Making training more cognitively effective: Making videos interactive

  title={Making training more cognitively effective: Making videos interactive},
  author={Tom J. Cherrett and Gary B. Wills and Joseph Price and Sarah Maynard and Itiel E. Dror},
  journal={Br. J. Educ. Technol.},
The cost of health and safety failures to UK industry is currently estimated at up to £6.5 billion per annum with the construction sector suffering unacceptably high levels of work related incidents. Better health and safety education across all skill levels in the industry is seen as an integral part of any solution. Traditional lecture-based courses often fail to re-create the dynamic realities of managing health and safety (H&S) on-site and therefore do not sufficiently create deeper… 

Figures from this paper

A cognitive perspective on technology enhanced learning in medical training: Great opportunities, pitfalls and challenges

Technology enhanced learning (TEL) involves developing and using novel approaches grounded in cognitive neuroscience; for example, gaming and simulations that distort realism rather than emphasizing visual fidelity and realism, making videos interactive, training for ‘error recovery’ rather than for ’error reduction’, and a whole range of practical ways that result in effective TEL.

Learning videos: Do they work for you

This study compares staff’s views with the students’ perceptions of relevance and usability of a range of instructional videos to explore the value of the integration of on-line learning videos into the students learning experience in practical workshops.

Making in-class skills training more effective: The scope for interactive videos to complement the delivery of practical pedestrian training

The design and development of a hazard-identification interactive road safety training video targeting child road crossing skills is presented and was shown to be an engaging training resource for 6- to 7-year-old children.

The importance of engaging engineering and construction learners in virtual worlds and serious games

The development of education and training that meets the necessary reality and complexity of engineering and construction sectors and the ability of serious games to provide timely and accessible training to achieve competency within these sectors are investigated.

Developing a contextualised blended learning framework to enhance medical physics student learning and engagement.

  • Iwona CzaplinskiA. Fielding
  • Education
    Physica medica : PM : an international journal devoted to the applications of physics to medicine and biology : official journal of the Italian Association of Biomedical Physics
  • 2020

The usability and effectiveness of interactive video as a complementary child pedestrian training activity

It is found that interactive video shows the potential to improve the crossing behavior of children and that it therefore may make a useful additional educational activity alongside pedestrian training.

Emerging Challenges of Online video for Learning

The purpose of this research-in-progress is to examine the implications of online video use in distance and blended learning on student retention and achievement, and two preliminary exploratory studies indicate that there may be unforeseen opportunities and challenges related to the availability of onlineVideo.

Active Learning with Interactive Videos: Creating Student-Guided Learning Materials

Interactive elements such as embedded assessments, hotspots, audio/video lectures,audio/video discussions, audio and video discussions, and analytics are discussed.

Designing Digital Video to Support Learner Outcomes: A Study in an Online Learning Resource for Healthcare Professionals and Students

There were numerous practical conclusions from this study that provided recommendations for the future design and delivery of digital videos in pedagogical settings, including: the use of personal testimonials and stories; theUse of problem-solving scenarios involving modeling and demonstrations; and tailoring modeling scenarios to the specific needs of learners.

Hypervideo for educational purposes: a literature review on a multifaceted technological tool

Results show that hypervideo is defined as a dynamic artefact, it should allow navigation control and include additional material; it could also integrate individual or collaborative annotation and automated or manual feedback.



Virtual Learning: A Revolutionary Approach to Building a Highly Skilled Workforce

Virtual Learning shows you how to radically rethink your company's entire training process and demonstrates how you can excite your employees, make them want to learn more about your business, improve your customer service dramatically, and decrease training costs as you increase productivity.

Technology enhanced learning: The good, the bad, and the ugly

By bridging basic research about learning and the brain into ways of using learning technologies, one is able to create sophisticated learning programs that take into account and build on the architecture of cognition, and as a consequence produce effective and efficient technology enhanced learning.

Interactive Multimedia and Learning: Realizing the Benefits

This paper argues that if the authors are to design effective interactive learning application then a user-centred approach to their design should be taken, based on general human-computer interaction principles as well as educational theory.

Teaching For Quality Learning At University

generalize create, solve unseen problems, extrapolate to unknown domains 22831.indb 124 6/15/11 2:11 PM Designing intended learning outcomes 125 • the verb at the appropriate level of understanding

Questioning, promoting and evaluating the use of streaming video to support student learning

A case is established for more formal evaluation and communication of educa-tional processes involving streaming and elements of a research agenda that could further develop the application of streaming technology in education are identified.

Rethinking University Teaching: A Conversational Framework for the Effective Use of Learning Technologies. 2nd Edition

This chapter discusses what students need from Learning Technologies and the media for Learning and Teaching and the design methodology, as well as designing an Effective Organisational Infrastructure.

Teaching for quality learning at university

by J. Biggs and C. Tang, Maidenhead, England, Open University Press, 2007, 360 pp., £29.99, ISBN-13: 978-0-335-22126-4

Fire play: ICCARUS - Intelligent command and control, acquisition and review using simulation

The author believes there is, and present here just one solution to this training challenge, the development of anelligentsimulation based upon computermanagedinteractivemedia.

Taxonomy of educational objectives