---

**_Quantifying the Learning Benefits of AI-Enhanced Video Instruction_**  
*Kelly Puzio, PhD*

## Abstract

This study investigated the impact of AI-enhanced interactive elements  
in video-based instruction on learning outcomes and engagement. In a  
between-subjects experiment, 220 teachers were randomly assigned to  
either video-only instruction or video instruction with interactive  
elements (AI created drag-and-drop activities and AI-simulated video  
conversations) focused on personality types and communication  
strategies. Results revealed that participants in the interactive condition  
demonstrated significantly higher post-test scores (*p* = 0.008, Hedge's *g*  
= +0.36) compared to the video-only condition, with particularly strong  
benefits for novice learners (*g* = +0.67). Notably, this improvement is  
comparable to the learning gains typically observed in tutoring  
programs, underscoring the practical significance of integrating  
interactive AI elements into video-based instruction. While  
self-reported engagement did not differ significantly between  
conditions, the AI interactive group showed substantially higher Net  
Promoter Scores (+19 vs. -4), indicating greater willingness to  
recommend the learning solution. These findings suggest that  
AI-enhanced interactive elements can significantly improve learning  
outcomes, particularly for individuals with lower prior knowledge,  
while also enhancing the perceived value of educational content.
Educational designers should consider incorporating such interactive  
elements into digital learning experiences, especially when targeting  
learners with limited domain knowledge.

## Background

The landscape of education continues to evolve as advances in  
technology transform both teaching and learning. This evolution is  
particularly evident in the growing emphasis on active approaches to  
learning, which have consistently demonstrated superiority over passive  
learning methods across multiple disciplines. Active learning refers to  
instructional approaches that engage students through meaningful  
activities, conversations, and negotiations of meaning rather than  
passive (sit and get) consumption of information (Chi & Wylie, 2014;  
Theobald et al., 2020). The effectiveness of these approaches is  
well-documented, with research showing that active learning can reduce  
course failure rates by 55% and improve achievement by an average of  
0.47 standard deviations (Freeman et al., 2014).

The cognitive science underlying active learning reveals why these  
approaches are so effective. When students actively engage with  
learning materials, multiple brain regions activate simultaneously,  
including areas associated with memory formation, emotional  
processing, and executive function (Brod et al., 2016). This  
simultaneous activation creates stronger neural pathways, facilitating  
better long-term retention and knowledge transfer to new contexts  
(Zhou et al., 2019). In contrast, passive learning primarily activates  
basic sensory processing regions, resulting in weaker neural  
engagement and less durable learning outcomes.

Active learning operates through both private (cognitive) and public  
(social) processes. Private meaning-making occurs through activities  
like retrieval practice, self-assessment, and metacognitive reflection,  
which have been shown to significantly improve learning outcomes in  
a wide variety of disciplines (Pan & Rickard, 2018; Zingaro & Porter,  
2016). Equally important are the social aspects of learning, where  
discussions and collaborative activities enhance both technical  
competency and professional skill development (Chan & Blikstein,  
2018). The synergy between private and public forms of active learning  
creates a powerful learning environment that consistently outperforms  
traditional methods.

When embedded inside digital learning experiences, interactive  
elements represent a promising approach to implementing active  
learning principles at scale. These interactive components can range  
from adaptive quizzes and concept mapping activities to simulated  
conversations and collaborative problem-solving tasks. By  
categorizing such elements, educators can create opportunities for both  
private cognitive engagement and public meaning-making. Research in  
computer-supported collaborative learning has shown significant  
improvements in knowledge acquisition (*d* = +0.42) and  
problem-solving (*d* = +0.64) skills (Chen et al., 2018).

Research consistently demonstrates that interactive learning  
environments provide particularly strong benefits for novice learners  
compared to more experienced ones (Kalyuga, 2007; Sweller et al.,  
2019). This “expertise reversal effect” occurs because novices lack  
well-developed mental models and benefit from the scaffolded guidance  
and immediate feedback that interactive elements provide. Novices  
show significantly improved outcomes when learning with interactive  
components that manage cognitive load through worked examples  
(Renkl, 2014), visualization aids (McElhaney et al., 2015), and adaptive  
feedback systems (VanLehn, 2011). These approaches effectively bridge  
the gap between novices’ limited prior knowledge and complex learning  
demands, making interactive learning especially valuable for beginners  
in any domain.

