Results for 'Video‐learning'

988 found
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  1.  34
    Using Video Game Telemetry Data to Research Motor Chunking, Action Latencies, and Complex Cognitive‐Motor Skill Learning.Joseph J. Thompson, C. M. McColeman, Ekaterina R. Stepanova & Mark R. Blair - 2017 - Topics in Cognitive Science 9 (2):467-484.
    Many theories of complex cognitive-motor skill learning are built on the notion that basic cognitive processes group actions into easy-to-perform sequences. The present work examines predictions derived from laboratory-based studies of motor chunking and motor preparation using data collected from the real-time strategy video game StarCraft 2. We examined 996,163 action sequences in the telemetry data of 3,317 players across seven levels of skill. As predicted, the latency to the first action is delayed relative to the other actions in the (...)
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  2.  4
    Learning From Instructional Videos: Learner Gender Does Matter; Speaker Gender Does Not.Claudia Schrader, Tina Seufert & Steffi Zander - 2021 - Frontiers in Psychology 12.
    One crucial design characteristic of auditory texts embedded in instructional videos is the speaker gender, which has received some attention from empirical researcher in the recent years. Contrary to the theoretical assumption that similarity between the speaker’s and the learner’s gender might positively affect learning outcomes, the findings have often been mixed, showing null to contrary effects. Notwithstanding the effect on the outcomes, a closer look at how the speaker’s gender and speaker–learner similarities further determine cognitive variables, such as different (...)
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  3. Perceptual Learning During Action Video Game Playing.C. Shawn Green, Renjie Li & Daphne Bavelier - 2010 - Topics in Cognitive Science 2 (2):202-216.
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  4.  6
    Video and Dynamic Query Capability in Schools: Implications for Learning in a Networked Community.Gary Marchionini, Victor Nolet & Ernestine Enomoto - 1998 - Bulletin of Science, Technology and Society 18 (6):432-440.
    Funded by the U.S. Department of Education, the Baltimore Learning Community (BLC) project established a networked electronic learning community through the use of high-quality digital science and social studies resources and high-speed networking. The project will enable science and social studies teachers to access images, text, Web sites, and full motion video via high-speed connections to the Internet. Extending such multimedia configurations into urban schools has facilitated a rethinking of teaching and learning in content classes as well as a reconsideration (...)
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  5.  12
    Video Playback Speed Influence on Learning Effect From the Perspective of Personalized Adaptive Learning: A Study Based on Cognitive Load Theory.Chuan-Yu Mo, Chengliang Wang, Jian Dai & Peiqi Jin - 2022 - Frontiers in Psychology 13.
    Following the COVID-19 pandemic, online learning has become a new mode of learning that students must adapt to. However, the mechanisms by which students receive and grasp knowledge in the online learning mode remain unknown. Cognitive load theory offers instructions to students considering the knowledge of human cognition. Therefore, this study considers the CLT to explore the internal mechanism of learning under the online mode in an experimental study. We recruited 76 undergraduates and randomly assigned them to four groups in (...)
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  6.  6
    Learning to talk about events from narrated video in a construction grammar framework.Dominey Peter Ford & Jean-David Boucher - 2005 - Artificial Intelligence 167 (1-2):31-61.
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  7.  12
    Machine Learning-Based Multitarget Tracking of Motion in Sports Video.Xueliang Zhang & Fu-Qiang Yang - 2021 - Complexity 2021:1-10.
    In this paper, we track the motion of multiple targets in sports videos by a machine learning algorithm and study its tracking technique in depth. In terms of moving target detection, the traditional detection algorithms are analysed theoretically as well as implemented algorithmically, based on which a fusion algorithm of four interframe difference method and background averaging method is proposed for the shortcomings of interframe difference method and background difference method. The fusion algorithm uses the learning rate to update the (...)
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  8.  7
    Impacts of Cues on Learning and Attention in Immersive 360-Degree Video: An Eye-Tracking Study.Rui Liu, Xiang Xu, Hairu Yang, Zhenhua Li & Guan Huang - 2022 - Frontiers in Psychology 12.
