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Impacts of Interactions in Learning-Videos: A Subjective and Objective Analysis

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It is clear that a system known as selective attention is the most crucial resource for human learning (Heinze et al. 1994). Due to this fact a web based information system is developed to support the attention of the watchers of a learning video. This is done by enriching the video with different forms of interactions. Among others there are interactions presenting multiple-choice questions at predefined positions in the video as well as randomly occurring interactions displaying general questions, which are not content related. To gain a basic plan which points out how to distribute the interactions over the video the usage of the information system at a lecture is analyzed. For that on the one hand some feedback of the users is provided and on the other hand an objective analysis of the results of the multiple-choice questions is done by evaluating their time of occurrence in the video.
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Originally published in: Wachtler, J., Ebner, M. (2015). Impacts of Interactions in Learning-Videos: A Subjective and Objective Analysis. In
Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2015. pp. 1205-1213 Chesapeake, VA:
AACE.
Impacts of Interactions in Learning-Videos:
A Subjective and Objective Analysis
Josef Wachtler
Institute for Information Systems and Computer Media
Graz University of Technology
Austria
josef.wachtler@tugraz.at
Martin Ebner
Social Learning - Computer and Information Services
Graz University of Technology
Austria
martin.ebner@tugraz.at
Abstract: It is clear that a system known as selective attention is the most crucial resource for
human learning (Heinze et al. 1994). Due to this fact a web based information system is developed
to support the attention of the watchers of a learning video. This is done by enriching the video
with different forms of interactions. Among others there are interactions presenting multiple-choice
questions at predefined positions in the video as well as randomly occurring interactions displaying
general questions, which are not content related. To gain a basic plan which points out how to
distribute the interactions over the video the usage of the information system at a lecture is
analyzed. For that on the one hand some feedback of the users is provided and on the other hand an
objective analysis of the results of the multiple-choice questions is done by evaluating their time of
occurrence in the video.
Introduction
It is a widely known fact that a mechanism introduced as selective attention is the most crucial resource for human
learning (Heinze et al. 1994). This indicates that supporting and managing this attention enhances both, behavioral
and neuronal performance (Spitzer et al. 1988). Furthermore the attention is heavily influenced by the interaction as
well as the communication in all forms and directions (Carr!Chellman & Duchastel 2000). This means that the
communication should be done by using different methods like face-to-face or e-mail. In addition it is important that
the communication happens not only from the lecturer to the students and vice versa. Also communication of the
students with the content itself is required.
The importance of managing the attention is additionally pointed out by the fact that videos have only consuming
character. This statement is gained from the fact that on the one hand the technical aspects of videos changed
dramatically over the last decades which means that the early videos were presented by a projector whereas today it
is common to search up a video on the internet and to watch it on different (mobile) devices. On the other hand the
changes regarding the media itself were minor. So the maxim “TV is easy and book is hard” (Salmon 1984) is still
an accepted fact.
To address the mentioned problems regarding the attention and the media itself a web based information system was
first introduced by Ebner et al. (2013). It uses different forms of interactions to support the attention during a
learning video (see Section Interactions in Learning Videos). It is shown that the approach is basically working if the
number of interactions as well as the distribution of them across the video is well balanced. In this research work we
would like to address the following research problem: What is the ideal distribution of the interactions over a
learning video to reach acceptable results to the interactions presenting multiple-choice questions by analyzing the
conjunction of these results to the time of occurrence of the interactions. Or with other words this research study
tries to “find a basic recommendation of where to place multiple-choice questions in learning videos”.
At first some related work is presented and after that the information system, which is responsible for placing
interactions in videos is explained for a better understanding of the context of this study (see Section Interactions in
Learning Videos). This is followed by the Section Subjective User Feedback as well as the Section Objective
Originally published in: Wachtler, J., Ebner, M. (2015). Impacts of Interactions in Learning-Videos: A Subjective and Objective Analysis. In
Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2015. pp. 1205-1213 Chesapeake, VA:
AACE.
Evaluation, which point out the results of the study by presenting the observed impacts of the time of occurrence of
the interactions to the results of the multiple-choice questions. Finally these impacts are discussed by the Section
Discussion and converted to a basic recommendation of how to place interactions in videos right before a conclusion
sums up the main points of this work and gives an outlook to planned studies for proving the gathered impacts.
