. This research was conducted between June 2009 and April 2010 as a nonequivalent control group non-synchronized design. The study population was 44 third year nursing students who enrolled in a college of nursing, A University in Korea. The nursing students were divided into the CBL and the control group. The intervention was the CBL with three cases using video. The controls attended a traditional live lecture on the same topics. With questionnaires objective clinical decision-making, subjective clinical decision-making, and learning motivation were measured before the intervention, and 10 weeks after the intervention. Significant group differences were observed in clinical decision-making and learning motivation. The post-test scores of clinical decision-making in the CBL group were statistically higher than the control group. Learning motivation was also significantly higher in the CBL group than in the control group. These results indicate that CBL using video is effective in enhancing clinical decision-making and motivating students to learn by encouraging self-directed learning and creating more interest and curiosity in learning.

  4. BEATING ISIS IN THE DIGITAL SPACE: FOCUS TESTING ISIS DEFECTOR COUNTER-NARRATIVE VIDEOS WITH AMERICAN COLLEGE STUDENTS

    Directory of Open Access Journals (Sweden)

    Allision McDowell-Smith

    2017-03-01

    Full Text Available ISIS recruits on a 24/7 basis in over 21 languages over the Internet using videos, memes, tweets and other social media postings and swarming in on anyone that retweets, likes or endorses their materials to try to seduce them into the group. Their unprecedented social media drive has resulted in over 30,000 foreign fighters from more than 100 countries migrating to Syria and Iraq. ISIS recruitment in the U.S. is for the most part Internet based and has resulted in the actual and attempted recruitment of over 100 individuals residing in the U.S. with over 200 Americans traveling to Syria to join terrorist groups. To date very little counter-narrative material exists and most of it is cognitive versus emotionally impactful. The International Center for the Study of Violent Extremism (ICSVE Breaking the ISIS Brand – the ISIS Defectors Interviews Project has managed to collect 43 ISIS defector interviews and thus far produce two video clips of ISIS defectors denouncing the group which were focus tested in this research in a small normative college student sample of 75 undergraduate students. The results demonstrate that American college students find the videos authentic, disturbing and turn them away from ISIS, fulfilling the goals that the project is aiming for in producing counter-narrative materials.

  5. Teaching Using New Technologies and Students Resilience

    Science.gov (United States)

    Onofrei, Smaranda Gabriela

    2015-01-01

    Under the conditions of a digital age, new technologies undergo various interpretations, approaches and usages. Education reaches new dimensions at all its levels, by adopting new technologies in order to deeper support modern possibilities of learning that define the new generations: a high degree of digital capabilities, the capacity to…

  6. Automatization of Student Assessment Using Multimedia Technology.

    Science.gov (United States)

    Taniar, David; Rahayu, Wenny

    Most use of multimedia technology in teaching and learning to date has emphasized the teaching aspect only. An application of multimedia in examinations has been neglected. This paper addresses how multimedia technology can be applied to the automatization of assessment, by proposing a prototype of a multimedia question bank, which is able to…

  7. Using Video Streaming: Setting Up a Cheap System for Distributing Information to Teachers and Students

    Science.gov (United States)

    McNeal, Thomas, Jr.; Kearns, Landon

    2005-01-01

    Video streaming can be a very useful tool for educators. It is now possible for a school?s technical specialist or classroom teacher to create a streaming server with tools that are available in many classrooms. In this article we describe how we created our video streamer using free software, older computers, and borrowed hardware. The system…

  8. Video in Distance Education: ITFS vs. Web-Streaming--Evaluation of Student Attitudes

    Science.gov (United States)

    Reisslein, Jana; Seeling, Patrick; Reisslein, Martin

    2005-01-01

    The use of video in distance education courses has a long tradition, with many colleges and universities having been delivering distance education courses with video since the 80's using the Instructional Television Fixed Service (ITFS) and cable television. With the emergence of the Internet and the increased access bandwidths from private homes…