    Immersive 360-degree video has become a new learning resource because of its immersive sensory experience. This study examined the effects of textual and visual cues on learning and attention in immersive 360-degree video by using eye-tracking equipment integrated in a virtual reality head-mounted display. Participants were randomly assigned to one of four conditions: no cues, textual cues in the initial field of view, textual cues outside the initial FOV, and textual cues outside the initial FOV + visual cues. The results (...)
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  9.  9
    El vídeo didáctico como soporte para un b-learning sostenible.Miguel Ángel Del Casar Tenorio & Rafael Herradón Díez - 2011 - Arbor 187 (Extra_3):237-242.
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  10.  8
    Corrigendum: Video playback speed influence on learning effect from the perspective of personalized adaptive learning: A study based on cognitive load theory.Chuan-Yu Mo, Chengliang Wang, Jian Dai & Peiqi Jin - 2022 - Frontiers in Psychology 13.
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  11.  9
    Learning, detection and representation of multi-agent events in videos.Asaad Hakeem & Mubarak Shah - 2007 - Artificial Intelligence 171 (8-9):586-605.
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  12.  56
    Lack of referential vocal learning from LCD video by grey parrots.Irene M. Pepperberg & Steven R. Wilkes - 2004 - Interaction Studiesinteraction Studies Social Behaviour and Communication in Biological and Artificial Systems 5 (1):75-97.
    Grey parrots do not acquire referential English labels when tutored with videotapes displayed on CRT screens if socially isolated, reward for attempted labels is possible, trainers direct birds’ attention to the monitor, live video feed avoids habituation or one trainer repeats labels produced on video and rewards label attempts. Because birds learned referential labels from live tutor pairs in concurrent sessions, we concluded that video failed because input lacked live social interaction and modeling. Recent studies, however, suggest that standard CRT (...)
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  13.  5
    Lack of referential vocal learning from LCD video by grey parrots (Psittacus erithacus).Irene M. Pepperberg & Steven R. Wilkes - 2004 - Interaction Studies. Social Behaviour and Communication in Biological and Artificial Systemsinteraction Studies / Social Behaviour and Communication in Biological and Artificial Systemsinteraction Studies 5 (1):75-97.
    Grey parrots do not acquire referential English labels when tutored with videotapes displayed on CRT screens if socially isolated, reward for attempted labels is possible, trainers direct birds’ attention to the monitor, live video feed avoids habituation or one trainer repeats labels produced on video and rewards label attempts. Because birds learned referential labels from live tutor pairs in concurrent sessions, we concluded that video failed because input lacked live social interaction and modeling. Recent studies, however, suggest that standard CRT (...)
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  14.  15
    Instructed Hand Movements Affect Students’ Learning of an Abstract Concept From Video.Icy Zhang, Karen B. Givvin, Jeffrey M. Sipple, Ji Y. Son & James W. Stigler - 2021 - Cognitive Science 45 (2):e12940.
    Producing content-related gestures has been found to impact students’ learning, whether such gestures are spontaneously generated by the learner in the course of problem-solving, or participants are instructed to pose based on experimenter instructions during problem-solving and word learning. Few studies, however, have investigated the effect of (a) performing instructed gestures while learning concepts or (b) producing gestures without there being an implied connection between the gestures and the concepts being learned. The two studies reported here investigate the impact of (...)
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  15.  41
    Automatic Recommendation Algorithm for Video Background Music Based on Deep Learning.Hong Kai - 2021 - Complexity 2021:1-11.
    As one of the traditional entertainment items, video background music has gradually changed from traditional consumption to network consumption, which naturally also has the problem of information overload. From the perspective of model design and auxiliary information, this paper proposes a tightly coupled fusion model based on deep learning and collaborative filtering to alleviate the problem of poor prediction accuracy due to sparse matrix in the scoring prediction problem. In the use of auxiliary information, this paper uses crawler technology to (...)
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  16.  6
    I determine my learning path, or not? A study of different learner control conditions in online video-based learning.Lu Li, Xinghua Wang & Matthew P. Wallace - 2022 - Frontiers in Psychology 13.
    Learner control is an important instructional design in video-based learning. This study assessed two conditions: a full learner control where learners direct their learning path, and a hybrid learner control where learners follow the instructor-set path but still enjoy certain aspects of control. Two groups of university students participated in this study by learning statistics through online video courses. The findings show that the full learner control condition attained higher learning performance than the hybrid learner control condition, but spent more (...)
