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EFFECTS OF USING VIDEO, AUDIO, OR MIXED CHANNELS FOR VICARIOUS LEARNER INTERACTIONS IN A SYNCHRONOUS E-LEARNING ENVIRONMENTSarmiento, Roman Eduardo 01 August 2014 (has links)
Technology changes often force teachers, trainers, instructional designers, and administrators to make instructional design and delivery decisions that ideally should be based upon pedagogy research. In many circumstances, however, a foundational pedagogy question is only recognized when a technology decision reveals it. Such is the case when deciding what mode (video or audio) to use for learner interaction in a synchronous online learning event. While some research has focused on the learning and the satisfaction of learners when they were interacting, almost no research has addressed the learning value of observing the interactions of other learners. The purpose of this research study was to investigate whether the mode in which direct learner interactions were made affected non-interacting learners' recall of content in a synchronous virtual learning environment. The participants in this study viewed one of three versions of a webinar on Multimedia Games for Learning: a) all learners interacted in video mode; b) all learners interacted in audio mode; or all learners interacted in both video and audio in a mixed mode. No statistically significant difference was found between the video, audio, and mixed treatment conditions in terms of the recall of content from the questions or comments made by directly interacting learners. However, a statically significant difference was found in non-interacting learners' recall of the contributions of direct interactors based on the mode of interaction within the mixed-mode group. Study participants recalled more of the contributions made in the audio mode of interaction than in the video mode when the modes were mixed. These findings suggest that designers of synchronous online learning may choose either video or audio mode without affecting those learners who are not directly interacting but should take care in mixing interaction modes within a single synchronous online learning event. The contributions of the study reach beyond the findings. The study supports vicarious interaction as a process worthy of research and e-Learning design consideration. It provides a model for experimental manipulation of "simulated" synchronous sessions, and it introduces recall of others' verbal contributions as an approach to measurement of the attention granted vicarious interactions by those not interacting directly with others.
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Vicarious Interactions and Self-direct Learning of Students by Course Delivery StrategySeidel, Edmund 2012 May 1900 (has links)
The critical outcome of education is learning or competency development and the application of new knowledge, skills, and abilities in a variety of settings. This study identified and analyzed Texas A&M University students regarding interaction between learner and other learners, the instructor, the content, and the technology. In addition, satisfaction, quality, and learning are also examined.
The population for this study is students at Texas A&M University. Inferences to other similar populations should be handled with caution as other organizations may differ greatly from this one.
Data was collected using a web-formatted survey (see Appendix A) delivered to the learners using the Internet. An analysis of the data was then conducted as described below using SPSS 18. Potential participants were given the web address and entered their assigned number to confirm consent. Non-response was handled by sending reminders electronically at random intervals.
It may be concluded from the data that the most import interactions are between the learner and the content and between the learners themselves. Despite significant single order correlation between enhancing interaction and learner to learner, learner to instructor, learner to content, and learner to technology our regression modeling shows the most effective way to predict learning and satisfaction is through student to content interaction. We see the most effective way to predict quality is through student to student interactions. We found no interaction effect between student to instructor interaction and increased learning, quality, or satisfaction. We found no interaction effect between student to technology interaction and increased learning, quality, and satisfaction.
It is our recommendation that in order to achieve increased perceptions of satisfaction, quality, and learning, opportunities for interactions between the learner and the content should be provided. Utilizing and evaluating the technologies of online exercises, online instructional materials, online support materials, and interactive video is a great place to start. Instructors should consider evaluating these and other technologies to insure purposeful use of technologies and appropriateness.
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INTERACTION AS A PREDICTOR OF STUDENTS’ SATISFACTION AND STUDENTS’ GRADES IN DISTANCE EDUCATIONAbdel-Maksoud, Nahed Fahmy 26 July 2007 (has links)
No description available.
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