  9. Blending Student Technology Experiences in Formal and Informal Learning

    Science.gov (United States)

    Lai, K.-W.; Khaddage, F.; Knezek, Gerald

    2013-01-01

    In this article, we discuss the importance of recognizing students' technology-enhanced informal learning experiences and develop pedagogies to connect students' formal and informal learning experiences, in order to meet the demands of the knowledge society. The Mobile-Blended Collaborative Learning model is proposed as a framework to…

  10. Falling Behind: A Technology Crisis Facing Minority Students.

    Science.gov (United States)

    Pearson, Tamara

    2002-01-01

    Discusses the digital divide, or inequality in access to computers, and how it affects minority students at home and school. Highlights include home computer ownership and Internet access; technology experiences at school; and a collaborative college program in Florida that helps disadvantaged students prepare for college by teaching them how to…

  11. Motivating students to perform an experiment in technological design contexts

    NARCIS (Netherlands)

    Logman, P.S.W.M.; Kaper, W.H.; Ellermeijer, A.L.; Lindell, A.; Kähkönen, A.-L.; Viiri, J.

    2012-01-01

    In a teaching-learning sequence on the subject of energy we have tried technological design contexts to motivate students by using only context-based reasons to perform experiments on the subject of energy. We use these experiments to have the students reinvent practical laws of energy conservation

  12. Technology Integration in Elementary Classrooms: Teaching Practices of Student Teachers

    Science.gov (United States)

    Liu, Ping

    2016-01-01

    This study examines how and why student teachers integrated technology to enhance instruction in elementary classrooms. The participants were 31 student teachers who completed an assignment of eight weeks. Multiple data sets including observation notes of 347 lessons were obtained from three key groups for data triangulation. Results reveal that…

  13. Student Technology Rollouts in Higher Education: Lessons from DISCOVERe

    Science.gov (United States)

    Delcore, Henry D.; Neufeld, Philip

    2017-01-01

    ICT rollouts are no longer discretionary: they have become a mandatory function of effective educational institutions. This study examines the rollout of tablet technology at a public, four-year university with particular attention to variations within the student population and the student voice. The research questions included: Do expectations…

  14. Technological Education as a Means of Developing Students' Health Culture

    Science.gov (United States)

    Masalimova, Alfiya R.; Luchinina, Anastasia O.; Ulengov, Ruslan A.

    2016-01-01

    The urgency of the research is due to the fact that health of school-age children in Russia is deteriorating. The development of health culture has become an integral part of students' general cultural development. The purpose of this article is to reveal the potential of "Technology" as a school subject for the development of students'…

  15. Automotive Technology Student Learning Styles and Their Implications for Faculty

    Science.gov (United States)

    Threeton, Mark D.; Walter, Richard A.

    2009-01-01

    In an effort to provide Career and Technical Education (CTE) professionals with additional insight on how to better meet the educational needs of the learner, this study sought to identify the preference for learning of postsecondary automotive technology students. While it might appear logical to naturally classify auto-tech students as primarily…

  16. Technology to Support Sign Language for Students with Disabilities

    Science.gov (United States)

    Donne, Vicki

    2013-01-01

    This systematic review of the literature provides a synthesis of research on the use of technology to support sign language. Background research on the use of sign language with students who are deaf/hard of hearing and students with low incidence disabilities, such as autism, intellectual disability, or communication disorders is provided. The…

  17. University Students' Opinions Concerning Science-Technology-Society Issues

    Science.gov (United States)

    Dolu, Gamze

    2016-01-01

    Determining what students think about science, technology, and society (STS) is of great importance. This also provides the basis for scientific literacy. As such, this study was conducted with a total of 102 senior students attending a university located in western Turkey. This study utilized the survey model as a research model and the…

  18. Student Affairs and Information Technology: Collaborating in the Cloud

    Science.gov (United States)

    Barbatis, Peter Reyes

    2014-01-01

    Student affairs and information technology have opportunities to partner in order to increase student satisfaction and retention rates and to assist institutions to comply with federal educational regulations. This chapter contains four examples of emerging best practices and future initiatives including: (a) the admissions pipeline, (b)…