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  17.  9
    Exploration of micro-video teaching mode of college students using deep learning and human–computer interaction.Yao Liu, Na Cai, Zizai Zhang & Hai Fu - 2022 - Frontiers in Psychology 13.
    In order to improve the efficiency of teaching and learning in Colleges and Universities, this work combines the Browser/Server framework with Model View Presenter technology to build a college student–oriented micro-video teaching system based on Deep Learning and Human–Computer Interaction technology. Firstly, it makes an in-depth analysis of the problems in the classroom teaching of Chinese CAUs. Three functional modules are designed for the micro-video online teaching platform: video management, user learning, and system management. Then, it uses MVP technology to (...)
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  18.  10
    Traditional lecture versus video/discussion-based instruction and their effects on learning behavior guidance techniques.KristenM Douglas, MarthaH Wells, EdwardJ Deschepper & MartinE Donaldson - 2017 - Journal of Education and Ethics in Dentistry 7 (2):30.
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  19. Multiobject Tracking in Videos Based on LSTM and Deep Reinforcement Learning.Ming-xin Jiang, Chao Deng, Zhi-Geng Pan, Lan-Fang Wang & Xing Sun - 2018 - Complexity 2018:1-12.
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  20.  12
    Play to Win: Action Video Game Experience and Attention Driven Perceptual Exploration in Categorization Learning.Sabrina Schenk, Christian Bellebaum, Robert K. Lech, Rebekka Heinen & Boris Suchan - 2020 - Frontiers in Psychology 11.
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  21.  13
    Connected Gaming: What Making Video Games Can Teach Us about Learning and Literacy: by Yasmin B. Kafai and Quinn Burke, Cambridge, MA, MIT Press, 2016, xviii + 201 pp., $35.00/£27.00.Victoria L. Braegger & Ryan M. Moeller - 2020 - The European Legacy 26 (2):208-210.
    The authors of Connected Gaming effectively update Yasmin B. Kafai’s 1995 discussion of “the first constructionist gaming project”, originally published as Minds in Play: Games to Be Played, Ga...
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  22. A comparison of spatial learning strategies with interactive video disk and conventional laborator.W. Leonard - 1989 - Science Education 21:97-112.
     
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  23. Teaching History with Compressed Video: A Learning Experience.David M. Shaheen - 1998 - Inquiry (ERIC) 2 (1):52-56.
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  24.  32
    The Effects of Self-Controlled Video Feedback on the Learning of the Basketball Set Shot.Christopher Adam Aiken, Jeffrey T. Fairbrother & Phillip Guy Post - 2012 - Frontiers in Psychology 3.
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  25.  18
    Commercial Video Games in School Teaching: Two Mixed Methods Case Studies on Students’ Reflection Processes.Marco Rüth & Kai Kaspar - 2021 - Frontiers in Psychology 11.
    Commercial video games are popular entertainment media and part of students’ media reality. While commercial video games’ main purpose is not learning, they nonetheless could and should serve as objects of reflection in formal educational settings. Teachers could guide student learning and reflection as well as motivate students with commercial video games, but more evidence from formal educational settings is required. We conducted two mixed methods case studies to investigate students’ reflection processes using commercial video games in regular formal high (...)
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  26.  36
    Best Practices for the Design and Development of Ethical Learning Video Games.Rudy McDaniel & Stephen M. Fiore - 2012 - International Journal of Cyber Ethics in Education 2 (4):1-23.
    This article builds upon earlier research in which the authors presented case studies focused on the design and development of two original ethical learning video games. Through this case study and a review of relevant literature, the authors explored the content creation of, and theoretical rationale for, the design and development of ethics games. Both games were geared toward an undergraduate student audience as casual learning games to be completed in a few hours of gameplay. To update and expand this (...)
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  27. Let’s Chat: On-Screen Social Responsiveness Is Not Sufficient to Support Toddlers’ Word Learning From Video.Georgene L. Troseth, Gabrielle A. Strouse, Brian N. Verdine & Megan M. Saylor - 2018 - Frontiers in Psychology 9.
