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© 2014 Springer Science+Business Media New York Video is increasingly used as an instructional tool. It is therefore becoming more important to improve learning of students from video. We investigated whether student learning effects are influenced through an instruction about other viewing behaviours, and whether these learning effects depend on their prior knowledge. In a controlled environment, 115 students watched a number of instructional videos about the technical equipment needed in a course on digital photography. Every second student was instructed about other possible viewing behaviours. A pre-post-retention test was carried out to calculate learning effects. The differences with respect to the learning effects of students who received an awareness instruction on an alternative viewing strategy were not significantly different. The differences as observed in our earlier experiment however could not be reproduced. Students with a broad viewing repertoire showed higher learning effects than students with a narrow repertoire. Furthermore, students with a strategic viewing approach also showed higher learning effects. Certain conditions have to be met: the technical and didactical quality of the video must be good, the integration in a learning task must be apparent, students must be aware of their viewing behaviour, and teachers must be aware of their students’ viewing behaviour in order to enrich the viewing repertoire of students when they have at least some basic knowledge e.g. after several lessons on the topics at hand. In future research, this study should be replicated using more complex video episodes than the instruction videos we used in our experiments that were only on the factual knowledge level of the taxonomy of Bloom. Moreover, replication of this study with a larger sample size could yield a significant improvement in learning effects. This is plausible because students need an amount of prior knowledge beyond a certain threshold value in order to be able to expand their knowledge network in their long term memory. Finally, additional media player functionality, facilitating effective student learning from video, can be described based on the results of this study.
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It is unknown how movement patterns that are learned carry over to the field. The objective was to deter- mine whether training during a jump-landing task would transfer to lower extremity kinematics and kinetics during sidestep cutting.Methods Forty healthy athletes were assigned to the ver- bal internal focus (IF, n = 10), verbal external focus (EF, n = 10), video (VI, n = 10) or control (CTRL, n = 10) group. A jump-landing task was performed as baseline followed by training blocks (TR1 and TR2) and a post-test. Group-spe- cific instructions were given in TR1 and TR2. In addition, participants in the IF, EF and VI groups were free to ask for feedback after every jump during TR1 and TR2. Retention was tested after 1 week. Transfer of learned skill was deter- mined by having participants perform a 45° unanticipated sidestep cutting task. 3D hip, knee and ankle kinematics and kinetics were the main outcome measures.Results During sidestep cutting, the VI group showed greater hip flexion ROM compared to the EF and IF groups (p < 0.001). The EF (p < 0.036) and VI (p < 0.004) groups had greater knee flexion ROM compared to the IF group. Conclusions Improved jump-landing technique car- ried over to sidestep cutting when stimulating an external attentional focus combined with self-controlled feedback. Transfer to more sport-specific skills may demonstrate potential to reduce injuries on the field. Clinicians and practitioners are encouraged to apply instructions that stimulate an external focus of attention, of which visual instructions seem to be very powerful.
In het herstellen en behouden van zinvolle bezigheden voor mensen met een lichte of matige vorm van van de ziekte van Alzheimer is doelstelling van groot praktisch belang. De studies gericht op dit doel hebben vertrouwd op de verschillende strategieën van zelfmanagement van instruction cues. Zeven studies werden gevonden die plaats hadden in de periode 2008-2012 (dat wil zeggen, de periode waarin onderzoek op dit gebied daadwerkelijk vorm heeft gekregen). Die strategieën bestaan uit het gebruik van (1) verbale signalen aangeboden via audiorecorders, (2) visuele signalen aangeboden via computersystemen, en (3) een combinatie van verbale en visuele signalen gepresenteerd via computersystemen. Dit artikel geeft een overzicht van de hiervoor genoemde strategieën en bespreekt de resultaten daarvan, hun algemene doeltreffendheid, op prestaties en stemmingen, en hun geschiktheid en bruikbaarheid. Thema's voor toekomstig onderzoek werden eveneens onderzocht. ABSTRACT Helping people with mild or moderate Alzheimer's disease restore and maintain constructive occupations is an objective of great practical importance. Studies targeting this goal have relied on different strategies for self-management of instruction cues. Seven studies were identified in the period 2008- 2012 (i.e. the period in which research in this area has actually taken shape). These strategies consist of the use of (1) verbal cues presented via audio recording devices, (2) pictorial cues presented via computer-aided systems and (3) combinations of verbal and pictorial cues presented via computer-aided systems. This paper reviews these strategies and discusses their outcomes, their overall effectiveness on performance and mood, and their suitability and practicality. Issues for future research are also examined.
Create and test a Virtual Reality emergency trainer that is able to optimise the abcde emergency training method for general practitioner students.In this project a Virtual Reality application is created and tested that is aimed to contribute to the learning goals and engagement with current emergency training methods. In addition, it aims at having an added value to live simulation training courses and existing media used for training (ranging from online instruction videos to interactive games). How to utilise the characteristics of Virtual Reality (senses, interaction, connection & manipulation) and what scenarios and simulation fit an interactive 360 VR simulation? In addition, we will create a training variant in which actors are captured through volumetric recordings. The 360 VR and volumetric VR / AR training will be compared with the life training on different learning goals and experiences. Partners:Schola MedicaChronosphere