Related Work
The famous video platform Youtube offers some features to add a piece of interactivity to videos. With that it is
possible to place questions in a video. However there is a lack of detailed mechanisms for analyzing the results.
One possibility to control and to manage students attention in standard classroom situations is the usage of an
Audience Response System (ARS). Such a system is used in lecture theatres to present questions to the students
which could be answered by them by using a handset or a mobile phone to enter the answer (Haintz et al. 2014).
Furthermore it offers some functionalities of analysis. (Tobin 2005)
The ability to enhance both, the attention and the participation, of an ARS is proven by many studies (Ebner 2009).
Stowel & Nelson (2007) for instance compared an ARS to other standard classroom communication methods (e.g.
hand-rising). Their study claims that an ARS reaches the highest formal participation. In addition a similar
observation was made by Freeman & Dobbie (2005).
Interactions in Learning Videos
To clarify the context of this study this section provides an overview of the main functionalities of the web based
information system named LIVE (Live Interaction in Virtual learning Environments). As already mentioned it offers
learning videos to the students and enriches them with different methods of interaction as well as communication.
Figure 1 shows a screenshot of LIVE displaying a video, which is currently paused and overlaid by an interaction,
which presents a multiple-choice question. Furthermore it can be seen that there are some control elements located
at the right side of the video to invoke interactions as for instance asking a question to the lecturer. (Wachtler &
Ebner 2014a)
Figure 1: A multiple-choice question is shown during a video
As a general overview the following list states the most important features of LIVE in a summarizing way:
(Wachtler & Ebner 2014a) (Ebner et al. 2013)
registered and authenticated users only
Originally published in: Wachtler, J., Ebner, M. (2015). Impacts of Interactions in Learning-Videos: A Subjective and Objective Analysis. In
Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2015. pp. 1205-1213 Chesapeake, VA:
AACE.
different possibilities of analysis (Wachtler & Ebner 2014b)
o a detailed logging of the watched timespans to point out at which time a user watched which part
of the video
o a calculation of an attention level to measure the attention of the students
some methods of interaction
o randomly displayed questions which are not content related
o asking questions to the lecturer
o sending text-based questions to the students
o multiple-choice questions at predefined positions
o reporting technical problems
In the current study the focus lays on the multiple-choice questions in conjunction with the random questions. Due
to the fact that multiple-choice questions are displayed at predefined positions in the video it is necessary to plan
them before the video is deployed. For that LIVE offers a dialog to select a position in the video and to add a
question there. Now the question will be displayed to the students at this point in the video. (Wachtler & Ebner
2014a)
In comparison to the multiple-choice questions the randomly occurring questions are asking very simple questions
which are not related to the content. Naturally it is not required to plan them because they are occurring
automatically and randomly seven times per hour. This means that there are slots of 8:34 min. in length in which
such a question is shown. So it can be seen that there is a period of at maximum 17:08 min. of no occurring random
question. (Wachtler & Ebner 2014a)
Subjective User Feedback
In order to gain a subjective feedback LIVE was used at several lectures at Graz University of Technology. The
topics of the lectures ranged from a large freshman course in computer science to a course in the last semester of the
bachelor program in computer science as well as a course in adult education regarding cleanroom technology. The
students of these courses were asked to report their experiences with LIVE providing the interactions presented
above.
The returned feedback addresses mainly the following two issues:
First it was pointed out that the interactions, which are presenting content related questions are more
favored than these displaying general questions. This statement was often supported by the claim that
general questions are disturbing because they are seeming to be useless. However the questions with a
content, which is related to the topic of the video are highly appreciated.
The second reported issue regards the distribution itself as well as the number of interactions in the video.
This means that it was recommended that at a maximum of ten interactions per hour is acceptable.
Furthermore it was mentioned that the interactions should be spread evenly across the video.
Objective Evaluation
In contrast to the subjective feedback provided by the previous section this section aims to evaluate the distribution
of the interactions across learning videos. For that the results of the multiple-choice questions are analyzed in
conjunction with the time of occurrence of the interactions. This is done at the first six videos of the lecture “Logic
and Computability”1 which cover the topics of propositional logic as well as of predicate logic. Furthermore the
decidability of these logics is explained.
