Interactive videos promote learner engagement by transforming the passive activity of watching videos into an active learning process. LIVE, a web platform developed in previous research that allows for the integration of interactive elements into videos, also supports embedding programming tasks. However, at the beginning of our research, the output of the submitted solution was automatically compared to the reference output, but the code itself still had to be checked manually, as no automatic process was available to verify the solution and provide feedback. To address this, a stand-alone application was developed that automatically evaluates students’ solutions to Python programming tasks using a self-hosted large language model. This application was then integrated into the existing platform. To test this approach, a massive open online course containing four interactive videos with several programming tasks and quizzes was created. Students’ performance was analyzed using quiz results, task submissions, self-assessments, and user statistics provided by the course platform and LIVE. The results indicate that utilizing a large language model for automated feedback can positively impact learning outcomes. However, some limitations must be taken into account, such as the need to correct some of the model’s generated outputs manually due to insufficient feedback quality for certain tasks. This suggests that the combination of automated and manual evaluation seems to be the most effective approach for now.
The importance of digital technologies, especially videos, increased over the course of the last few years. Whether they are used to watching the latest news or for entertainment purposes, one could say they have become almost omnipresent in everyday’s life. This development has also influenced education. Therefore, we want to examine the effects of interactive overlays such as programming tasks in interactive learning videos. For this purpose, a MOOC course was created to gain information about participants` learning success. To evaluate whether the interactive elements have a positive effect, two test groups completed the course. The results revealed that the test group with overlays performed better on average than the group without. Some limitations had to be considered, such as the smaller peer group that watched the videos without interactive elements.
Digital learning technologies are becoming increasingly important for our modern educational system. In addition to teaching methods that incorporate interactivity, these approaches benefit students’ overall learning experience and success by enhancing their attention and fostering a positive attitude towards the learning content being presented. Interactivity comes in various forms, and while a combination of distinct activities is beneficial, some are more effective at engaging students. Using digital technologies in an educational environment opens up new possibilities for students, teachers, and researchers. It provides new insights into learning behavior and enables the collection of interaction information. This data could, for example, show how often a video was paused or at what point students lost interest and left, but gaining such knowledge requires further processing. The use of visualizations that depict behavior, such as the change of attention over time, can be an effective way to present extracted information. Therefore, our research focuses on developing an application that enables us to generate various visualizations from the collected data. A single command-line input will be sufficient to create them. Furthermore, a video course was created from which we collected behavioral data. Our results aim to showcase the benefits of interactivity, and that the created figures can be used for data evaluation verifies the versatility of the generated visualizations.
Massive Open Online Courses (MOOCs) gewinnen immer mehr an Stellenwert in der Bildung. Eines der wichtigsten Techniken zur Vermittlung der Inhalte in einem MOOC ist das Video. Videos sind allerdings ein passives Medium und die Teilnehmer:innen verlieren schnell an Aufmerksamkeit. Eine Möglichkeit diesem Problem entgegenzuwirken, sind interaktive Elemente die in das Video eingebettet werden. Im Rahmen dieses Beitrags wird anhand von zwei MOOCs auf iMooX.at gezeigt, wie mit einer speziellen Videoplattform interaktive Elemente eingebettet werden können und welche Auswirkungen das auf die Aufmerksamkeit und den Lernerfolg der Teilnehmer:innen hat. Da es bei diesen MOOCs um die Grundlagen der Programmierung mit Python geht, wurden vor allem interaktive Programmieraufgaben in die Videos eingebettet. In einer ausführlichen Analyse konnte gezeigt werden, dass die Performance der Teilnehmer:innen durch den Einsatz dieser interaktiven Aufgaben gestiegen ist.
Due to the fact that students are confronted with a growing amount of texts, colours, figures and shapes and due to their ability to process only a limited number of such information simultaneously, it seems to be obvious that efforts should be made to increase the students’ attention-levels. This is important because research results have indicated that selective attention is considered as the most valuable resource in the process of human learning. The application of interaction and communication to the process of learning is a useful strategy to direct the students’ attention. It seems to be obvious that this is also true for learning videos. Therefore, this work contains a description of how a video platform with interactive components can be used to support the students and teacher. The video platform is explained and evaluated by analysing its usage in a large teaching course at an institution of higher education. The application of this strategy improved the students’ performance and optimized the teacher’s workload.
Many studies are claiming that compulsory attendance has its benefits for students because it is positively influencing their performance in consequence. This means that fully attending students are receiving a better grade than those who skip parts of the course. Whereas there are existing technologies to monitor the attendance of students in standard classroom situations the possibilities to provide such functionalities at online videos are limited. Because of that this work introduces an approach to assess the performance of students at videos. For that a web-platform which offers a detailed recording of the watched parts of videos is presented. The evaluation shows the performance of the students at a course consisting of videos with compulsory attendance and furthermore it points out that the approach for monitoring the attendance at online videos is basically working.
This study focuses on the positioning of interactive questions within learning videos. It is attempted to show that the position of a question’s occurrence has an impact on the correctness rate of its answer and the learning success. As part of the study, the interactive learning videos in which the questions are placed are used as teaching materials with a class. The pupils have been working with the videos for around one month and some interesting results could be obtained. It is shown that questions which are asked too early in the videos are answered incorrectly more often than other questions. This manuscript also recommends an adequate positioning of the first question in learning videos. The new hypothesis that the length of intervals between popping up questions plays a minor role at rather short learning videos is constructed in this publication. Moreover, the positive impact on the long-term learning success of the participants of learning videos is determined.
Here are some jumps with my new Dromida DT 4.18 BL.
Today I went to the field for the first time this year. Enjoy the video of the racing T-R5 Turbo.
Learning videos are currently more and more in use because of the evolving trend of so-called MOOCs (Massive Open Online Courses) (Khalil & Ebner, 2013). However learning videos have only a consuming character due to the fact that they are of passive nature. According to Carr-Chellman & Duchastel (2000) interaction as well as communication are key features of a successful online course. Because of that a web based information system has been developed to support learning videos with different forms of interac- tion (Ebner et al., 2013). It is obvious that such an information system has to be easily useable and due to that this research study presents the development process of a suitable User Interface (UI). The associated usability study as well as the field study point out that the design approach is generally working and also identified some components to improve.
Due to the fact that students’ attention is the most crucial resource in a high-quality course it is from high importance to control and analyze it. This could be done by using the interaction and the communication because they are known as valuable influencing factors of the attention. In this publication we introduce a web-based information system which implements an attention-profiling algorithm for learning-videos as well as live-broadcastings of lectures. For that different methods of interaction are offered and analyzed. The evaluation points out that the attention profiling algorithm delivers realistic values.
Human learning processes are strongly depending on attention of each single learner. Due to this fact any measurement helping to increase students’ attention is from high importance. Till now there are some developments called Audience-Response-Systems only available for face-to-face education even for masses. In this publication we introduce a web-based information system which is also usable for online-systems. Students’ attention will be conserved based on different interaction forms during the live stream of a lecture. The evaluation pointed out that the system helps to enlarge the attention of each single participant.