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Amy Meenaghan; Iris van Sintemaartensdijk – Smart Learning Environments, 2024
XR technology (an umbrella term that incorporates virtual reality (VR), augmented reality (AR), mixed reality (MR), and in some opinions, 360 immersive video) offers considerable potential for supporting learning in the criminal justice sector. The use of XR can allow students and trainees to experience hard-to-reach, risky and dangerous…
Descriptors: Computer Simulation, Video Technology, Technology Uses in Education, Educational Technology
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Unggi Lee; Yeil Jeong; Junbo Koh; Gyuri Byun; Yunseo Lee; Hyunwoong Lee; Seunmin Eun; Jewoong Moon; Cheolil Lim; Hyeoncheol Kim – Smart Learning Environments, 2024
This preliminary study explores how GPT-4 Vision (GPT-4V) technology can be integrated into teacher analytics through observational assessment, aiming to improve reflective teaching practice. Our study develops a Video-based Automatic Assessment System (VidAAS) powered by GPT-4V. This approach uses Generative Artificial Intelligence (GenAI) to…
Descriptors: Observation, Teaching Methods, Artificial Intelligence, Behavior
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Pellas, Nikolaos – Smart Learning Environments, 2023
Artificial Intelligence (AI) and Machine Learning (ML) technologies offer the potential to support digital content creation and media production, providing opportunities for individuals from diverse sociodemographic backgrounds to engage in creative activities and enhance their multimedia video content. However, less attention has been paid to…
Descriptors: Artificial Intelligence, Video Technology, Creative Activities, Undergraduate Students
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Lampropoulos, Georgios; Barkoukis, Vassilis; Burden, Kevin; Anastasiadis, Theofylaktos – Smart Learning Environments, 2021
Due to its immersive and interactive nature, 360-degree video is becoming ever more popular. However, little is known about the public's viewpoints and attitudes regarding the use of this emerging technology in educational contexts. This study reviews the research evidence for 360° video, virtual learning environments and social media and presents…
Descriptors: Video Technology, Technology Uses in Education, Virtual Classrooms, Social Media
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Milan Turcáni; Zoltan Balogh; Michal Kohútek – Smart Learning Environments, 2024
In this research, a mixed-method approach was employed to conduct large-scale eye-tracking measurements, traditionally associated with high costs and extensive time commitments. Utilizing consumer-grade webcams in conjunction with open-source software, data was collected from an expansive cohort of students, thereby demonstrating the scalability…
Descriptors: Computer Science Education, Eye Movements, Reading Comprehension, Knowledge Level
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Malakul, Sivakorn; Park, Innwoo – Smart Learning Environments, 2023
While subtitles are considered a primary learning support tool for people who cannot understand video narration in foreign languages, recent advancements in artificial intelligence (AI) technologies have played a pivotal role in automatic subtitling on online video platforms such as YouTube. This study examines the effects of three different types…
Descriptors: Captions, Automation, Video Technology, Secondary School Students
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Chan, Yuet Kai; Oh, Jae-Eun; Ma, Henry – Smart Learning Environments, 2023
This study explores the use of open educational resources (OERs) in studio-based learning and their influence on learning experiences. The research team conducted action research with 30 bachelor of arts students who were completing a video production subject. Students were required to learn from a website containing open online learning resources…
Descriptors: Open Educational Resources, Flipped Classroom, Action Research, Video Technology
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Kaplan-Rakowski, Regina; Johnson, Karen R.; Wojdynski, Tomasz – Smart Learning Environments, 2021
Advocates of meditation claim that it can improve various aspects of life, including health, attention, thinking, and learning. The purpose of this empirical, quantitative, between-subject study was twofold. First, it compared the effectiveness of meditation delivered through virtual reality versus video, as measured by students' test scores.…
Descriptors: College Students, Computer Simulation, Relaxation Training, Metacognition