LX Research


Optimal Video Length for Student Engagement

The optimal video length is 6 minutes or shorter — students watched most of the way through these short videos. In fact, the average engagement time of any video maxes out at 6 minutes, regardless of its length. And engagement times decrease as videos lengthen.


A Meta-Analytic Examination of the Instructional Effectiveness of Computer‐Base Simulation Games

A University of Colorado Denver Business School study found those trained on video games do their jobs better, have higher skills and retain information longer than workers learning in less interactive, more passive environments.

Personnel Psychology Volume 64, Issue 2, Summer 2011, Pages 489-528

A Qualitative Meta-Analysis of Computer Games as Learning Tools

The effects of computer-based games on learning are positive. When analyzing research results of the 65 out of the 89 studies that specifically examined the effectives of computer-based games on learning, researches found a significant positive impact for computer-based games as compared with conventional instruction 52% of the time.

Effective Electronic Gaming in Education (Vol. 1, pp. 1-32).

A gender matching effect in learning with pedagogical agents in an immersive virtual reality science simulation

The teacher is just as important in a virtual learning environment as in a normal classroom, but a new study shows that boys and girls differ greatly in terms of how they learn best: Boys learn best when their virtual teacher comes in the form of a drone, while girls get more knowledge from VR-teaching when they are taught by a young, female researcher-type named Marie.

Journal of Computer Assisted Learning, 2018

Success factors for serious games to enhance learning: a systematic review

Reveals five central serious game themes: backstory and production; realism; artificial intelligence and adaptivity; interaction; and feedback and debriefing, all of which require deliberate intertwining with pedagogical content to ensure successful learning.

Virtual Reality, 21(1), 31–58

Using Videos in Blended Learning: Pitfalls and Success Factors

Training outcomes are improved and learners feel more empowered if they have full control over their video, including the ability to pause, replay and skip through content. Pitfalls of using video in blended learning include technical challenges, extra time required (to create recorded videos and host live interactive sessions), camera shyness and risks to learner privacy. To improve effectiveness, videos should have the capacity for evaluation and timely adjustment to accommodate learner feedback and update content.

Innovations in Open and Flexible Education, pp 185-202

Videos Not the Magic Bullet for Online Teaching

Although many guidelines recommend relying heavily on instructional videos for online courses, this analysis indicates many students tend to shun videos in favor of traditional text instructions. But not all students avoid videos, so the conclusion is that the key to successful learning outcomes is to provide both platforms for the students.

Teaching Journalism & Mass Communication