2017
DOI: 10.1080/1475939x.2017.1407357
|View full text |Cite
|
Sign up to set email alerts
|

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

Abstract: The term 'hypervideo' has different interpretations in the scientific literature. The aim of this contribution is to define hypervideo as it is and can be (more optimally) used for teaching and learning purposes. Videos can promote learning by recreating real experiences and dynamic processes, although they do not necessarily enable students to interact with contents and to selfregulate their learning. Hypervideos technically overcome these limitations and add further benefits. However, even though some litera… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

2
32
0
3

Year Published

2018
2018
2023
2023

Publication Types

Select...
4
3
1

Relationship

1
7

Authors

Journals

citations
Cited by 52 publications
(37 citation statements)
references
References 43 publications
(62 reference statements)
2
32
0
3
Order By: Relevance
“…Behavioral learning tasks involved simple as well as complex motor action (Wolpert & Flanagan, 2001), the collaboration with others (Dillenbourg, 1999), as well as educational games (Prensky, 2007) and the playing of professional roles. The coded digital media involved digital text, photo, video, as well as "hypervideo" (Sauli et al, 2018) and 3D virtual environments (Dalgarno & Lee, 2010), which being presented with a head-mounted display (Carruth, 2017) were "immersive" (Dede, 2009;Slater et al, 2009), i.e., spatially including their viewer, or which being presented on a desktop display or tablet were "non-immersive", i.e., spatially excluding their viewer. In addition, the authors also coded the sample size investigated, and the research method used in the reviewed publications as well as the type of data that were collected.…”
Section: Methodsmentioning
confidence: 99%
“…Behavioral learning tasks involved simple as well as complex motor action (Wolpert & Flanagan, 2001), the collaboration with others (Dillenbourg, 1999), as well as educational games (Prensky, 2007) and the playing of professional roles. The coded digital media involved digital text, photo, video, as well as "hypervideo" (Sauli et al, 2018) and 3D virtual environments (Dalgarno & Lee, 2010), which being presented with a head-mounted display (Carruth, 2017) were "immersive" (Dede, 2009;Slater et al, 2009), i.e., spatially including their viewer, or which being presented on a desktop display or tablet were "non-immersive", i.e., spatially excluding their viewer. In addition, the authors also coded the sample size investigated, and the research method used in the reviewed publications as well as the type of data that were collected.…”
Section: Methodsmentioning
confidence: 99%
“…Their work proves to be significant in terms of complexity and computationally less expensive than other LDA-based segmentation methods. F. Sauli [7] researched hyper videos that introduce hyperlinks within a video. The work focuses on the educational domain and provides clickable access to video components like pictures, web pages, and text.…”
Section: ) Existing Approaches For Automatic Video Indexingmentioning
confidence: 99%
“…Hypervideos are based on the same notion as hypertext i.e., hypertext ideas applied on a video [27] with earliest method for video branching proposed as early as 1965 [28]. Boissiere propose a system to identify topic changes in news broadcast by searching for special characters like '>>' placed by transcribers in news transcript to segment the video and provide hyperlinks to the identified segment [29].…”
Section: Hypervideosmentioning
confidence: 99%
“…In recent survey papers, Sauli et al [27], Meixner [44] define the following as the primary aspects of all hypervideos base approaches.…”
Section: Hypervideosmentioning
confidence: 99%
See 1 more Smart Citation