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Hao, Kuang-Chung – Interactive Learning Environments, 2023
This study designed a digital teaching game named Kitties' Magic Journey (KMJ). The principle of leveraging in the course of natural technology and life was used as the teaching subject. The game combined design items included animation, narrative story, fun and usability, which integrated ARCS learning motivation theory. The experimental group…
Descriptors: Video Games, Game Based Learning, Student Motivation, Animation
Woo, Karen; Falloon, Garry – Journal of Educational Computing Research, 2023
Coding is increasingly popular in schools around the world and is often taught by non-specialist teachers as an integrated task with other subject areas. In this article, we explore the relationship between computer science (CS) concepts and students' multimodal expression in a coding animated narrative (CAN) task in the context of an integrated…
Descriptors: Coding, Computer Science, Animation, Student Projects
Ünal Çakiroglu – Learning: Research and Practice, 2024
This quasi-experimental study aims to compare the effects of using combinations of written text, animation and narration in multimedia courseware. 114 sixth grade students assigned in three conditions were participated in the study. Three versions of the courseware with combinations of animation, text and narration were developed taking modality…
Descriptors: Courseware, Computer Assisted Instruction, Multimedia Instruction, Comparative Analysis
Ritella, Giuseppe; Loperfido, Fedela Feldia; De Giglio, Gianfranco; Scurani, Antonietta; Ligorio, Maria Beatrice – Dialogic Pedagogy, 2022
This article explores how the adoption of educational robotics, cloud-based animation software, and simplified visual programming software can provide valuable opportunities for dialogic interaction and learning. The potentialities of this type of activity are often overlooked in dialogic investigations. Based on empirical illustration, we discuss…
Descriptors: Robotics, Animation, Computer Software, Interaction
Avcu, Yunus Emre; Yaman, Yavuz – Online Submission, 2022
The aim of this study was to examine the efficiency of the differentiated instructional design for value education of gifted. This research was based according to the embedded experimental design of a mixed research method. The study group consisted of 25 gifted students (13 girls, 12 boys) at the 6th-grade level. Digital differentiation strategy…
Descriptors: Foreign Countries, Individualized Instruction, Values, Education
Erümit, Ali Kürsat – Education and Information Technologies, 2020
Purpose of this study is determined effects of different teaching approaches on programming skills. Therefore, the effect of three different types of activities prepared with Scratch on 423 sixth grade students' attitudes towards computer technologies, algorithmic thinking skills and reflective thinking skills on problem solving were investigated.…
Descriptors: Teaching Methods, Instructional Effectiveness, Programming, Programming Languages
Seger, Benedikt T.; Wannagat, Wienke; Nieding, Gerhild – Journal of Cognition and Development, 2019
In our current culture, children are exposed to a huge amount of audiovisual media, of which many formats include animated pictures, such as in videos, for instance. The current study addresses the use of audiovisual media in order to increase the effectiveness of learning and teaching. We examined how auditory text, audiovisual text with static…
Descriptors: Foreign Countries, Children, Memory, Animation
Dohn, Niels Bonderup – British Journal of Educational Technology, 2020
The ability to code computer programs is considered an important part of literacy in today's society. This paper reports from a case study in two sixth-grade classes where Scratch coding was part of six mathematics lessons. The aim of the study was to investigate how Scratch coding affected students' interest development in coding and in…
Descriptors: Coding, Secondary School Students, Mathematics Instruction, Student Interests
Seibert, Johann; Kay, Christopher W. M.; Huwer, Johannes – Journal of Chemical Education, 2019
Given that students are constantly communicating and documenting special experiences in their social and private lives with digital devices, we suggest that this behavior could be used to record and deepen learning experiences-such as visualizing reactions at the molecular level-in a chemistry class. An example would be the creation of stop-motion…
Descriptors: Science Instruction, Chemistry, Science Experiments, Educational Technology
Ormanci, Ümmühan; Çepni, Salih – Journal of Inquiry Based Activities, 2019
In Turkey, inquiry-based learning approach and technology integration has started to gain importance in science education programs. This study aimed to develop a web-assisted science material based on guided inquiry approach related to the concept of bones under the systems in our body unit in the 6th grade. For this purpose, case study method was…
Descriptors: Web Based Instruction, Material Development, Science Materials, Active Learning
Övez, Filiz Tuba Dikkartin; Kiyici, Ozan Deniz – World Journal of Education, 2018
The aim of this study is to determine the opinions of 6th grade students towards teaching applications developed on the basis of Planning-Practicing-Evaluation model which is an ICT integration model for effective mathematics teaching. While teaching process was designed, Moodle which is a learning management system was used in order to use…
Descriptors: Grade 6, Student Attitudes, Educational Technology, Technology Uses in Education
Gün, Mesut – International Journal of Progressive Education, 2016
The purpose of this empirical study is to determine how and to what extent the use of animations impacts auditory acquisition, one of the key learning fields in 6th grade grammar, as measured by students' academic success and completion rates. By using a pre-test and post-test design, this empirical study randomly divided a group of Turkish 6th…
Descriptors: Foreign Countries, Animation, Grade 6, Listening Comprehension
Hsu, Kuang-Chen; Hsu, YuPing; Olesh, Ryan – AERA Online Paper Repository, 2017
This study attempts to gain insight into whether and what types of gamification have the potential to contribute to students' learning performances while also remaining gender equality in science education. Two types of game elements including competition (gamified animation) and cooperation (social gamified animation) were integrated into an…
Descriptors: Educational Games, Educational Technology, Animation, Video Games
Salle, Alexander – North American Chapter of the International Group for the Psychology of Mathematics Education, 2014
This exemplary case study describes the learning process of two sixth-graders that learn from an animated worked-out example and an accompanying self-explanation prompt in the domain of fractions. It is based on a corresponding field study. The analysis focuses on the interaction with the computer, the communication between the students, the…
Descriptors: Grade 6, Animation, Instructional Materials, Learning Processes
Tanner, Patricia; Karas, Carly; Schofield, Damian – Journal of Information Technology Education: Innovations in Practice, 2014
This study investigates the classroom integration of an innovative technology, augmented reality. Although the process of adding new technologies into a classroom setting can be daunting, the concept of augmented reality has demonstrated the ability to educate students and to assist with their comprehension of a procedural task. One half of the…
Descriptors: Handheld Devices, Educational Technology, Telecommunications, Technology Uses in Education
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