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  28.  11
    Integration of Teaching Processes and Learning Assessment in the Prefrontal Cortex during a Video Game Teaching–learning Task.Naoyuki Takeuchi, Takayuki Mori, Yoshimi Suzukamo & Shin-Ichi Izumi - 2017 - Frontiers in Psychology 7.
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  29.  24
    Using Video Presentations in ESP Classes.Neda Radosavlevikj & Hajrulla Hajrullai - 2019 - Seeu Review 14 (1):178-195.
    In order to motivate students and create a tension free environment English language teachers implement different technological tools in the classroom. This paper aims to emphasize the importance of using video material in the classroom that facilitates ESL teaching. The study was conducted at SEEU Language Centre with 87 students’. Major ethnical groups include Macedonian, Albanian, Turkish, and Roma. The respondents’ age varies from 18-20 studying ESP classes, such as Computer Sciences 1, ESP as well as Academic and Advanced Academic (...)
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  30.  13
    Sport mit den Mitteln des Pop. Skateboard-Videos: Bewegungslernen, Vergemeinschaftung und Jugendmarketing / Doing Sports through the Media of Pop Culture. Motor Learning, Communitization, and Youth Market Branding in Skateboard Videos.Eckehart Velten Schäfer - 2015 - Sport Und Gesellschaft 12 (2):149-170.
    Zusammenfassung Der Aufsatz untersucht am Beispiel der Skateboard-Praktik den Einfluss audiovisueller Medien auf die Produktion von Bewegungen und die Konstitution von Stil-Kulturen in neuen sportiven Prakti­ken. Der Zusammenhang von Bewegungen und Bildtechnologien wird als „intermediale Konstella­tion“ analysiert. Zeigen lässt sich, wie seit den 1970er Jahren der Gebrauch sich wan­delnder Medientechnologien nicht nur das Aneignen von Manövern beeinflusst und beschleunigt. Auch auf die Vergemeinschaftung der Teilnehmer zu stilistischen ‚Kulturen‘ hat diese Entwicklung erheblichen Einfluss, indem sie immer wieder neue AutorenInnen und Bildgenres (...)
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  31.  18
    Supramodal Enhancement of Auditory Perceptual and Cognitive Learning by Video Game Playing.Zhang Yu-Xuan, Tang Ding-Lan, R. Moore David & Amitay Sygal - 2017 - Frontiers in Psychology 8.
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  32.  46
    Do semantic contextual cues facilitate transfer learning from video in toddlers?Laura Zimmermann, Alecia Moser, Amanda Grenell, Kelly Dickerson, Qianwen Yao, Peter Gerhardstein & Rachel Barr - 2015 - Frontiers in Psychology 6.
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  33.  11
    Corrigendum: Let's Chat: On-Screen Social Responsiveness Is Not Sufficient to Support Toddlers' Word Learning From Video.Georgene L. Troseth, Gabrielle A. Strouse, Brian N. Verdine & Megan M. Saylor - 2019 - Frontiers in Psychology 10.
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  34. Video Feedback in Philosophy.Andy Lamey - 2015 - Metaphilosophy 46 (4-5):691-702.
    Marginal comments on student essays are a near-universal method of providing feedback in philosophy. Widespread as the practice is, however, it has well-known drawbacks. Commenting on students' work in the form of a video has the potential to improve the feedback experience for both instructors and students. The advantages of video feedback can be seen by examining it from both the professor's and the student's perspective. In discussing the professor's perspective, this article shares observations based on the author's experience delivering (...)
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  35.  6
    Which Presentation Speed Is Better for Learning Basketball Tactical Actions Through Video Modeling Examples? The Influence of Content Complexity.Mohamed Jarraya, Ghazi Rekik, Yosra Belkhir, Hamdi Chtourou, Pantelis T. Nikolaidis, Thomas Rosemann & Beat Knechtle - 2019 - Frontiers in Psychology 10.
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  36.  31
    Video Games, Design, and Aesthetic Experience.James Paul Gee - 2016 - Rivista di Estetica 63:149-160.
    L’articolo colloca i videogiochi nell’area di ciò che chiamo “esperienze progettate”. Le esperienze progettate sono esperienze – nel mondo reale o attraverso i media – che sono progettate per sollecitare specifici effetti o affetti. Nei miei lavori precedenti, ho indagato il modo in cui gli insegnanti, nelle loro classi, o i designer dei videogiochi, nei loro giochi, progettino esperienze volte, in entrambi i casi, a condurre verso l’apprendimento. Tuttavia, le esperienza progettate possono essere volte a sollecitare attività diverse dall’apprendimento. Esse (...)
