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Zou, JunHua; Liu, Kai; Han, Lilong – Interactive Learning Environments, 2021
Based on the HTML5 video element, WebVTT (Web Video Text Tracks) and MySQL, we developed a Rich Media Platform for Table Tennis learning (RMPTTL). This platform can support online motion analysis. Meanwhile, social agents (peers, coaches and parents) can leave comments to influence players' participation motivation. A mixed experimental design was…
Descriptors: Racquet Sports, Educational Technology, Technology Uses in Education, Program Effectiveness
George, Sébastien; Michel, Christine; Ollagnier-Beldame, Magali – Interactive Learning Environments, 2016
During learning activities, reflexive processes allow learners to realise what they have done, understand why, decide on new actions and gain motivation. They help learners to regulate their actions by themselves, that is, to develop metacognitive regulation skills. Computer environments can support reflexive processes to support human learning,…
Descriptors: Reflection, Metacognition, Technology Uses in Education, Educational Technology
Hrastinski, Stefan; Edman, Anneli; Andersson, Fredrik; Kawnine, Tanvir; Soames, Carol-Ann – Interactive Learning Environments, 2014
The aim of this study is to describe and explore how instant messaging (IM) can be used to support informal math coaching. We have studied two projects where university students use IM to coach K-12 students in mathematics. The coaches were interviewed with a focus on how informal coaching works by examining coaching challenges, how coaching can…
Descriptors: Computer Mediated Communication, Educational Technology, Coaching (Performance), Mathematics Instruction

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