Despite the compelling evidence supporting active learning in general,  
there remains a gap in understanding how AI tools can support private  
and public forms of active learning. While artificial intelligence  
technologies offer unprecedented opportunities for creating interactive,  
adaptive, and personalized learning experiences, empirical research  
examining their specific impacts on learning outcomes and engagement  
remains limited. Although research has established the general  
effectiveness of active learning principles, we lack sufficient evidence  
about specific AI-powered interactive features that effectively promote  
learning and engagement for different types of content and learner  
populations. Additionally, most studies have focused on traditional  
classroom implementations of active learning rather than AI-enhanced  
digital learning experiences, leaving crucial questions about how AI can  
best be leveraged to implement active learning principles in online  
instructional materials.

This study aims to address these gaps by examining how different  
interactive elements affect learning outcomes and engagement when  
teaching about personality types and communication strategies. By  
comparing video-only instruction to video instruction enhanced with  
one cognitive form of active learning and one social form of active  
learning, we seek to contribute to the growing literature on effective  
implementation of AI-supported active learning principles in digital  
learning environments.

## Research Methods
---

This investigation focused on examining the effectiveness of  
AI-interactive elements in video-based instruction on learning outcomes  
and learner engagement. We sought to understand how incorporating  
various interactive components affects knowledge acquisition and  
self-reported engagement when learning about interpersonal  
communication strategies. Specifically, the following questions guided  
this investigation:

1. To what extent does the addition of interactive elements (drag and  
drop activities; AI-simulated real-time video interactions) to  
video-based instruction affect learning outcomes compared to  
video-only instruction?

2. To what extent does the inclusion of interactive elements in  
instructional videos influence learner engagement or promotion  
compared to traditional video-only instruction?

3. To what extent do participant variables (e.g., pretest) influence  
learning, engagement, or Net Promoter outcomes?

## Study Design and Participants

This study employed a between-subjects experimental design with 220  
teachers recruited through Prolific, randomly assigned to either a  
control group (video-only instruction) or experimental group (video  
with AI interactive elements). All participants were U.S.-born  
English-speaking teachers residing in the United States, with one  
self-reporting birth in Jamaica and two in Canada. The data for 24 users  
was excluded from the analytic sample due to incomplete assessment  
data, failing attention checks, or the user stating that they did not  
complete the learning module. Table 1 presents the demographic  
characteristics of participants by condition:

## Table 1

Video

| Characteristic                     | Video n ( = 102) | Video with AI Interactives ( n = 94) |
|-----------------------------------|-------------------|--------------------------------------|
| Age (Mean, SD)                   | 39.20 (10.40)     | 40.20 (11.70)                        |
| Sex (% Female)                   | 71%               | 76%                                  |
| Ethnicity (% White)              | 75%               | 72%                                  |
| Student Status (% Yes)           | 30%               | 23%                                  |
| Employment (% Full-Time)         | 80%               | 82%                                  |

As shown in Table 1, the two experimental groups were comparable  
across demographic variables. Participants in both conditions were  
predominantly female (70-76%), primarily White (72-75%), and  
employed full-time (80-82%), with a mean age of approximately 40  
years. A small percentage of participants were also current students,  
with slightly more student participants in the video-only condition  
(20%) compared to the interactive condition (18%).

## Task and Conditions

Participants in both conditions received instructional content on  
interacting with different personality types and strategies for effective  
communication across personality differences. The experiment  
consisted of two conditions. In the Video-Only Condition (Control),  
participants received instructional videos presenting information about  
personality types and communication strategies. In the Video with  
Interactives Condition (Experimental), participants viewed the same  
instructional video content, supplemented with two types of interactive  
learning elements: two interactive drag and drop activities and a video  
talk/text role simulation where participants could interact in real-time  
with simulated individuals representing different personality types. The  
interactive elements were designed to reinforce the concepts presented  
in the videos and provide opportunities for applied practice of key  
communication strategies.

## Data Collection

All data was collected through a survey instrument hosted by Survey  
Monkey platform. Prior to instruction, all participants completed a  
multiple-choice pre-test measuring their baseline knowledge of  
personality types and communication strategies. Following the  
instructional intervention, participants completed: (1) a different  
multiple-choice post-test to measure their knowledge of personality  
types and communications strategies, (2) an engagement measure, and  
(3) a Net Promoter Score (NPS) measure. Prior to this experiment, both  
knowledge assessments were pilot tested with different participants and  
aligned with the content presented in the videos and interactive learning  
resources. Test scores were calculated as the proportion of correct  
responses (0-1).