  19. Assessing the Use of YouTube Videos and Interactive Activities as a Critical Thinking Stimulator for Tertiary Students: An Action Research

    Science.gov (United States)

    June, Sethela; Yaacob, Aizan; Kheng, Yeoh Khar

    2014-01-01

    The purpose of this action research was to investigate the use of YouTube videos and interactive activities in stimulating critical thinking among students from a public university in Malaysia. There were 50 students of mixed background, comprised of local and foreign students who participated in this study which lasted for one semester. Data was…

  20. Scaling the Digital Divide: Home Computer Technology and Student Achievement

    OpenAIRE

    Vigdor, Jacob L.; Helen F. Ladd

    2010-01-01

    Does differential access to computer technology at home compound the educational disparities between rich and poor? Would a program of government provision of computers to early secondary school students reduce these disparities? We use administrative data on North Carolina public school students to corroborate earlier surveys that document broad racial and socioeconomic gaps in home computer access and use. Using within-student variation in home computer access, and across-ZIP code variation...

  1. Using Game Development to Engage Students in Science and Technology

    Science.gov (United States)

    Wiacek, John

    2011-01-01

    Game design workshops, camps and activities engage K-12 students In STEM disciplines that use game engine and development tools. Game development will have students create games and simulations that Will inspire them to love technology while learning math, physics, and,logic. By using tools such as Gamemaker, Alice, Unity, Gamesalad and others, students will get a sense of confidence and accomplishment creating games and simulations.

  2. Development of Technological and Pedagogical Content Knowledge of the Chemistry by Teachers in Training Through the Reflection of PaP-eRs and Videos

    Directory of Open Access Journals (Sweden)

    Boris Fernando Candela

    2018-01-01

    Full Text Available This article described how trainee teachers identified and developed some elements of the Technological and Pedagogical Knowledge of Chemistry Content (CTPC, along the course of educational and pedagogical context by "reflective orientation". The methodological perspective was qualitative by case study, which was configured by two interwoven areas of reflection, namely: (a reflecting on the opinions of experts about the teaching of a content, through the readings proposed in the training programs; and (b reflecting on the teaching carried out by experienced teachers through case videos and the Repertoire of Professional and Pedagogical Experiences (PaP-eRs. This heuristic reduced the complexity of teaching in a manageable story located in a specific context, so that teachers could identify and reflect on their theories about the teaching and learning of chemistry. This study showed that teachers in training identified and developed the following elements of the CTPC of chemistry: general pedagogy, language as a learning tool, difficulties and alternative conceptions, knowledge of technology as an instrument to represent the contents and manage the chemistry classroom, and the formative evaluation. Definitely, the reflection of the critical events of the PaP-eRs and videos of cases was considered an appropriate heuristic that allowed the future teachers to articulate the knowledge coming from the literature in education in chemistry, with the virtual experiences of teaching-learning of a real context. Of course, this reflection was mediated by reading, discussing and reflecting on the intelligent actions of an exemplary teacher when guiding singular students from a sociocultural perspective, with the purpose of beginning to refine their theories of teaching and learning chemistry.

  3. Technology's Impact on Student Writing at the Middle School Level.

    Science.gov (United States)

    Cramer, Susan; Smith, Annette

    2002-01-01

    Describes a study that examined changes in writing achievement between two groups of middle school students, one of which experienced a traditional language arts curriculum and the other participated in a more technology-rich curriculum which fully integrated technology use and language arts content. Suggests future directions. (Author/LRW)

  4. Factors Affecting E-Collaboration Technology Use among Management Students

    Science.gov (United States)

    Padilla-Melendez, A.; Garrido-Moreno, A.; Del Aguila-Obra, A. R.