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  37. Philosophy Through Video Games.Jon Cogburn & Mark Silcox - 2008 - New York: Routledge. Edited by Mark Silcox.
    How can _Wii Sports_ teach us about metaphysics? Can playing _World of Warcraft_ lead to greater self-consciousness? How can we learn about aesthetics, ethics and divine attributes from _Zork_, _Grand Theft Auto_, and _Civilization_? A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's most popular form of media entertainment. It is estimated that by 2011 over 30 percent of US households will own a Wii console - about the same percentage that owned a (...)
     
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  38. Exploring Video Feedback in Philosophy.Tanya Hall, Dean Tracy & Andy Lamey - 2016 - Teaching Philosophy 39 (2):137-162.
    This paper explores the benefits of video feedback for teaching philosophy. Our analysis, based on results from a self-report student survey along with our own experience, indicates that video feedback possesses a number of advantages over traditional written comments. In particular we argue that video feedback is conducive to providing high-quality formative feedback, increases detail and clarity, and promotes student engagement. In addition, we argue that the advantages of video feedback make the method an especially apt tool for addressing challenges (...)
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  39. An Intelligent Tutoring System for Health Problems Related To Addiction of Video Game Playing.Mohran H. Al-Bayed & Samy S. Abu Naser - 2017 - International Journal of Advanced Scientific Research 2 (1):4-10.
    Lately in the past couple of years, there are an increasing in the normal rate of playing computer games or video games compared to the E-learning content that are introduced for the safety of our children, and the impact of the video game addictiveness that ranges from (Musculoskeletal issues, Vision problems and Obesity). Furthermore, this paper introduce an intelligent tutoring system for both parent and their children for enhancement the experience of gaming and tell us about the health problems and (...)
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  40.  29
    Learning words from sights and sounds: a computational model.Deb K. Roy & Alex P. Pentland - 2002 - Cognitive Science 26 (1):113-146.
    This paper presents an implemented computational model of word acquisition which learns directly from raw multimodal sensory input. Set in an information theoretic framework, the model acquires a lexicon by finding and statistically modeling consistent cross‐modal structure. The model has been implemented in a system using novel speech processing, computer vision, and machine learning algorithms. In evaluations the model successfully performed speech segmentation, word discovery and visual categorization from spontaneous infant‐directed speech paired with video images of single objects. These results (...)
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  41. Virtual decisions: video game ethics, Just Consequentialism, and ethics on the fly.Don Gotterbarn & James Moor - 2009 - Acm Sigcas Computers and Society 39 (3):27-42.
    Video games are ethically controversial. Some video games are effective training tools for learning various skills and approaches to problem-solving, but some video games are notorious for promoting discriminatory and barbaric behavior. We consider such ethical pros and cons of video games, but we also present a more fundamental ethical issue about video games. Most video games have a bias toward self-centered decision-making. Often the decision-making driver is not the impact of the decision on society but rather the quantity of (...)
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  42. Using Deep Learning to Detect Facial Markers of Complex Decision Making.Gianluca Guglielmo, Irene Font Peradejordi & Michal Klincewicz - 2022 - In C. Browne, A. Kishimoto & J. Schaeffer (eds.), Advances in Computer Games. ACG 2021. Lecture Notes in Computer Science. Springer. pp. 187-196.
    In this paper, we report on an experiment with The Walking Dead (TWD), which is a narrative-driven adventure game where players have to survive in a post-apocalyptic world filled with zombies. We used OpenFace software to extract action unit (AU) intensities of facial expressions characteristic of decision-making processes and then we implemented a simple convolution neural network (CNN) to see which AUs are predictive of decision-making. Our results provide evidence that the pre-decision variations in action units 17 (chin raiser), 23 (...)
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  43.  9
    Virtual Reality Video Image Classification Based on Texture Features.Guofang Qin & Guoliang Qin - 2021 - Complexity 2021:1-11.
