International Journal of

ADVANCED AND APPLIED SCIENCES

EISSN: 2313-3724, Print ISSN: 2313-626X

Frequency: 12

line decor
  
line decor

 Volume 10, Issue 12 (December 2023), Pages: 220-230

----------------------------------------------

 Original Research Paper

Exploring interactive video learning: Techniques, applications, and pedagogical insights

 Author(s): 

 Mariani Mohd Dahlan *, Nuri Surina Abdul Halim, Noor Suhaida Kamarudin, Fatanah Syazana Zuraine Ahmad

 Affiliation(s):

 Faculty of Computing and Multimedia, Universiti Poly-Tech Malaysia, Kuala Lumpur, Malaysia

 Full text

  Full Text - PDF

 * Corresponding Author. 

  Corresponding author's ORCID profile: https://orcid.org/0000-0002-6796-1020

 Digital Object Identifier (DOI)

 https://doi.org/10.21833/ijaas.2023.12.024

 Abstract

Multimedia, interaction, and customized content make interactive video learning a popular and effective teaching tool. This pedagogical technique uses movies, animations, and graphics to create engaging and attractive instructional materials. Interactive aspects such as quizzes, simulations, and decision-making encourage active learning and critical thinking. Personalization is critical because it allows the educational process to be tailored to individual needs and preferences. This is done through adaptive learning systems and AI algorithms. This review examines interactive video-based learning methods, applications, and educational effects. This study examines how interactive video learning is impacting education in many sectors and locations. This technique allows students to view interactive videos at their convenience, accommodating different learning styles and schedules. The study also examines how interactive video-based learning affects knowledge, motivation, and participation in formal education and corporate training. This review analyzes existing studies and trends to assess the usefulness and future of interactive video learning in modern education. Interactivity, personalization, and multimedia help provide effective, learner-centered instruction. This study shows that interactive video learning can improve pedagogy and educational outcomes.

 © 2023 The Authors. Published by IASE.

 This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).

 Keywords

 Interactive video learning, Multimedia learning, Educational technology, E-learning, Active learning

 Article history

 Received 3 August 2023, Received in revised form 11 December 2023, Accepted 13 December 2023

 Acknowledgment 

We gratefully acknowledge University Poly-Tech Malaysia for the research grant, which has been instrumental in enabling us to conduct this comprehensive study on "Interactive Video Learning: A Comprehensive Review of Techniques, Applications, and Pedagogical Implications." With sincere appreciation, we recognize Universiti Poly-Tech Malaysia's commitment to advancing educational practices and fostering a dynamic and inclusive learning environment.

 Compliance with ethical standards

 Conflict of interest: The author(s) declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.

 Citation:

 Dahlan MM, Halim NSA, Kamarudin NS, and Ahmad FSZ (2023). Exploring interactive video learning: Techniques, applications, and pedagogical insights. International Journal of Advanced and Applied Sciences, 10(12): 220-230

 Permanent Link to this page

 Figures

 Fig. 1 Fig. 2

 Tables

 No Table

----------------------------------------------   

 References (39)