Figure 2 shows the number of students who watched these six videos. It can be seen that beginning with the third
video the number of students who watched most of the video (more than 75%) is quite high. The reason for the
lower acceptance of the first two videos could be that especially the first one covers only organizational and very
basic topics.
______________________________________
[1] http://www.iaik.tugraz.at/content/teaching/bachelor_courses/logik_und_berechenbarkeit/ (last accessed November 2014)
Originally published in: Wachtler, J., Ebner, M. (2015). Impacts of Interactions in Learning-Videos: A Subjective and Objective Analysis. In
Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2015. pp. 1205-1213 Chesapeake, VA:
AACE.
As mentioned above the evaluation of the distribution of the interactions and their impacts to the multiple-choice
questions analyzes the results of them at all six videos. This analysis shows a very similar outcome at each video.
Due to that reason the analysis is shown only for the third video which holds as a representative for the remaining
five ones.
The number of students who returned an answer to any multiple-choice questions of the third video is shown by
Figure 3. It is visible that this starts decreasing at the fifth question. This is explained by the fact that not every
student watched the full video (see Figure 2) and due to that they simply never reached the later questions.
Figure 4 shows the results of the multiple-choice questions of the third video whereas the questions placed in the
other videos deliver very similar results. The green part of the bars represents the users who answered the question
more often correct than false. In contrast to that the orange part indicates these ones who answered more often false
than correct. Finally the yellow part shows the number of equally answered questions. It is required to analyze how
often a question is answered correct or false by a student because it is possible to watch a video more often than
once and due to that a question could also be answered multiple times.
Figure 2: Number of users of the first six videos
Figure 3: Number of answers to the multiple-choice questions of the third video
Originally published in: Wachtler, J., Ebner, M. (2015). Impacts of Interactions in Learning-Videos: A Subjective and Objective Analysis. In
Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2015. pp. 1205-1213 Chesapeake, VA:
AACE.
Figure 4: Correctness of the answers to the multiple-choice questions of the third video
So the following three issues could be seen at the third video as well as at the remaining five videos in a very similar
form if we consider the distribution of the questions as the influencing factor of the success rate. Furthermore it is
assumed that the questions are equal in their difficulty.
Lazy Start: The number of correct answers to the first question is not very high.
Correct after Question Pause. Correct answers are numerous at the third question despite the fact that the
timespan since the last question is quite high.
Tight-Placed Errors: If questions are placed very tight the number of correct answers is decreasing. This
effect is shown by the questions number three and four as well as by number five to seven.
To find a basic explanation of these issues Table 1 shows the multiple-choice questions and their time of occurrence
in the video. Furthermore it states the timespan since the last multiple-choice question as well as the maximum
timespan since the last random interaction. This is necessary to evaluate the impacts of the interactions to the results
of the multiple-choice questions if we assume that the difficulty of the multiple-choice questions itself is more or
less at the same level at each question.
No.
Time
Timespan since last
MC question
Max. timespan
since last random
interaction
1
0:16:11
-
0:16:11
2
0:17:33
0:01:22
0:08:59
3
0:39:26
0:21:53
0:13:44
4
0:39:27
0:00:01
0:13:45
5
1:01:04
0:21:37
0:09:40
6
1:03:24
0:02:20
0:12:00
7
1:05:26
0:02:02
0:14:02
8
1:12:45
0:07:19
0:12:47
9
1:14:50
0:02:05
0:14:52
10
1:14:57
0:00:01
0:14:53
Table 1: Occurrence of the multiple-choice questions of the third video in comparison
to the random interactions
Regarding the issue named “Lazy Start” it has to be considered that it is the first multiple-choice question and due to
that it was not necessary until the occurrence of this question to answer a content related question. Furthermore it
Originally published in: Wachtler, J., Ebner, M. (2015). Impacts of Interactions in Learning-Videos: A Subjective and Objective Analysis. In
Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2015. pp. 1205-1213 Chesapeake, VA:
AACE.
can be seen that the last random interaction could also be happened long ago (at a max 16:11 min.). So the timespan
since the last interactive task for the student could be too long.
This assumption could be seen at the “Correct after Question Pause” issue in its opposite form too. Although the last
multiple-choice question is placed long ago (21:53 min) the number of correct answers is quite high. As done by the
previous issue this could be explained by the time of occurrence of the last random question. It can be seen that this
timespan is smaller than above (13:44 min.) and this could be a reason for the outcome of this question despite its
difficulty.