    As one of the most widely used methods in deep learning technology, convolutional neural networks have powerful feature extraction capabilities and nonlinear data fitting capabilities. However, the convolutional neural network method still has disadvantages such as complex network model, too long training time and excessive consumption of computing resources, slow convergence speed, network overfitting, and classification accuracy that needs to be improved. Therefore, this article proposes a dense convolutional neural network classification algorithm based on texture features for images in virtual (...)
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  44.  18
    The toxic meritocracy of video games: why gaming culture is the worst.Christopher A. Paul - 2018 - Minneapolis: University of Minnesota Press.
    Introduction : growing up gamer -- Leveling up in life : how meritocracy works in society -- A toxic culture : studying gaming's jerks -- Coding meritocracy: norms of game design and narrative -- Judging skill, from World of warcraft to Kim Kardashian : Hollywood -- Learning from others -- Conclusion : an obligation to do better.
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  45.  34
    Sex differences in the inference and perception of causal relations within a video game.Michael E. Young - 2014 - Frontiers in Psychology 5:103575.
    The learning of immediate causation within a dynamic environment was examined. Participants encountered seven decision points in which they needed to choose which of three possible candidates was the cause of explosions in the environment. Each candidate was firing a weapon at random every few seconds, but only one of them produced an immediate effect. Some participants showed little learning, but most demonstrated increases in accuracy across time. On average, men showed higher accuracy and shorter latencies that were not explained (...)
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  46.  15
    Student-generated video creation for assessment: can it transform assessment within Higher Education?Cate Allen & Ruth Hawley - 2018 - International Journal for Transformative Research 5 (1):1-11.
    Student-generated video creation assessments are an innovative and emerging form of assessment in higher education. Academic staff may be understandably reluctant to transform assessment practices without robust evidence of the benefits and rationale for doing so and some guidance regarding how to do so successfully. A systematic approach to searching the literature was conducted to identify relevant resources, which generated key documents, authors and internet sources which were thematically analysed. This comprehensive critical synthesis of literature is presented here under the (...)
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  47. The virtual brain: 30 years of video-game play and cognitive abilities.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2013 - Frontiers in Psychology 4.
    Forty years have passed since video-games were first made widely available to the public and subsequently playing games has become a favorite past-time for many. Players continuously engage with dynamic visual displays with success contingent on the time-pressured deployment, and flexible allocation, of attention as well as precise bimanual movements. Evidence to date suggests that both brief and extensive exposure to video-game play can result in a broad range of enhancements to various cognitive faculties that generalize beyond the original context. (...)
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  48.  11
    Believing Philosophy Video Lectures.Dolores G. Morris - 2023 - Grand Rapids, MI: Zondervan Academic.
    Believing Philosophy Video Lectures introduces Christians to the tools and resources of philosophy, helping them understand, articulate, and defend their faith in an age of unbelief. Dolores G. Morris first explains why Christians should read and study philosophy. She begins by introducing learners to the long tradition of Christian philosophy and then explains the basic resources of philosophical reasoning: the role and aim of reason; distinctions between truth, reason, and provability; learning to read like a philosopher; and the fundamentals of (...)
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  49.  37
    Experiential Learning in Philosophy: Philosophy Without Walls.Julinna Oxley & Ramona Ilea (eds.) - 2015 - New York: Routledge.
    In this volume, Julinna Oxley and Ramona Ilea bring together essays that examine and defend the use of experiential learning activities to teach philosophical terms, concepts, arguments, and practices. Experiential learning emphasizes the importance of student engagement outside the traditional classroom structure. Service learning, studying abroad, engaging in large-scale collaborative projects such as creating blogs, websites and videos, and practically applying knowledge in a reflective, creative and rigorous way are all forms of experiential learning. Taken together, the contributions to Experiential (...)
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  50.  11
    God in the Machine: Video Games and Religion.Liel Leibovitz - 2014 - Templeton Press.
    If he were alive today, what might Heidegger say about _Halo, _the popular video game franchise? What would Augustine think about _Assassin’s Creed _? What could Maimonides teach us about Nintendo’s eponymous hero, Mario? While some critics might dismiss such inquiries outright, protesting that these great thinkers would never concern themselves with a medium so crude and mindless as video games, it is impor­tant to recognize that games like these are, in fact, becoming the defining medium of our time. We (...)
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