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Fangzheng Zhao; Richard E. Mayer; Nicoletta Adamo-Villani; Christos Mousas; Minsoo Choi; Luchcha Lam; Magzhan Mukanova; Klay Hauser – Journal of Educational Computing Research, 2024
This study examined how well people can recognize and relate to animated pedagogical agents of varying ethnicities/races and genders. For both Study 1 (realistic-style agents) and Study 2 (cartoon-style agents), participants viewed brief video clips of virtual agents of varying racial/ethnic categories and gender types and then identified their…
Descriptors: Race, Sex, Ethnicity, Animation
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Siripon Saenboonsong; Akarapon Poonsawad – Journal of Education and Learning, 2024
The aims of this study were to synthesize and evaluate the learning model in gamification environment together with cartoon animation media to promote students' creative problem-solving skills. This study was divided into three phases, (i) synthesized and evaluated the appropriateness of learning model (ii) developed cartoon animation and (iii)…
Descriptors: Problem Solving, Creative Thinking, Cartoons, Gamification
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Leah S. Mahler; Richard E. Mayer – Journal of Computer Assisted Learning, 2024
Background: Emotional design of multimedia lessons involves adding features that are intended to increase learner enjoyment and promote learning--such as adding narrative, anthropomorphizing non-human elements, and using warm colours. Objective: The present study extends this work to examine the potential of Japanese animation (anime) for…
Descriptors: Multimedia Instruction, Animation, Cartoons, Science Instruction
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Don Ambrose – International Journal for Talent Development and Creativity, 2024
This interdisciplinary, conceptual analysis addresses the nature and benefits of artistic processes in learning and work. While recognizing various forms of artistry, the emphasis is on visual-spatial thinking. The benefits of this kind of thinking in academic and professional activities include the simplification of massively complex writing,…
Descriptors: STEM Education, Visual Learning, Visual Literacy, Spatial Ability
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Cathy Weng; Kifle Kassaw; Pei-Shan Tsai; Tsai-Ju Lee – Education and Information Technologies, 2024
This study aimed to make and introduce a curriculum in Taiwan for fifth-grade students, merging Scratch animation with the Sustainable Development Goals (SDGs). The curriculum combined the Scratch Reflective AI digital learning platform with conventional teaching methods to assess its effect on students' empathy, self-efficacy, and scriptwriting…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Sustainable Development
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Len Unsworth – ECNU Review of Education, 2024
Purpose: The paper shows the interpretive impact of different constructions of the point of view available to the reader/viewer in book and animated movie versions of a children's picture book, a novel for pre-adolescents/early teenagers, and a graphic novel for adolescents and adults. Design/Approach/Methods: Excerpts from book and animated movie…
Descriptors: Learning Modalities, Educational Technology, Literacy, Animation
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Fatma Bayraktaroglu; Tugce Akyol – Problems of Education in the 21st Century, 2024
It is considered necessary to support the participation of children socially, and media tools having a significant effect on individuals today should reflect child participation. The aim of this study was to examine the right to participate in cartoons prepared for primary school children. The study was conducted with a descriptive survey model.…
Descriptors: Foreign Countries, Cartoons, Animation, Childrens Television