  1. Ally M (2004). Foundations of educational theory for online learning. Theory and Practice of Online Learning, 2: 15-44.   [Google Scholar]
  2. Ayres P, Lee JY, Paas F, and van Merriënboer JJ (2021). The validity of physiological measures to identify differences in intrinsic cognitive load. Frontiers in Psychology, 12: 702538. https://doi.org/10.3389/fpsyg.2021.702538   [Google Scholar] PMid:34566780 PMCid:PMC8461231
  3. Azevedo R (2018). Computers as metacognitive tools for enhancing learning. Routledge, New York, USA. https://doi.org/10.4324/9781315866239   [Google Scholar]
  4. Azevedo R and Cromley JG (2004). Does training on self-regulated learning facilitate students' learning with hypermedia? Journal of Educational Psychology, 96(3): 523-535. https://doi.org/10.1037/0022-0663.96.3.523   [Google Scholar]
  5. Bandura A (1977). Social learning theory. Volume 1, Prentice Hall, Englewood Cliffs, USA.   [Google Scholar]
  6. Bates A (2018). Teaching in a digital age: Guidelines for designing teaching and learning for a digital age. Tony Bates Associates Ltd, London, UK.   [Google Scholar]
  7. Bower M, Dalgarno B, Kennedy GE, Lee MJ, and Kenney J (2015). Design and implementation factors in blended synchronous learning environments: Outcomes from a cross-case analysis. Computers and Education, 86: 1-17. https://doi.org/10.1016/j.compedu.2015.03.006   [Google Scholar]
  8. Brame CJ (2016). Effective educational videos: Principles and guidelines for maximizing student learning from video content. CBE-Life Sciences Education, 15(4): es6. https://doi.org/10.1187/cbe.16-03-0125   [Google Scholar] PMid:27789532 PMCid:PMC5132380
  9. Brown M, McCormack M, Reeves J, Brook DC, Grajek S, Alexander B, and Weber N (2020). 2020 EDUCAUSE horizon report teaching and learning edition. EDUCAUSE, Louisville, USA.   [Google Scholar]
  10. Burgstahler S (2015). Universal Design in higher education: From principles to practice. Harvard Education Press, Cambridge, USA.   [Google Scholar]
  11. Castro MDB and Tumibay GM (2021). A literature review: Efficacy of online learning courses for higher education institution using meta-analysis. Education and Information Technologies, 26: 1367-1385. https://doi.org/10.1007/s10639-019-10027-z   [Google Scholar]
  12. Clark RC and Mayer RE (2016). E-learning and the science of instruction. 4th Edition, Wiley, Hoboken, USA. https://doi.org/10.1002/9781119239086   [Google Scholar]
  13. Deterding S, Dixon D, Khaled R, and Nacke L (2011). From game design elements to gamefulness: Defining "gamification." In the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Association for Computing Machinery, Tampere, Finland: 9-15. https://doi.org/10.1145/2181037.2181040   [Google Scholar]
  14. El-Sabagh HA (2021). Adaptive e-learning environment based on learning styles and its impact on development students' engagement. International Journal of Educational Technology in Higher Education, 18: 53. https://doi.org/10.1186/s41239-021-00289-4   [Google Scholar]
  15. Eom S (2023). The effects of the use of mobile devices on the E-learning process and perceived learning outcomes in university online education. E-learning and Digital Media, 20(1): 80-101. https://doi.org/10.1177/20427530221107775   [Google Scholar]
  16. Fernandes F, Castro D, and Werner C (2021). A systematic mapping literature of immersive learning from SVR publications. In the Symposium on Virtual and Augmented Reality, Association for Computing Machinery, Virtual Event, Brazil: 1-13. https://doi.org/10.1145/3488162.3488163   [Google Scholar]
  17. Finkelstein ND, Adams WK, Keller CJ, Kohl PB, Perkins KK, Podolefsky NS, and LeMaster R (2005). When learning about the real world is better done virtually: A study of substituting computer simulations for laboratory equipment. Physical Review Special Topics-Physics Education Research, 1(1): 010103. https://doi.org/10.1103/PhysRevSTPER.1.010103   [Google Scholar]
  18. Fischer F, Kollar I, Mandl H, and Haake JM (2007). Scripting computer-supported collaborative learning: Cognitive, computational and educational perspectives. Volume 6, Springer Science and Business Media, Berlin, Germany. https://doi.org/10.1007/978-0-387-36949-5   [Google Scholar]
  19. Hamari J, Koivisto J, and Sarsa H (2014). Does gamification work?--A literature review of empirical studies on gamification. In the 47th Hawaii International Conference on System Sciences, IEEE, Waikoloa, USA: 3025-3034. https://doi.org/10.1109/HICSS.2014.377   [Google Scholar]