## Analysis

To analyze the results, we first conducted preliminary analyses to  
compare groups at baseline. For the primary research question, the  
primary analysis employed was an Analysis of Covariance (ANCOVA)  
to examine differences between conditions while controlling for pre-test  
scores. Before conducting the ANCOVA, we verified that the data met  
the assumption of homogeneity of variance using Levene's test. Effect  
sizes were calculated using partial eta squared (η²) for the ANCOVA  
results and Hedge's g to provide a standardized measure of the  
difference between conditions, with appropriate 95% confidence  
intervals.

## Results

## Descriptive Statistics

Table 2 presents the means and standard deviations for all measures  
across both experimental conditions, providing a foundation for  
understanding the distribution of scores.

**Table 2**

Video

| Measure               | Video ( = 102) n | VideowithInteractives ( n = 94) |
|-----------------------|-------------------|----------------------------------|
| Pre-Test              | 48.41 (21.66)     | 49.73 (18.87)                    |
| Post-Test             | 76.27 (24.53)     | 84.15 (18.80)                    |
| Engagement            | 3.50 (1.33)       | 3.46 (1.22)                      |
| Net Promoter          | 5.39 (2.65)       | 6.73 (2.14)                      |

As shown in Table 2, participants in both conditions demonstrated  
similar pre-test performance. An independent samples t-test was  
conducted to determine if there were significant differences in pretest  
knowledge between participants assigned to the video-only and  
interactive video conditions. The results indicate no statistically  
significant difference between the groups at pre-test (*t* = -0.74, *p* = 0.47).
As show above, post-test scores were notably higher in the  
interactive condition compared to the video-only condition, suggesting  
potential benefits of the interactive elements. In relation to  
engagement and promotion, teachers reported similar engagement  
ratings across both conditions yet higher promotion of the interactive  
learning experiences.

## The Impact of AI Interactions on Learning Outcomes

First, Levene's test was conducted to assess the assumption of  
homogeneity of variance for post-test scores between the video-only  
and interactive video conditions. The non-significant result (*p* = 0.44)  
indicates that the assumption of equal variances was not violated. This  
confirms that the variances of post-test scores are sufficiently similar  
across the two experimental conditions, thus satisfying a key  
assumption for proceeding with the planned ANCOVA analysis.

Second, we conducted an ANCOVA with pre-test scores as the  
covariate. The results revealed a significant main effect of condition on  
post-test performance after controlling for pre-test scores, F(3, 192) =  
8.20, *p* = 0.008, partial η² = 0.114. This indicates that the interactive  
video condition produced significantly higher post-test scores compared  
to the standard video condition, even after accounting for initial  
performance differences. To quantify the magnitude of this overall  
effect in standardized terms, Hedge’s *g* was calculated, yielding a value  
of +0.36 (95% CI [0.12, 0.60]). This represents a moderate effect size,  
indicating a substantial practical difference between the two  
instructional approaches and confirming that incorporating interactive  
elements into video-based instruction has a meaningful, positive impact  
on learning outcomes.

$$
\eta^{2}=0.114
$$

Additionally, in the ANCOVA model, pre-test scores were a significant  
predictor of post-test performance (p < 0.001), demonstrating that prior  
knowledge strongly influences learning outcomes. The interaction  
between condition and pre-test approached significance (*p* = 0.06),  
suggesting that interactive elements may provide greater benefits for  
participants with lower prior knowledge.

## Table 3

| Prior Knowledge     | Hedge’s g | n |
|---------------------|-----------|---|
| Low (&lt;50%)       | +0.67    | 79|
| Moderate (50%)     | +0.06    | 58|
| High (&gt;50%)      | +0.33    | 59|

Table 3 demonstrates the differential impact of interactive elements  
across prior knowledge levels. The effect size analysis reveals that  
participants with low prior knowledge experienced the largest benefit  
from interactive elements (*g* = +0.67), representing a moderate-to-large  
effect. High prior knowledge participants also showed meaningful  
benefits (*g* = +0.33), while those with moderate prior knowledge  
demonstrated minimal advantage from interactivity (*g* = +0.06). This  
pattern aligns with the nearly significant interaction observed in the  
ANCOVA model, confirming that interactive video elements provide  
the greatest learning benefits for participants with lower baseline  
knowledge.