    2008-01-01

    This paper describes an exploratory study of 225 management students in a medium-sized university in southern Spain. The influences of gender and previous experience as determinants of technology use were analysed. Furthermore, a modified Technology Acceptance Model, using SEM, was applied to explain the influence of perceived computer…

  5. Teacher Candidate Technology Integration: For Student Learning or Instruction?

    Science.gov (United States)

    Clark, Cynthia; Zhang, Shaoan; Strudler, Neal

    2015-01-01

    Transfer of instructional technology knowledge for student-centered learning by teacher candidates is investigated in this study. Using the transfer of learning theoretical framework, a mixed methods research design was employed to investigate whether secondary teacher candidates were able to transfer the instructional technology knowledge for…

  6. Engaging Students Regarding Special Needs in Technology and Engineering Education

    Science.gov (United States)

    White, David W.

    2015-01-01

    In 1984, James Buffer and Michael Scott produced the book "Special Needs Guide for Technology Education" (Buffer and Scott, 1984). This was a pivotal offering insofar as it set the stage for technology education educators, at the time, to think about and be provided with information regarding students with special needs in their…

  7. The Nature of Primary Students' Conversation in Technology Education

    Science.gov (United States)

    Fox-Turnbull, Wendy H.

    2016-01-01

    Classroom conversations are core to establishing successful learning for students. This research explores the nature of conversation in technology education in the primary classroom and the implications for teaching and learning. Over a year, two units of work in technology were taught in two primary classrooms. Most data was gathered in Round 2…

  8. Gifted Students and Philosophy: Technology--Servant or Destroyer?

    Science.gov (United States)

    White, David A.

    2002-01-01

    The tenth in a series of articles designed to facilitate philosophical discussions with gifted students, this article explores whether technology is the savior of humanity or the tool of humanity's ultimate destruction. It draws from essays by Martin Heidegger to examine the benefits and disadvantages of technological advancement. (Contains 2…

  9. A Novel Technology to Investigate Students' Understandings of Enzyme Representations

    Science.gov (United States)

    Linenberger, Kimberly J.; Bretz, Stacey Lowery

    2012-01-01

    Digital pen-and-paper technology, although marketed commercially as a bridge between old and new note-taking capabilities, synchronizes the collection of both written and audio data. This manuscript describes how this technology was used to improve data collection in research regarding students' learning, specifically their understanding of…

  10. Teaching microsurgery to undergraduate medical students by means of high-definition stereo video microscopy: the Aachen skills lab experience

    Science.gov (United States)

    Ilgner, Justus; Park, Jonas Jae-Hyun; Westhofen, Martin

    2008-02-01

    Introduction: The master plan for innovative medical education established at RWTH Aachen Medical Faculty helped to set up an inter-disciplinary, interactive teaching environment for undergraduate medical students during their clinical course. This study presents our first experience with teaching microsurgery to medical students by means of highdefinition stereo video monitoring. Material and methods: A plastic model created for ear inspection with a handheld otoscope was modified with an exchangeable membrane resembling an eardrum plus a model of the human cochlea. We attached a 1280×1024 HD stereo camera to an operating microscope, whose images were processed online by a PC workstation. The live image was displayed by two LCD projectors @ 1280×720 pixels on a 1,25m rear-projection screen by polarized filters. Each medical student was asked to perform standard otosurgical procedures (paracentesis and insertion of grommets; insertion of a cochlear implant electrode) being guided by the HD stereoscopic video image. Results: Students quickly adopted this method of training, as all attendants shared the same high-definition stereoscopic image. The learning process of coordinating hand movement with visual feedback was regarded being challenging as well as instructive by all students. Watching the same image facilitated valuable feedback from the audience for each student performing his tasks. All students noted that this course made them feel more confident in their manual skills and that they would consider a career in a microsurgical specialty. Conclusion: High definition stereoscopy provides an easy access to microsurgical techniques for undergraduate medical students. This access not only bears the potential to compress the learning curve for junior doctors during their clinical training but also helps to attract medical students to a career in a microsurgical specialty.

