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Jing Li – Interactive Learning Environments, 2024
The development of new approaches to digital art is based on improving a variety of technologies. The main goal of this paper is to identify the gamification of digital art through the promotion of speculative design and interactive experiences. To achieve this goal, theoretical and practical methods were used in the research. A survey determined…
Descriptors: Art, Gamification, Computer Use, Technology
Mohammad Mahdi Amanzadeh – ProQuest LLC, 2022
The overarching theme of this research project is to build a machine-accessible and mathematically precise abstraction of human body movement through experiments in programming an articulated puppet that imitates the human body structure and mobility within a "Real-Time Interactive Computer Animation" (RTICA). Human movement has been the…
Descriptors: Motion, Human Body, Programming, Man Machine Systems
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Seungoh Paek; Daniel L. Hoffman; John B. Black – Interactive Learning Environments, 2023
The aim of this study was to examine if--and to what extent--a sensory modality's conceptual congruency influences learning in digital environments. Building on previous work in multimedia and embodied learning, the study used custom software to systematically vary the conceptual congruency of two sensory modalities (aural and bodily-kinesthetic).…
Descriptors: Sensory Experience, Electronic Learning, Elementary School Students, Learning Modalities
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Tzu-Yu Tai; Howard Hao-Jan Chen – Computer Assisted Language Learning, 2024
Intelligent Personal Assistant (IPA) has emerged as a valuable tool for EFL learning by offering interactive authentic contexts. Although IPA is believed to be motivational and useful, empirical evidence is limited and contradictory, especially the efficacy of listening comprehension. Therefore, the study investigated the impact of IPA on…
Descriptors: English (Second Language), English Language Learners, Adolescents, Listening Comprehension
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Wu, Wen-Chi; Lin, I.-Ting; Chen Hsieh, Jun – Asia-Pacific Education Researcher, 2023
The knowledge of English idioms is essential for advanced English learning and application, particularly for English-as-a-foreign-language (EFL) learners. While studies have shown the benefits of mobile-assisted language learning (MALL) to facilitate English learning, few studies have examined the factors that may influence MALL in light of…
Descriptors: Foreign Countries, English, Language Patterns, Learning Modalities
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Banks, Rebecca; Porchia, Starian; McCallum, Jasmine; Schiner, Nick – Childhood Education, 2023
In the wake of all that educators are navigating these days, they've proven to be not only resilient, but also innovative. They continue intentionally finding new and exciting ways to create powerful learning opportunities for all students. Reinvent the Classroom, an initiative by Digital Promise, HP, Microsoft, and Intel, supports, celebrates,…
Descriptors: Educational Innovation, Educational Technology, Technology Uses in Education, Writing (Composition)
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Callow, Jon – Language and Education, 2020
While literacy research in the area of multimodality includes a range of communication modes, the combination of the visual and verbal modes is arguably the most common multimodal text form used in classroom contexts from posters, charts and information texts to picture books and graphic novels. Assessment of students' understanding of visual and…
Descriptors: Evaluation Methods, Student Evaluation, Picture Books, Learning Modalities
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Meyer, Amanda J.; Stomski, Norman J.; Innes, Stanley I.; Armson, Anthony J. – Anatomical Sciences Education, 2016
Ubiquitous smartphone ownership and reduced face-to-face teaching time may lead to students making greater use of mobile technologies in their learning. This is the first study to report on the prevalence of mobile gross anatomy software applications (apps) usage in pre-clinical chiropractic students and to ascertain if a relationship exists…
Descriptors: Anatomy, Medical Students, Health Occupations, Technology Uses in Education
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Izmirli, Serkan; Kurt, Adile Askim – Journal of Educational Computing Research, 2016
The purpose of the study was to examine the effects of instruction given with different multimedia modalities (written text + animation or narration + animation) on the academic achievement, cognitive load, and positive affect in different paces (learner-paced or system-paced); 97 freshmen university students divided into four groups taught in…
Descriptors: Cognitive Processes, Difficulty Level, Academic Achievement, Educational Environment