## The Impact of AI Interactions on Engagement

After confirming that the assumption of homogeneity of variance was  
not violated (Levene's test: *p* = 0.359), we conducted an ANCOVA with  
pretest scores as the covariate to examine the effect of interactive  
video elements on learner engagement. The results revealed no significant  
main effect of condition on engagement scores, F(3, 192) = 1.311, *p* =  
0.41, partial η² = 0.02, indicating that participants in the  
interactive video condition did not report significantly different  
engagement levels compared to those in the video-only condition. Pre-test  
scores were not a significant predictor of engagement (*p* = 0.34),  
and the interaction between condition and pre-test was also non-significant  
(*p* = 0.76), suggesting that the relationship between interactive  
elements and engagement does not vary based on prior knowledge.

$$
\eta^{2}=0.02
$$

$$
(p=0.76)
$$

## The Impact of AI Interactions on Net Promotion Scores

After confirming that the assumption of homogeneity of variance was  
not violated (Levene's test: *p* = 0.52), an ANCOVA was conducted with  
pre-test scores as the covariate to examine the effect of interactive  
video elements on Net Promoter Scores. The results revealed a marginally  
significant main effect of condition (*p* = 0.076), with participants in the  
interactive condition rating their likelihood to recommend the content  
1.34 points higher on average than those in the video-only condition.  
Pre-test scores significantly predicted Net Promoter Scores (*p* = 0.036),  
indicating that participants with higher prior knowledge tended to  
provide more positive recommendations.

## Table 4

Promoter

| Condition                | Promoters (9-10) | Passives (7-8) | Detractors (0-6) | NPS Score |
|--------------------------|-------------------|-----------------|------------------|-----------|
| Video-only               | 19%               | 58%             | 23%              | -4        |
| Interactive              | 32%               | 55%             | 13%              | 19        |
| Difference               | 13%               | -3%             | -10%             | 23        |

From an NPS outcome perspective, the interactive condition achieved a  
substantially higher NPS score (+19) compared to the video-only  
condition (-4), representing a 23-point difference. This improvement  
was driven primarily by both an increase in Promoters (+13%) and a  
decrease in Detractors (-10%). The medium effect size (Hedge's *g* =  
0.54) confirms the practical significance of this difference. Notably, the  
effect sizes for Net Promoter Score were similar across all levels of  
prior knowledge, with Hedge’s *g* values ranging from 0.49 to 0.63. This  
means that whether learners started with low, moderate, or high prior  
knowledge, those in the interactive condition were consistently more  
likely to recommend the instructional content than those in the  
video-only condition. This pattern aligns with the non-significant  
interaction term in the ANCOVA model, indicating that the positive  
impact of interactive elements on learners’ willingness to recommend  
the content was robust across different knowledge backgrounds.

## Limitations

Several limitations warrant consideration when interpreting this study's  
results. The moderate sample size (*N* = 220) limited our ability to  
detect subtle effects, particularly for our NPS measures that approached but  
didn't reach statistical significance. In addition, the focus on personality  
types with predominantly White female teachers restricts  
generalizability. Additionally, by measuring only immediate learning  
outcomes without longitudinal follow-up, we cannot determine whether  
benefits persist over time or transfer to real-world applications. Finally,  
our design examined a combination of interactive elements  
(drag-and-drop activities and AI video-talk simulations) rather than  
isolating their individual effects, preventing identification of which  
specific features contributed most to learning gains. Future research  
should address these limitations through larger, more diverse samples,  
longitudinal designs, and factorial experiments that separate interactive  
components.

## Discussion

This study investigated the efficacy of incorporating AI-enhanced  
interactive elements into video-based instruction, with a particular focus  
on learning outcomes and engagement. The findings provide empirical  
support for the integration of AI interactive components in digital  
learning environments and offer several important insights for both  
researchers and practitioners.

Our first research question examined how interactive elements affected  
learning outcomes compared to video-only instruction. The results  
demonstrated a significant positive effect of interactive elements on  
post-test performance, with participants in the interactive condition  
scoring approximately 8 percentage points higher than those in the  
video-only condition after controlling for pre-test knowledge. The  
moderate effect size (Hedge's g = 0.36) indicates not only statistical  
significance but practical importance as well. These findings align with  
the theoretical principles outlined in our background, supporting the  
cognitive science literature suggesting that active engagement creates  
stronger neural pathways and more durable learning (Brod et al., 2016;  
Zhou et al., 2019).