  11. Engaging Students in the Ethics of Engineering and Technology

    DEFF Research Database (Denmark)

    Keiko, Yasukawa

    This paper argues that education for engineers and technologists should focus on the ethics of technology and engineering, and not just ethics in technology and engineering projects. It argues that one's expression of their ethical position is linked closely to their identity formation......, and is different to other "competencies" that are emphasised in engineering and technology education. Principles of sustainable development are proposed as a framework for engaging students in reflecting on their ethical positions and practices....

  12. Development of a novel empathy-related video-feedback intervention to improve empathic accuracy of nursing students: A pilot study.

    Science.gov (United States)

    Lobchuk, Michelle; Halas, Gayle; West, Christina; Harder, Nicole; Tursunova, Zulfiya; Ramraj, Chantal

    2016-11-01

    Stressed family carers engage in health-risk behaviours that can lead to chronic illness. Innovative strategies are required to bolster empathic dialogue skills that impact nursing student confidence and sensitivity in meeting carers' wellness needs. To report on the development and evaluation of a promising empathy-related video-feedback intervention and its impact on student empathic accuracy on carer health risk behaviours. A pilot quasi-experimental design study with eight pairs of 3rd year undergraduate nursing students and carers. Students participated in perspective-taking instructional and practice sessions, and a 10-minute video-recorded dialogue with carers followed by a video-tagging task. Quantitative and qualitative approaches helped us to evaluate the recruitment protocol, capture participant responses to the intervention and study tools, and develop a tool to assess student empathic accuracy. The instructional and practice sessions increased student self-awareness of biases and interest in learning empathy by video-tagging feedback. Carers felt that students were 'non-judgmental', inquisitive, and helped them to 'gain new insights' that fostered ownership to change their health-risk behaviour. There was substantial Fleiss Kappa agreement among four raters across five dyads and 67 tagged instances. In general, students and carers evaluated the intervention favourably. The results suggest areas of improvement to the recruitment protocol, perspective-taking instructions, video-tagging task, and empathic accuracy tool. Copyright © 2016 Elsevier Ltd. All rights reserved.

  13. Learning Trajectory for Transforming Teachers' Knowledge for Teaching Mathematics and Science with Digital Image and Video Technologies in an Online Learning Experience

    Science.gov (United States)

    Niess, Margaret L.; Gillow-Wiles, Henry

    2014-01-01

    This qualitative cross-case study explores the influence of a designed learning trajectory on transforming teachers' technological pedagogical content knowledge (TPACK) for teaching with digital image and video technologies. The TPACK Learning Trajectory embeds tasks with specific instructional strategies within a social metacognitive…

  14. Collaborating to optimize nursing students' agency information technology use.

    Science.gov (United States)

    Fetter, Marilyn S

    2009-01-01

    As the learning laboratory for gaining actual patient care experience, clinical agencies play an essential role in nursing education. With an information technology revolution transforming healthcare, nursing programs are eager for their students to learn the latest informatics systems and technologies. However, many healthcare institutions are struggling to meet their own information technology needs and report limited resources and other as barriers to nursing student training. In addition, nursing students' information technology access and use raise security and privacy concerns. With the goal of a fully electronic health record by 2014, it is imperative that agencies and educational programs collaborate. They need to establish educationally sound, cost-effective, and secure policies and procedures for managing students' use of information technology systems. Strategies for evaluating options, selecting training methods, and ensuring data security are shared, along with strategies that may reap clinical, economic, and educational benefits. Students' information technology use raises numerous issues that the nursing profession must address to participate in healthcare's transformation into the digital age.

  15. PLAGER-VG: platform for managing educational multiplayer video games

    OpenAIRE

    Padilla-Zea, Natalia (UNIR); Medina Medina, Nuria; Gutiérrez Vela, Francisco L; Paderewski-Rodríguez, Patricia; CESAR A. COLLAZOS

    2017-01-01

    Information and communication technologies, in general, and multimedia systems, in particular, are currently incorporated into the learning processes with certain normality. Furthermore, the scientific community agrees that video games, as a specific expression of these technologies, present additional benefits that improve many student skills. In an educational context which uses video games as learning tools, the need for a well-defined framework to develop effective educational games seems...