The last issue (“Tight-Placed Errors”) addresses the observation that the number of correct answers is decreasing if
the questions are placed within a short period. This effect could be recognized at the questions number three and
four as well as number five to seven. In addition the questions number eight to ten are showing the same effect
however to a smaller degree. It can be seen that a space of 2:20 min. or less between questions leads to a decreasing
number of correct answers whereas 7:19 min. or more are leading to an acceptable result to the questions. This effect
is not shown by the combination of the questions number one and two which could be explained by assuming that
the first question is influenced by the “Lazy Start” issue and due to that this combination of questions could not be
considered as a valid sample.
Discussion
This section discusses the observations presented by the Section Objective Evaluation and additionally compares
them with the subjective user feedback. Furthermore it aims to give some basic recommendations of how to place
multiple-choice questions in a learning video base on the gathered observations.
A comparison of the “Lazy Start” issue with previous research studies points out that the reduced performance at the
first question happens unexpected. These studies always indicate that the attention of the students is decreasing
along the duration of the video. Due to that the performance at the first question is assumed to be one of the best
however the observed low performance leads to a contradiction. (Wachtler & Ebner 2014a) (Wachtler & Ebner
2014b) (Ebner et al. 2013)
The statement of the users that questions which are related to the content of the video are more favored than general
questions is a contradiction to the issue named Correct after Question Pause. It was observed that randomly
occurring general questions are probably leading to a better performance at the multiple-choice questions. This
means that the general questions might be a handy tool to overcome longer periods of no interactivity.
In contrast to the first user feedback it was possible to gather a similar observation for the second one by the
objective analysis. This means that all issues claim that an even distribution leads to an increased performance at the
multiple-choice questions. Furthermore a placement of the questions with minor space is followed by a low
performance at the questions.
Based on the observations Figure 5 presents a distribution of the interactions, which is constructed according the
observed issues. It marks the slots in which a general question occurs randomly with green bars. Furthermore it is
visible that a further interaction is placed in each random slot. Due to the fact that the welcome-interaction is located
in the first slot a multiple-choice question is first placed in the second slot. In addition it is pointed out that the
recommended place for a multiple-choice question lays in the middle of random slot because a balanced distribution
is suggested by the observations.
As a summary the following list presents a basic recommendation of how to place interactions in learning videos.
Naturally it is clear that these recommendations should be adapted to the content of the video. Furthermore it is
required to fully prove the observed issues, which are the base for these recommendations (see Section Outlook).
Figure 5: The ideal occurrence of multiple-choice questions
Originally published in: Wachtler, J., Ebner, M. (2015). Impacts of Interactions in Learning-Videos: A Subjective and Objective Analysis. In
Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2015. pp. 1205-1213 Chesapeake, VA:
AACE.
The maximum number of interactions per hour is approximately ten to reach a balanced distribution with
enough space between the interactions.
Content related questions are important for the satisfaction of the students.
General questions seem to be useful to support the attention between content related questions.
The space between content related questions should not be too small.
Outlook
As mentioned above the recommendations are based on observations gathered at six videos of a lecture at Graz
University of Technology. Due to that it is required to fully prove the accuracy of these observations. For that it is
planned to enrich some videos with interactions so that it is possible to check the accuracy of the observed issues
mathematically. All multiple-choice questions suggested bellow are supposed to be related to the content of the
video as well as from the same level of difficulty.
To prove the “Lazy Start” issue it is planned to place a multiple-choice question at the following positions in
different learning videos. This will be done to find a suitable region for the first question.
5:00 min.
7:00 min.
9:00 min.
11:00 min.
13:00 min.
15:00 min.
17:00 min.
Regarding the issue named “Correct after Question Pause” it is planned to place a multiple-choice question in a
learning video after a period of at least 20:00 min. with no occurrence of such a question. This video will be offered
on the one hand with no further interactivity and on the other hand it will be supported with random and automatic
questions, which are not related to the content of the video.
The last issue to prove is named “Tight-Placed Errors”. For that the following schedule of multiple-choice questions
in different videos will be constructed where t is a timestamp located in the suitable region for the first question
according to the “Lazy Start” prove.
Video #1
o t.
o t + 2:00 min.
o t + 4:00 min.
Video #3
o t
o t + 6:00 min.
o t + 12:00 min.
