Jove
Visualize
Contact Us
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Concept Videos

Purposive Learning01:22

Purposive Learning

179
E. C. Tolman emphasized the purposiveness of behavior — the idea that much of our behavior is goal-directed. For instance, employees who aim for a promotion work diligently to meet their targets. Tolman argued that when classical conditioning and operant conditioning occur, the organism acquires certain expectations. In classical conditioning, a child might fear a dog because they expect it to bite. In operant conditioning, a person might consistently work overtime because they expect a...
179
Avoidance Learning and Learned Helplessness01:14

Avoidance Learning and Learned Helplessness

1.8K
Avoidance learning and learned helplessness are critical concepts in understanding behavioral responses to negative stimuli.
Avoidance learning occurs when an organism learns that a specific behavior can prevent an unpleasant outcome. For example, a student who receives a bad grade may start studying harder to avoid future poor grades. This behavior persists even when the negative outcome is no longer present. Avoidance learning is powerful because it maintains behavior in the absence of the...
1.8K
Cognitive Learning01:21

Cognitive Learning

472
Cognitive learning is based on purposive behavior, incidental learning, and insight learning.
E. C. Tolman's theory of purposive behavior emphasizes that much behavior is goal-directed. He argued that to understand behavior, we must look at the entire sequence of actions leading to a goal. For instance, high school students study hard, not just due to past reinforcement but also to achieve the goal of getting into a good college.
Tolman introduced the idea that behavior is influenced by...
472
Escape Velocity01:26

Escape Velocity

5.7K
The escape velocity of an object is defined as the minimum initial velocity that it requires to escape the surface of another object to which it is gravitationally bound and never to return. For example, what would be the minimum velocity at which a satellite should be launched from the Earth's surface such that it just escapes the Earth's gravitational field?
To calculate the escape velocity, it is assumed that no energy is lost to any frictional forces. In practice, a satellite...
5.7K
Learning Disabilities01:25

Learning Disabilities

252
Learning disabilities are cognitive disorders caused by neurological impairments that affect cognitive functions like language and reading, without indicating overall intellectual or developmental challenges. These disabilities differ from global intellectual or developmental disabilities as they are limited to distinct cognitive functions. Common learning disabilities include dysgraphia, dyslexia, and dyscalculia, each of which impacts unique aspects of learning.
Dyslexia
Dyslexia is a...
252
Introduction to Learning01:18

Introduction to Learning

497
Learning is the process of acquiring knowledge or skills through practice or experience, leading to long-lasting behavioral changes. This acquisition occurs through interaction with the environment and requires practice or experience. For instance, mastering a skill such as surfing requires considerable practice and experience, highlighting the essential role of repeated interactions with the environment in learning.
In contrast to learned behaviors, unlearned behaviors such as crying, sexual...
497

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same author

Cognitive mechanisms underlying anchoring bias in diagnosis: a randomized controlled experiment.

Diagnosis (Berlin, Germany)·2026
Same author

Aptamers and aptamer-drug conjugates as synthetic immune modulators for cancer immunotherapy.

Frontiers in immunology·2026
Same author

TUBB2A and TM4SF1 Methylation Define Prognostic Subgroups in Adult-Type Diffuse Glioma.

Cancers·2026
Same author

The EAT-Lancet Commission: issues and responses.

Lancet (London, England)·2026
Same author

Recent advances in immunotherapy for gliomas: overcoming barriers and advancing precision strategies.

Frontiers in immunology·2026
Same author

Racial diversity in cannabis use disorder research: A systematic review.

Drug and alcohol dependence·2025

Related Experiment Video

Updated: Aug 13, 2025

Author Spotlight: Enhancing Engineering Education via WebVR-Based Online Laboratories
04:15

Author Spotlight: Enhancing Engineering Education via WebVR-Based Online Laboratories

Published on: February 23, 2024

1.1K

Building digital escape rooms for learning: From theory to practice.

Romket Pornsakulpaisal1, Zara Ahmed1, Harold Bok2

  • 1School of Medicine, RCSI University of Medicine and Health Sciences, Dublin, Ireland.

The Clinical Teacher
|January 24, 2023
PubMed
Summary
This summary is machine-generated.

Health professions educators can now create simple digital educational escape rooms for learning. This guide provides advice for educators lacking digital technology expertise, making game-based learning more accessible.

More Related Videos

Human Fear Conditioning Conducted in Full Immersion 3-Dimensional Virtual Reality
10:38

Human Fear Conditioning Conducted in Full Immersion 3-Dimensional Virtual Reality

Published on: August 9, 2010

21.0K
Author Spotlight: Validation of SICOLE-R for Assessing Cognitive and Reading Skills in Spanish-Speaking Children and Its Role in Personalized Education
09:00

Author Spotlight: Validation of SICOLE-R for Assessing Cognitive and Reading Skills in Spanish-Speaking Children and Its Role in Personalized Education

Published on: August 16, 2024

842

Related Experiment Videos

Last Updated: Aug 13, 2025

Author Spotlight: Enhancing Engineering Education via WebVR-Based Online Laboratories
04:15

Author Spotlight: Enhancing Engineering Education via WebVR-Based Online Laboratories

Published on: February 23, 2024

1.1K
Human Fear Conditioning Conducted in Full Immersion 3-Dimensional Virtual Reality
10:38

Human Fear Conditioning Conducted in Full Immersion 3-Dimensional Virtual Reality

Published on: August 9, 2010

21.0K
Author Spotlight: Validation of SICOLE-R for Assessing Cognitive and Reading Skills in Spanish-Speaking Children and Its Role in Personalized Education
09:00

Author Spotlight: Validation of SICOLE-R for Assessing Cognitive and Reading Skills in Spanish-Speaking Children and Its Role in Personalized Education

Published on: August 16, 2024

842

Area of Science:

  • Educational Technology
  • Health Professions Education

Background:

  • Digital games are increasingly utilized in health professions education for cognitive, affective, and psychomotor skill development.
  • Game-based learning is emerging as a crucial competency for educators in this field.
  • Educators may face barriers to game development due to a perceived lack of digital technology expertise.

Purpose of the Study:

  • To provide practical advice for health professions educators interested in creating digital educational escape rooms.
  • To demystify the process of building simple games for educational purposes.

Main Methods:

  • This work presents a toolbox offering guidance and strategies.
  • Focuses on creating a specific type of game: a digital educational escape room.

Main Results:

  • The toolbox aims to empower educators by offering accessible methods for game creation.
  • Addresses the perceived technical barriers to developing digital learning tools.

Conclusions:

  • Health professions educators can successfully implement game-based learning through accessible tools like digital educational escape rooms.
  • This resource supports educators in overcoming technological hurdles to enhance learning experiences.