  16. The Study on Neuro-IE Management Software in Manufacturing Enterprises. -The Application of Video Analysis Technology

    Science.gov (United States)

    Bian, Jun; Fu, Huijian; Shang, Qian; Zhou, Xiangyang; Ma, Qingguo

    This paper analyzes the outstanding problems in current industrial production by reviewing the three stages of the Industrial Engineering Development. Based on investigations and interviews in enterprises, we propose the new idea of applying "computer video analysis technology" to new industrial engineering management software, and add "loose-coefficient" of the working station to this software in order to arrange scientific and humanistic production. Meanwhile, we suggest utilizing Biofeedback Technology to promote further research on "the rules of workers' physiological, psychological and emotional changes in production". This new kind of combination will push forward industrial engineering theories and benefit enterprises in progressing towards flexible social production, thus it will be of great theory innovation value, social significance and application value.

  17. Video streaming: implementation and evaluation in an undergraduate nursing program.

    Science.gov (United States)

    Bennett, Paul N; Glover, Pauline

    2008-02-01

    Video streaming technology enables video content, held on the web sites, to be streamed via the web. We report the implementation and evaluation of video streaming in an undergraduate nursing program in a metropolitan university in Australia. Students (n=703) were emailed a survey with a 15% response rate. We found that 91% (n=74) of respondents stated that video streaming assisted their learning. Forty-six percent(n=50) of students had difficulty accessing video streaming (particularly at the beginning of the study period). Over a 97-day period there were 8440 "hits" to the site from 1039 different internet protocol (IP) addresses. There were 4475 video streaming sessions undertaken by users. Video streaming was used for reviewing previously attended lectures (52%, n=56), examination preparation (34%, n=37), viewing missed lectures (27%, n=29) and class preparation (9%, n=10). Our experience with the introduction of video streaming has met with general enthusiasm from both students and teaching staff. Video streaming has particular relevance for rural students.

  18. Learning outcomes using video in supervision and peer feedback during clinical skills training

    DEFF Research Database (Denmark)

    Lauridsen, Henrik Hein; Toftgård, Rie Castella; Nørgaard, Cita

    -evaluated learning outcome especially on key skills. Learning outcomes of peer-feedback were positive on all evaluated domains. Results will be presented during the session. Conclusion The learning outcomes using video during peer-feedback and supervision are mostly favourable. Students have generally welcomed video......Objective New technology and learning principles were introduced in a clinical skills training laboratory (iLab). The intension was to move from apprenticeship to active learning principles including peer feedback and supervision using video. The objective of this study was to evaluate student...... learning outcomes in a manual skills training subject using video during feedback and supervision. Methods The iLab classroom was designed to fit four principles of teaching using video. Two of these principles were (a) group work using peer-feedback on videos produced by the students and, (b) video...

  19. Twelve tips for reducing production time and increasing long-term usability of instructional video.

    Science.gov (United States)

    Norman, Marie K

    2017-08-01

    The use of instructional video is increasing across all disciplines and levels of education. Although video has a number of distinct advantages for course delivery and student learning, it can also be time-consuming and resource-intensive to produce, which imposes a burden on busy faculty. With video poised to play a larger role in medical education, we need strategies for streamlining video production and ensuring that the video we produce is of lasting value. This article draws on learning research and best practices in educational technology, along with the author's experience in online education and video production. It offers 12 practical tips for reducing the initial time investment in video production and creating video that can be reused long into the future. These tips can help faculty and departments create high-quality instructional video while using their time and resources more wisely.

  20. Information Communication Technology and the African Student ...

    African Journals Online (AJOL)

    African Research Review ... To engage students, improve learning and become a cutting edge educator, it becomes necessary to combine traditional classroom instruction with online or mobile learning activities through the ... A major limitation to maximizing the full potentials of the computer is poor power energy supply.