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F. Paul Wonsavage; Samuel Otten; Amber G. Candela; Zandra de Araujo – International Journal of Research & Method in Education, 2025
Classroom observations are an integral part of qualitative educational research. Traditionally, classroom observations have been done in-person, with one or more researchers being physically present in a classroom to observe and take field notes. With the proliferation of video technology, researchers are now able to conduct classroom observations…
Descriptors: Observation, Classroom Observation Techniques, Educational Research, Video Technology
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Alexandra L. Bey; Maura Sabatos-DeVito; Kimberly L. H. Carpenter; Lauren Franz; Jill Howard; Saritha Vermeer; Ryan Simmons; Jesse D. Troy; Geraldine Dawson – Journal of Autism and Developmental Disorders, 2024
Objective, quantitative measures of caregiver-child interaction during play are needed to complement caregiver or examiner ratings for clinical assessment and tracking intervention responses. In this exploratory study, we examined the feasibility of using automated video tracking, Noldus EthoVision XT, to measure 159 2-to-7-year-old autistic…
Descriptors: Autism Spectrum Disorders, Caregiver Child Relationship, Interaction, Video Technology
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Abdullahi Yusuf; Norah Md Noor; Shamsudeen Bello – Education and Information Technologies, 2024
Studies examining students' learning behavior predominantly employed rich video data as their main source of information due to the limited knowledge of computer vision and deep learning algorithms. However, one of the challenges faced during such observation is the strenuous task of coding large amounts of video data through repeated viewings. In…
Descriptors: Learning Analytics, Student Behavior, Video Technology, Classification
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Leigh Jin; Tai-Yin Chi; Brenda Mak – Journal of Information Systems Education, 2024
This paper presents the Screencast-Based Assessment Technique (SBAT) for a mobile app development curriculum in the information systems discipline. SBAT was implemented as a midterm take-home exam in which students design and develop an app project based on their own interests, passions, or ambitions. In addition to coding, students must create…
Descriptors: Technology Uses in Education, Computer Oriented Programs, Handheld Devices, Computer Software