From a practical perspective, the overall effect size of +0.36 is  
particularly noteworthy when compared to the effects achieved by  
tutoring interventions, which are widely regarded as one of the most  
impactful educational strategies. Recent meta-analyses of tutoring  
programs have reported pooled effect sizes ranging from +0.3 to +0.4  
for small-scale, high-dosage interventions (Dietrichson et al., 2017;  
Nickow et al., 2020). These effects are considered substantial,  
equivalent to several months of additional learning. The similarity in  
magnitude between the effect size observed in this study and those  
associated with tutoring underscores the potential of AI-enhanced  
interactive video instruction to rival traditional tutoring in improving  
learning outcomes, especially in scalable digital formats.

Particularly noteworthy was the differential impact of interactive  
elements based on prior knowledge levels. Participants with low prior  
knowledge experienced substantially greater benefits (*g* = +0.67)  
compared to those with moderate prior knowledge. This pattern aligns  
with the expertise reversal effect described by Kalyuga (2007) and  
Sweller et al. (2019), where novices benefit more from structured  
interactive guidance than do more knowledgeable learners. The  
interactive elements likely provided scaffolding that helped novices  
manage cognitive load while building initial mental models of the  
content—precisely the support they needed most.

Interestingly, while the interactive elements significantly improved  
learning outcomes, they did not produce corresponding increases in  
self-reported engagement. This unexpected finding suggests that  
subjective perceptions of engagement may not always align with  
objective learning benefits. However, participants in the interactive  
condition were substantially more likely to recommend the learning  
experience to others, as evidenced by a 23-point improvement in  
Net Promoter Score. This discrepancy between reported engagement and  
recommendation likelihood merits further investigation, as it suggests  
that interactive elements may enhance perceived value even when  
participants don't explicitly recognize higher engagement.

The robust NPS improvements across all knowledge levels indicate that  
interactive elements enhanced the perceived value of the learning  
experience regardless of prior familiarity with the content. This finding  
has important implications for instructional design, suggesting that  
interactive elements can improve learner satisfaction and potentially  
increase voluntary participation in educational opportunities even when  
their learning impact varies.

From a practical perspective, these results provide compelling evidence  
that incorporating AI-enhanced interactive elements into instructional  
videos represents an effective strategy for improving learning outcomes,  
particularly for novice learners. The specific interactive components  
used in this study—drag and drop activities and simulated video talk  
interactions—provided opportunities for both private cognitive  
engagement (through self-assessment and application) and public  
meaning-making (through simulated social interaction). This  
combination addresses both key aspects of active learning identified in  
the literature (Chi & Wylie, 2014; Pan & Rickard, 2018).

Educational designers and content developers should consider the  
significant advantages of incorporating similar interactive elements into  
digital learning experiences, with particular attention to supporting  
novice learners. The differential impact based on prior knowledge also  
suggests potential value in adaptive systems that could adjust the  
level of interactivity based on learner expertise.

Future research should explore a wider variety of interactive element  
types, examine long-term retention of knowledge, and investigate how  
interactivity might be optimally tailored to different content domains  
and learner characteristics. Additionally, more nuanced measures of  
gagement could help clarify the relationship between subjective  
gagement perceptions and objective learning benefits. Nevertheless,  
this study provides robust evidence that AI-enhanced interactive  
elements can significantly improve learning outcomes in digital  
educational environments, particularly for those with limited prior  
knowledge.

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## Author’s Background

Dr. Puzio is the Director of Research at Creatium. He is a  
learning scientist who received a Ph.D. in Learning, Teaching, and  
Diversity from Vanderbilt University (2012), a Master's in Education  
from DePaul University (2002), and a bachelor's degree from the  
University of Notre Dame. He was a certified Language Arts teacher in  
New Zealand and the United States (2001-2007). He was an Assistant  
Professor and then Associate Professor with tenure at Washington State  
University in the Department of Teaching and Learning. His current  
research interests include personalized learning and artificial intelligence.

Dr. Puzio has served as Principal Investigator on over $5 million in  
grants from the Institutes of Health and the National Science  
Foundation. He was a recipient of the Young Scholar Award (2014) from  
the International Literacy Association.
