Nowadays, video plays a significant role in education in terms of its integration into traditional classes, and is the principal delivery system of information in classes particularly in online courses as well as serving as a foundation for many blended classes. Hence, education is adopting a modern approach of instruction with the target of moving away from the traditional instructional approach to video-based learning (VBL). VBL is a powerful approach used in education in order to enhance learning results as well as the learners’ satisfaction. The aim of this study is to explain advantages, disadvantages and design tips of instructional videos according to new trends in education. This paper would be useful for anyone interested in designing, preparing and implementing instructional videos.Keywords: Video-based learning, technology boosted education, VBL pros and cons, review of study, instructional video.
Augmented reality (AR) applications can be used in almost all education and training environments. In this study, it reveals the relationship between perceived usefulness, utility and attitudes regarding the use of AR applications in educational environments as well as the relationship between attitude levels and academic achievements. It also reveals the effect of AR application use on academic achievement in education. According to the findings obtained in the study, the followings have been found: the perceived ease of use of students regarding AR applications in educational environments has a strong positive effect on perceived benefit; the perceived benefit and ease of use influence the attitude levels strongly in the positive direction; there is no semantic relation between attitude levels and academic achievement; and the use of AR applications in educational processes increases the academic achievement of students.
Despite the growing attention towards gamification in learning context, challenge-based gamification application has rarely been subjected to testing in education. In recognition of this void, and grounded on gamification principles, we developed Educhall web-based program. Drawing on self-determination theory, and flow theory the present study aims to explore how the application of this challenge-based gamified program in to learning process of students can increase students’ motivation, flow, and academic success through the generated competition and challenge. The study applied a random experimental research design within distance learning context with 30 university students of control group and 30 students of experimental group who used the Educhall application for one academic semester. In line with self-determination theory, it was statistically evidenced that application of challenge-based gamified learning method increased level of academic performance and overall motivation. Of the motivational sub factors, experimental group reported significantly higher confidence level and satisfaction towards the course. Furthermore, grounded on flow theory, the study showed that challenge-based gamified learning increased flow level of learners but not significantly which warrants further data collection and experimental research in future studies. Implications for research and practice are discussed.
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