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This week, STEM for All Video Showcase returns for its third year of highlighting innovative federally funded research that improves education in science, technology, engineering and mathematics (STEM...
This article explores how video can be used in practice-based professional development (PD) programs to serve as a focal point for teachers’ collaborative exploration of the central activities of teac...
This article explores the use of classroom video as a tool for fostering productive discussions about teaching and learning. The setting for our research is a 2-year mathematics professional developme...
The eerie feeling attributed to human-looking robots and animated characters may be a key factor in our perceptual and cognitive discrimination between the human and the merely humanlike. This study...
This thesis investigates the relationship between educational television content and children’s play behaviors immediately after viewing. Children ages 41-43 months of age were randomly assigned to vi...
The National Science Foundation (NSF) recently partnered with the educational arm of NBC News, NBC Learn, to release a 10-part video series called, "Science and Engineering of the 2014 Olympic Winter ...
In redesigning a methods course for Singapore Secondary Mathematics prospective teachers, we leverage on video technology to help them learn about the instructional practice of going through textbook-...
The aim of this study was to analyze the effects of the web-based system used for the development of teaching skills of the teacher candidates. In the research, the effects of the web-based system on ...
The purpose of this study was to examine the advantages of using a website (Ideas4preschool.com) to supplement typical forms of preschool teacher professional development. The hypothesis was that an o...
This research focuses on the role of gender in face-to-face instruction and video conferencing instruction on students’ levels of anxiety. This is due, in part, to the fact that gender and anxiety lev...
The objective of this study is to examine the effects of video game playing on sleep-wake cycles and mental health of young Czech and Japan children. A cross-sectional survey with 497 Czech children (...
This study investigated The Journey to Wild Divine as a biofeedback management tool teaching breathing and relaxation skills to children with Attention-Deficit/Hyperactivity Disorder (AD/HD). The chil...
The aim of this study was to explore the effects of repeat viewing on comprehension of explicitly and implicitly presented information in an animated movie. Seventy-three pre-school children watched a...
The use of video to analyze student performance during a clinical injury evaluation provides the means of (1) evaluating an athletic training student’s clinical proficiency, (2) allowing student input...
The purpose of this study was to examine the effects of a three-week imagery and video imagery intervention program on the throwing accuracy of individual baseball pitchers. A secondary purpose of thi...

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