  20. Harasim L (2017). Constructivist learning theory. In: Harasim L (Ed.), Learning theory and online technologies: 61–79. Routledge, London, UK. https://doi.org/10.4324/9781315716831-5   [Google Scholar]
  21. Hattie J and Timperley H (2007). The power of feedback. Review of Educational Research, 77(1): 81-112. https://doi.org/10.3102/003465430298487   [Google Scholar]
  22. Hmelo-Silver CE, Duncan RG, and Chinn CA (2007). Scaffolding and achievement in problem-based and inquiry learning: A response to Kirschner, Sweller, and Clark (2006). Educational Psychologist, 42(2): 99-107. https://doi.org/10.1080/00461520701263368   [Google Scholar]
  23. Hoober S and Berkman E (2011). Designing mobile interfaces: Patterns for interaction design. O’Reilly Media, Sebastopol, USA.   [Google Scholar]
  24. Hung IC and Chen NS (2018). Embodied interactive video lectures for improving learning comprehension and retention. Computers and Education, 117: 116-131. https://doi.org/10.1016/j.compedu.2017.10.005   [Google Scholar]
  25. Kay RH (2012). Exploring the use of video podcasts in education: A comprehensive review of the literature. Computers in Human Behavior, 28(3): 820-831. https://doi.org/10.1016/j.chb.2012.01.011   [Google Scholar]
  26. Kee T, Weiyan C, Blasiak A, Wang P, Chong JK, Chen J, Yeo BT, Ho D, and Asplund CL (2019). Harnessing CURATE.AI as a digital therapeutics platform by identifying N‐of‐1 learning trajectory profiles. Advanced Therapeutics, 2(9): 1900023. https://doi.org/10.1002/adtp.201900023   [Google Scholar]
  27. Kopcha TJ (2012). Teachers' perceptions of the barriers to technology integration and practices with technology under situated professional development. Computers and Education, 59(4): 1109-1121. https://doi.org/10.1016/j.compedu.2012.05.014   [Google Scholar]
  28. Leong K, Sung A, Au D, and Blanchard C (2020). A review of the trend of microlearning. Journal of Work-Applied Management, 13(1): 88-102. https://doi.org/10.1108/JWAM-10-2020-0044   [Google Scholar]
  29. Li W, Qian L, Feng Q, and Luo H (2023). Panoramic video in education: A systematic literature review from 2011 to 2021. Journal of Computer Assisted Learning, 39(1): 1-19. https://doi.org/10.1111/jcal.12730   [Google Scholar]
  30. Lopez S (2022). Book review – Flip your classroom: Reach every student in every class every day by Jonathan Bergmann and Aaron Sams. Electronic Journal of Social and Strategic Studies, 3(2): 258-264. https://doi.org/10.47362/EJSSS.2022.3208   [Google Scholar]
  31. Lyu B and Qi X (2020). A review of research on technology-assisted teaching and learning of Chinese as a second or foreign language from 2008 to 2018. Frontiers of Education in China, 15: 142-163. https://doi.org/10.1007/s11516-020-0006-8   [Google Scholar]
  32. Macfadyen LP, Lockyer L, and Rienties B (2020). Learning design and learning analytics: Snapshot 2020. Journal of Learning Analytics, 7(3): 6-12. https://doi.org/10.18608/jla.2020.73.2   [Google Scholar]
  33. Mayer RE (2014). The Cambridge handbook of multimedia learning. Cambridge University Press, Cambridge, UK. https://doi.org/10.1017/CBO9781139547369   [Google Scholar]
  34. Muñoz JLR, Ojeda FM, Jurado DLA, Peña PFP, Carranza CPM, Berríos HQ, and Vasquez-Pauca MJ (2022). Systematic review of adaptive learning technology for learning in higher education. Eurasian Journal of Educational Research, 98(98): 221-233.   [Google Scholar]
  35. Rosenberg MJ (2001). E-learning: Strategies for delivering knowledge in the Digital age. McGraw-Hill, New York, USA.   [Google Scholar]
  36. Schraw G and Robinson DH (2008). Recent innovations in educational technology that facilitate student learning. Information Age Publishing Inc., Charlotte, USA.   [Google Scholar]
  37. Sweller J (1988). Cognitive load during problem solving: Effects on learning. Cognitive Science, 12(2): 257-285. https://doi.org/10.1016/0364-0213(88)90023-7   [Google Scholar]
  38. Tugtekin EB and Dursun OO (2022). Effect of animated and interactive video variations on learners' motivation in distance education. Education and Information Technologies, 27(3): 3247-3276. https://doi.org/10.1007/s10639-021-10735-5   [Google Scholar] PMid:34548839 PMCid:PMC8444525
  39. Yadegaridehkordi E, Noor NFBM, Ayub MNB, Affal HB, and Hussin NB (2019). Affective computing in education: A systematic review and future research. Computers and Education, 142: 103649. https://doi.org/10.1016/j.compedu.2019.103649   [Google Scholar]