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Showing 1 to 15 of 61 results Save | Export
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Elin Marie Frivold Kostøl; Velibor Bobo Kovac – Early Child Development and Care, 2024
Co-regulation refers to warm, receptive, and supportive interactions between caregiver and child that provide guidance and modulation of the child's emotions, behaviours, and thoughts. This study identifies basic elements of co-regulation between parents and children in relatively well-functioning interactions. The data material consists of 24…
Descriptors: Parent Child Relationship, Young Children, Video Technology, Power Structure
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Ran Bao; Sile Liang – International Journal of Distance Education Technologies, 2024
Scholars have long delved into the realm of MOOCs. However, with the proliferation of diverse platforms hosting course videos, it was realized that learning experiences may vary across these platforms. Hence, this research explores the forums within two distinct online learning platforms: the formal MOOC and the informal video-sharing platform.…
Descriptors: MOOCs, Video Technology, Learning Motivation, Behavior
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Boris Vazquez-Calvo; Sergio Duarte-Marti; Leticia-Tian Zhang – Interactive Learning Environments, 2024
Online informal language learning has surged due to the growing interaction on social networking sites, such as TikTok and YouTube. One vital interaction method is through comments, revealing insights into learner behaviors and thoughts. Concurrently, the "Korean Wave" has made Korean a sought-after language. This study examined comments…
Descriptors: Second Language Learning, Korean, Social Media, Video 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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Louise M. Yoho – Journal of Special Education Apprenticeship, 2025
Video games have become a mainstream form of entertainment that are played regularly by many around the world, including a large number of youth with disabilities (YwD). Video games' popular presence in our society has created exciting new opportunities for student learning that educators who work with YwD can leverage for both skill acquisition…
Descriptors: Video Games, Play, Community, Disabilities
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Yang Ding; Xiaohua Zhao; Ying Yao; Chenxi He; Rui Chai; Shuo Liu – Interactive Learning Environments, 2024
The objective of this study is to propose an interactive training method based on the Unity 3D platform and to evaluate its effectiveness in comparison to a video-based training method in curbing speeding behavior and promoting road safety. Based on the attributes unique to drivers with Type A behavior patterns, this study selected 36 drivers with…
Descriptors: Program Effectiveness, Interaction, Motor Vehicles, Educational Technology
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Laske, Matthew M.; DiGennaro Reed, Florence D. – Journal of Applied Behavior Analysis, 2022
This study evaluated the efficacy of remote video-based behavioral skills training (BST) on teaching public speaking behaviors to 4 participants. A multiple-baseline design across speech behaviors was used to evaluate the effects of the training. Remote video-based BST was effective at increasing public speaking behaviors for all participants. In…
Descriptors: Distance Education, Video Technology, Training, Public Speaking
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Uzonyi, Thelma E.; Grissom, Alaina C.; Anderson, Ranita V.; Lee, Helen; Towner-Wright, Sarah; Crais, Elizabeth R.; Watson, Linda R.; Landa, Rebecca J. – Autism: The International Journal of Research and Practice, 2023
Various aspects of parent responsiveness are associated with child outcomes, such as play, language, and social development. However, behavioral coding methods used to measure parent responsiveness vary widely, making comparison of results across studies difficult. The purpose of this scoping review was to summarize current behavioral coding…
Descriptors: Parenting Styles, Parent Child Relationship, Children, Autism Spectrum Disorders
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Martin Dale-Hench – Sign Language Studies, 2024
This article explores turn-taking in Japanese Sign Language ( JSL) by using Baker's (1977) framework. JSL as a language is wholly unrelated to American Sign Language (ASL), but because Baker and other discourse analysts have always been concerned mostly with ASL and European sign languages, it remains to be seen if Asian sign languages such as JSL…
Descriptors: Sign Language, Japanese, Interaction, Attention
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Devin, Aleksandra; Daniela, Linda – Educational Media International, 2022
Social networking sites (SNS) have brought not only an endless flow of information into people's lives, but also a significant problem that has already been given an official name -- FoMO, or "fear of missing out" syndrome, which is a real phenomenon that is becoming more common and can cause serious stress. "Fear of missing…
Descriptors: Social Media, Anxiety, Photography, Video Technology
Andria Cox – ProQuest LLC, 2021
The world flipped to remote work overnight with the COVID-19 pandemic. As such, current literature on the pandemic video call work environment is limited and is mainly trade articles. Previous literature used many terms, with one term per study, to evaluate deliberate behaviors where one engaged in an unrelated task with or without a conversation…
Descriptors: Video Technology, Telecommunications, Attention Control, Behavior
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Hansard, Candice; Kazemi, Ellie – Journal of Applied Behavior Analysis, 2018
We trained four undergraduate students who reported no prior experience implementing behavior-analytic procedures to conduct a paired-stimulus preference assessment using a video self-instruction package. The package was composed of several components from prior research (i.e., a voice-over script, written instructions, multiple video models per…
Descriptors: Undergraduate Students, Video Technology, Stimuli, Independent Study
Pellicone, Anthony James – ProQuest LLC, 2017
Streaming is an emerging practice of videogame culture, where a player broadcasts a live capture of their game-play to an audience. Every day Twitch.tv, the most popular streaming platform, features thousands of streams broadcast to millions of viewers. Streams are detailed multimedia artifacts, and their study allows us to understand how the…
Descriptors: Video Games, Video Technology, Culture, Play
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Allen, Anna A.; Shane, Howard C.; Schlosser, Ralf W.; Haynes, Charles W. – Augmentative and Alternative Communication, 2021
For this study, 11 children with moderate to severe autism spectrum disorder (ASD) were given directives containing prepositions in three cue conditions: (a) spoken alone, (b) a short video clip along with spoken cues, and (c) a sequence of three graphic symbols accompanied by spoken cues. Participants followed directives significantly more…
Descriptors: Autism Spectrum Disorders, Children, Cues, Speech Communication
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Regueira, Uxía; Gonzalez-Villa, Angela; Martinez-Piñeiro, Esther – Comunicar: Media Education Research Journal, 2023
Social networks integrate adolescent daily life by configuring modes of socialisation, negotiation and self-representation through different practices that operate as subjectivation resources and condition the gender experience. The objective of this study is to explore the production of selfies and videos among adolescents from Puebla (Mexico)…
Descriptors: Adolescents, Sexual Identity, Individual Differences, Public Schools
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