Video #2
o t
o t + 4:00 min.
o t + 8:00 min.
Video #4
o t
o t + 8:00 min.
o t + 16:00 min.
Finally a video following the recommendations of how to place interactions (see Section Discussion) should be
constructed. With the different videos enriched with interactions as shown above it will be possible to validate the
accuracy of the observation as well as the recommendations.
In addition it is recommended to evaluate the long term learning success of the usage of interactions in videos. For
that it would be required to analyze the results of an exam, which is performed some time after the video supported
with interactions. These results should be compared to the outcome of an exam, which is performed by students who
watched the video without any interactivity.
Conclusion
With this document a study is presented which analyzes the impacts of different forms of interactions in learning
videos. For that a web based information system is developed and used to integrate such interactions. The usage of
this information system at a lecture is analyzed in a subjective as well as in an objective way. With the outcome of
this analysis it is possible to state some recommendations of how to place multiple-choice questions in videos,
Originally published in: Wachtler, J., Ebner, M. (2015). Impacts of Interactions in Learning-Videos: A Subjective and Objective Analysis. In
Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2015. pp. 1205-1213 Chesapeake, VA:
AACE.
which are based on observed trends. Due to that the research problem (see Introduction) is finally answered by
constructing the following hypothesis: Smaller timespans between interactions will lead to a decreased
performance at multiple-choice questions and an even distribution of the interactions will increase this
performance.”
To prove these recommendations, which are summarized by the hypothesis some further research is planned. It will
be required to fully validate the observed trends to ensure the accuracy of the recommendations. Furthermore it
should be analyzed how the interactions influence the long term learning success.
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... The evaluation was done by asking subjective questions to stu-dents and by analyzing the reaction times to the interactions as well as the results of the questions. Based on that some recommendations were formed [9]: ...
... It claims that the interval lengths between the interactions have a correlation to the correctness. It was observed by the first study [9] using longer videos that the correctness rate is decreasing if the questions are placed too tight. As mentioned this was not confirmed by the later study [10] using shorter videos. ...
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Lernvideos zählen zu den wichtigsten digitalen Medien in der Hochschullehre. Kein anderes multimediales Format ist so unkompliziert herzustellen und zu publizieren wie das Lernvideo. Überdies ist keines so gut wissenschaftlich untersucht. Dieses Kapitel nimmt zunächst eine Begriffsbestimmung der verschiedenen Videoformate für die Lehre vor, beginnend bei der Vorlesungsaufzeichnung bis zum 360° Virtual Reality Video. Anschließend wird der typische Produktionsprozess eines Lernvideos beschrieben, Herausforderungen identifiziert und Lösungen benannt. Nach der Vorstellung verschiedener Einsatzmöglichkeiten in Präsenzveranstaltungen, Blended Learning Szenarien und kollaborativen Lernformaten wird ein ausführlicher Blick auf die vielfältige und nicht immer ganz widerspruchsfreie Wirkungsforschung zum Einsatz von Videos in der Hochschullehre geworfen.
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There are many reasons for the implementation of authentication on learning platforms. For instance, it is required for the teachers to identify individual students if the learning platform offers some kind of assessment. In addition, authentication is the base for a successful monitoring of the attendance of the students. Compulsory attendance is often applied because many positive effects have been reported by authors of several studies. To monitor the attendance at online videos interactive components can be applied. Another benefit of such interactive components is that they help retain the attention of the students. This study was carried out to examine how the students used a video learning platform which provides interactive components of the videos as part of a course offered at Graz University of Technology. Up until now, a major drawback of this platform has been that the students have been required to register manually on the platform. Now, students are able to use the platform without manual registration and authentication, because these steps happen automatically via the main learning platform that provides all of the course materials. Furthermore, the course design and the application of the interactive components, presenting multiple-choice questions, are evaluated. It is pointed out that the concept improves the performance of the students and equips the teacher with valuable feedback regarding the students' interests.
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Due to the fact that students are confronted with a growing amount of texts, colours, figures and shapes and due to their ability to process only a limited number of such information simultaneously, it seems to be obvious that efforts should be made to increase the students' attention-levels. This is important because research results have indicated that selective attention is considered as the most valuable resource in the process of human learning. The application of interaction and communication to the process of learning is a useful strategy to direct the students' attention. It seems to be obvious that this is also true for learning videos. Therefore, this work contains a description of how a video platform with interactive components can be used to support the students and teacher. The video platform is explained and evaluated by analysing its usage in a large teaching course at an institution of higher education. The application of this strategy improved the students' performance and optimized the teacher's workload.
