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1
International Bilingual Journal of Culture, Anthropology and Linguistics ...
Pal, Patitpaban. - : Open Science Framework, 2021
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2
The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us
In: Multimodal Technologies and Interaction; Volume 5; Issue 12; Pages: 80 (2021)
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3
From Clinical Practice to the Classroom. Advantages and Disadvantages of Video and Paper Cases on the Motivation and Clinical Reasoning of Occupational Therapy Students
In: International Journal of Environmental Research and Public Health ; Volume 18 ; Issue 18 (2021)
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4
El videoling: uso educativo del vídeo en la enseñanza de la gramática ; Videoling: video as an educational purpose in grammar teaching
Martí Climent, Alícia; García Vidal, Pilar. - : Universidad de Extremadura, 2021
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5
The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us
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6
Motivation Through Student-Made Video Projects: A Qualitative Case Study ...
Jung, Christina Dahee. - : Werklund School of Education, 2020
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7
Designing and using gamification elements to improve students’ user experience in a video-based mobile language learning app
Galle, Thor. - : KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020
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8
The effects of virtual exchanges on oral skills and motivation
Canals, Laia. - : University of Hawaii National Foreign Language Resource Center, 2020. : Center for Language & Technology, 2020. : (co-sponsored by Center for Open Educational Resources and Language Learning, University of Texas at Austin), 2020
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9
Using Serious Games for Learning British Sign Language Combining Video, Enhanced Interactivity, and VR Technology
Ferguson, J.; Gonzalez Russi, M.; Doumanis, I.. - : Graz University of Technology, Institut für Informationssysteme und Computer Medien, 2020
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10
Using serious games for learning sign language combining video, enhanced interactivity and VR technology
Economou, D.; Doumanis, I.; Bouki, V.. - : Graz University of Technology, Institut für Informationssysteme und Computer Medien, 2020
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11
La Vieille dame se met au numérique : un exemple de classe inversée à l’université ...
Delorme Benites, Alice. - : Groupe d’Études et de Recherches pour le Français Langue Internationale (GERFLINT), 2019
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12
Adult Learning Sign Language by combining video, interactivity and play in a 3D game platform
Economou, D.; Gonzalez Russi, M.; Doumanis, I.. - : Graz University Press, 2019
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13
Impact of Lecture Video Acceleration in a Flipped Introductory Engineering Course
In: Industrial and Manufacturing Systems Engineering Publications (2018)
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14
How does the option of video assessment impact on student choice and grades?
Schofield, L.; Baker, Karen; Vo, Darcy. - : Unitec ePress, 2017
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15
How does the option of video assessment impact on student choice and grades?
Schofield, L.; Baker, Karen; Vo, Darcy. - : Unitec ePress, 2017
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16
Using Network-Text analysis to characterise learner engagement in active video watching
Hecking T; Dimitrova V; Mitrovic A; Hoppe U. - : APSCE, 2017
Abstract: Video is becoming more and more popular as a learning medium in a variety of educational settings, ranging from flipped classrooms to MOOCs to informal learning. The prevailing educational usage of videos is based on watching prepared videos, which calls for accompanying video usage with activities to promote constructive learning. In the Active Video Watching (AVW) approach, learner engagement during video watching is induced via interactive notetaking, similar to video commenting in social video-sharing platforms. This coincides with the JuxtaLearn practice, in which student-created videos were shared on a social networking platform and commented by other students. Drawing on the experience of both AVW and JuxtaLearn, we combine and refine analysis techniques to characterise learner engagement. The approach draws on network-text analysis of learner-generated comments as a basis. This allows for capturing pedagogically relevant aspects of divergence, convergence and (dis-) continuity in textual commenting behaviour related to different learner types. The lexical-semantic analytics approach using learner-generated artefacts provides deep insights into learner engagement. This has broader application in video-based learning environments.
Keyword: Fields of Research::39 - Education::3901 - Curriculum and pedagogy::390102 - Curriculum and pedagogy theory and development; Fields of Research::39 - Education::3904 - Specialist studies in education::390405 - Educational technology and computing; learning analytics; network-text analysis; video-based learning
URL: http://hdl.handle.net/10092/15125
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17
Task-based language teaching online: A guide for teachers
Baralt, Melissa; Morcillo Gómez, José. - : University of Hawaii National Foreign Language Resource Center, 2017. : Michigan State University Center for Language Education and Research, 2017
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18
Feeling alienated – teachers using immersive digital games in classrooms
Stieler-Hunt, Colleen; Jones, C M. - : Routledge, 2017
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19
A Review of Video Triggers and Video Production in Higher Education and Continuing Education PBL Settings
In: Interdisciplinary Journal of Problem-Based Learning (2016)
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20
The efficient classroom: how team-based learning and lecture video acceleration affect the learning efficiency and effectiveness of a first-year engineering course
In: Graduate Theses and Dissertations (2015)
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