TechSmith conducted research to learn more about people’s viewing habits and preferences around instructional and informational videos. We wanted to know: how we can ensure that people start – and continue – watching videos? Highlights–83% of people prefer to consume instructional or informational...
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The second approach is loosely managed by students, granting them artistic benefit to journal their projects' progression and team dynamics. We report on the successes and shortcomings,of interacting with video in the classroom, and introduce our research and studies done in this field. In this ...
Supplemental data for this article is available online at https://doi.org/10.1080/15391523.2021.1928572 .doi:10.1080/15391523.2021.1928572Rustam ShadievLiuxin YangYueh Min HuangJournal of Research on Technology in Education
期刊名称:《Video Journal of Education and Pedagogy》 | 2016年第1期 5.Visual narrative methodology in educational research with babies: triadic play in babies’ room 机译:婴儿教育研究中的视觉叙事方法:在婴儿室中的三合会游戏 作者:Avis Ridgway;Liang Li;Gloria Qui?ones 期刊名称:《Video Journal of...
JoVE Science Education is a video library dedicated to teaching both practice and theory of scientific experiments through engaging videos.
Journal of Child and Family Studies ( IF 1.6 ) Pub Date : 2024-09-05 , DOI: 10.1007/s10826-024-02864-5 Miriam Junco-Guerrero , Ana Ruiz-Fernández , David Cantón-Cortés During the past decade, video games have become the main industrial entertainment sector, although research on the ...
In the past, it has not been possible to “teach oneself to read” at home, because learners could not read the books to teach them. Videos and interactive compact discs have changed that situation and challenge current assumptions of the pedagogy of literacy. This article describes an experime...
- 《Journal of Science Education & Technology》 被引量: 12发表: 2011年 Experience-based learning of Japanese IT professionals: A qualitative research Grounded in the Experiential Learning Theory and expertise research, this study examines the processes of experience-based learning, i.e., acquisition...
The aim of the presented research was to examine the reaction times of 13-14-years old racket athletes (RAs) (badminton, table tennis, court tennis) and video game players (VGPs). A total of 96 subjects (68 male, 28 female) participated voluntarily in the research. The mean age of the...