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In general videos have a more or less consuming character without any interaction possibilities. Due to this fact a web-based application is developed which offers different methods of communication and interaction to a certain learning-video. This should help attendees to avoid that they become tired and annoyed. The lecturer is able to use interactions to omit whether learners are able to understand the content of the video. For instance the developed web-application offers the possibility to add multiple-choice-questions at predefined positions. Furthermore there are many different kind of analysis as for example a detailed attention-profile. In this publication the implementation of a first prototype is described as well as a first field study which points out that learners? interactions and engagements increased arbitrarily.
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Due to the fact that students' attention is the most crucial resource in a high-quality course it is from high importance to control and analyze it. This could be done by using the interaction and the communication because they are known as valuable influencing factors of the attention. In this publication we introduce a web-based information system which implements an attention-profiling algorithm for learningvideos as well as live-broadcastings of lectures. For that different methods of interaction are offered and analyzed. The evaluation points out that the attention profiling algorithm delivers realistic values.
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Human learning processes are strongly depending on attention of each single learner. Due to this fact any measurement helping to increase students' attention is from high importance. Till now there are some developments called Audience-Response-Systems only available for face-to-face education even for masses. In this publication we introduce a web-based information system which is also usable for online-systems. Students' attention will be conserved based on different interaction forms during the live stream of a lecture. The evaluation pointed out that the system helps to enlarge the attention of each single participant.
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Question-driven Audience Response Systems (ARSs) are in the focus of research since the 1960s. Since then, the technology has changed and therefore systems have evolved too. This work is about conception and implementation of the web-based ARS RealFeedback which uses the principle of bring your own device (BYOD). A state-of-the-art analysis compares the features of existing web-based ARSs. The most important findings are used for the conception and the implementation of the system. Thinking-aloud tests, and the first usages during lectures confirm that the chosen requirements are very significant and valuable for lecturers
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Web 2.0 technologies pervade our daily life as well as educational settings. A fairly new approach is communication through so called microblogging channels. Mobile devices with Internet access can be used to send short messages from a microblog. Combined with social network environments, applications such as Twitter, Jaiku, Pownce, and Plurk enrich our ways of communication. At Graz University of Technology (TU Graz) some research work has been done to investigate using microblogging tools to improve face-to-face lectures. The study described in this paper took place at a large international conference on e-learning, where a Twitter channel was established for discussion among the participants of the conference and those from outside. This stream was also used to “tweet” (post on Twitter) statements during the keynote presentations. By viewing the tweet-channel via an additional projector, the audience was able to follow the live-blogging session synchronously to the ongoing speech.
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Addressed the question of how learners' a priori perceptions of message categories relate to their perceived self-efficacy in handling them, and how perceptions relate to the amount of invested mental effort (AIME) and learning. The AIME was defined as the number of nonautomatic mental elaborations applied to material and measured by learners' self-reports. It was hypothesized that in the absence of instructions, AIME expended in elaborating materials varies as a function of initial perceptions even when the material warrants otherwise. TV and print were considered categories for which children have general perceptions. 124 6th graders were tested for their perceptions of self-efficacy with print and TV, perceived media realism, and attributions of failure and success with each medium. Half the Ss viewed a silent film, while the other half read a comparable text. Measures of AIME and achievement were then taken. As expected, Ss felt more efficacious with TV, and perceived it as more realistic and easy. Print was reported to demand more effort, but led to better inference making. Efficacy correlated positively with AIME in print and negatively in TV. Discussion focuses on the roles of a priori perceptions and AIME in learning. (44 ref) (PsycINFO Database Record (c) 2012 APA, all rights reserved)
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We compared an electronic audience response system (clickers) to standard lecture, hand-raising, and response card methods of student feedback in simulated introductory psychology classes. After hearing the same 30-min psychology lecture, participants in the clicker group had the highest classroom participation, followed by the response card group, both of which were significantly higher than the hand-raising group. Participants in the clicker group also reported greater positive emotion during the lecture and were more likely to respond honestly to in-class review questions.
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