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Rogier Bos; Marije Wigmans – International Journal for Technology in Mathematics Education, 2025
University students increasingly watch animated math videos that use dynamic visualizations as part of their learning process. Despite students' positive appreciation, little is known about how these visualizations contribute to learning outcomes. This paper examines the relationship between learning outcomes and students' experiences with dynamic…
Descriptors: College Students, Video Technology, Animation, Mathematics Education
Prayitno Prayitno; Harun Harun; Amir Syamsudin; Riawan Y. Purwoko; Dafid S. Setiana – Journal of Pedagogical Research, 2024
An animation-based drawing learning model involves simple animation from the beginning to the end of the drawing, with the teacher acting as a facilitator and guide. The research is based on the fact that there are still many children who have difficulty expressing themselves through their drawings due to low imagination. The goal of this study is…
Descriptors: Animation, Young Children, Freehand Drawing, Models
Ariel Kalil; Susan Mayer; Philip Oreopoulos; Rohen Shah – National Bureau of Economic Research, 2024
Programs that engage young children in movement and song to help them learn are popular but experimental evidence on their impact is sparse. We use an RCT to evaluate the effectiveness of Big Word Club (BWC), a classroom program that uses music and dance videos for 3-5 minutes per day to increase vocabulary. We conducted a field experiment with…
Descriptors: Vocabulary Development, Animation, Video Technology, Music
Tiphaine Colliot; Jean-Michel Boucheix – Journal of Computer Assisted Learning, 2024
Background: Previous studies have shown that dynamic illustrations, as compared to their static counterparts, lead to higher achievement levels, especially for hand-based procedures. Other researchers have investigated how the presence of seductive details (i.e., appealing but irrelevant adjunct displays) influences students' interest positively…
Descriptors: Illustrations, Animation, Handicrafts, Elementary School Students
Schnitman, Gabriel; Gomes, Danila; Deckelbaum, Dan; Utiyama, Edivaldo Massazo – Health Education Research, 2022
Health literacy, culture and language play vital roles in patients' understanding of health issues. Obstacles are more evident in low- and middle-income countries (LMICs), where inadequate patient education levels are higher and hospital resources are lower. This is a prospective pilot study assessing the feasibility of digital preoperative…
Descriptors: Feasibility Studies, Multimedia Materials, Animation, Health Education
Qianru Li; Saifon Songsiengchai; Ada Marie G. Mascarinas – World Journal of Education, 2025
This study investigates the impact of 3DS MAX software on creative development and skills in art education at GUIZHOU UNIVERSITY, China. As digital technologies become increasingly integral to art education, understanding how 3D animation software influences students' creative capabilities and technical skills is crucial for developing practical…
Descriptors: Foreign Countries, Computer Software, Technology Uses in Education, Animation
SMAs in Facilitating Metacognition to Help Understanding of Equilibria in a Year 11 Chemistry Course
Dharmendra Dubay – Online Submission, 2025
This mixed methods study explored how the making of animated models affected year 11 students' understanding of the effect of temperature on the equilibrium of an exothermic or endothermic reaction. The students' perspectives and the role of the activity in facilitating a metacognitive process were also examined. Teacher perspectives were also…
Descriptors: Grade 11, High School Students, Climate, Scientific Concepts
Suzannie K. Y. Leung; Joseph Wu; Jenny Wanyi Li; Yung Lam; Oi-Lam Ng – Early Childhood Education Journal, 2025
Educators and researchers are becoming interested in cultivating computational thinking (CT). However, in the Hong Kong context, CT-related studies regarding young children are rarely found. The present study aimed to use an unplugged digital arts activity to examine the CT concepts that children performed and document their CT developmental…
Descriptors: Foreign Countries, Computation, Thinking Skills, Young Children
Allison Gallegos-Jeffrey; Chelsea Barth; Sierra Smith; Taylor McDowell; Tyler Janzen; Joe Smyser; Erika Bonnevie – Journal of American College Health, 2025
Objective: This study evaluates Drunken Rewind, an animated digital media campaign designed to reduce binge drinking. Participants: The campaign was targeted to white males aged 18-34, who are at the highest risk of binge drinking. Methods: The intervention consisted of an animated series that merged health communications approaches with marketing…
Descriptors: Alcohol Abuse, Drinking, Males, Whites
Erdogan, Rumeysa; Saglam, Zeynep; Cetintav, Gulay; Karaoglan Yilmaz, Fatma Gizem – Smart Learning Environments, 2023
Like all sectors, the education sector has been negatively affected by the Covid-19 pandemic. Considering the decision to conduct face-to-face training in schools remotely, teachers had many difficulties in moving course content to the online platform. Teachers who perform robotic coding applications are looking for ways to do these activities…
Descriptors: COVID-19, Pandemics, Educational Technology, Online Courses
Wang, Yi-Hsuan – Journal of Educational Computing Research, 2023
The study aimed to examine the learning effects of integrating various game elements into game-based learning materials to enhance learning for learners of different age groups. Two sets of game-based music learning materials were designed. The version with full game characteristics was developed with a narrative story, diverse game behaviors, and…
Descriptors: Gamification, Game Based Learning, Music Education, Program Effectiveness
Rianne van Dinther; Lesley de Putter; Birgit Pepin – Journal of Chemical Education, 2023
One way of triggering students' interest in chemistry is making chemistry education more meaningful. Four characteristics of meaningful chemistry education (MCE) were identified in projects that involved a redesign of curriculum materials: daily life context, the need-to-know principle, students' input, and the macro--micro connection. Chemistry…
Descriptors: Science Instruction, Chemistry, Computer Simulation, Educational Technology
Janice Ka-Yan Chan; Theodore Ching-Kong Cheung; Chi-Wai Chan; Fan Fang; Kelly Yee-Ching Lai; Xiang Sun; Helen O'Reilly; Ofer Golan; Carrie Allison; Simon Baron-Cohen; Patrick Wing-Leung Leung – Autism: The International Journal of Research and Practice, 2024
"The Transporters" intervention contains 15 animated episodes that autistic children watch daily for a month and learn emotion recognition through stories depicting social interactions between vehicle characters with grafted human faces, expressing emotions. Its automated, home-based format is cost-effective. This study included four…
Descriptors: Foreign Countries, Emotional Response, Young Children, Autism Spectrum Disorders
Parsons, Joanne; Grimley, Catherine; Newby, Katie – Health Education & Behavior, 2022
Background: Pregnant women are at increased risk of complications from flu, but uptake of flu vaccination is below 75% targets. Evidence suggests that changing illness risk appraisals may increase vaccination behaviour. In 2018-2019, researchers, public health specialists, and pregnant women co-designed a short animation targeting (unhelpful)…
Descriptors: Pregnancy, Immunization Programs, Information Dissemination, Animation
Tianqi Huang; Zhenan Feng; Daniel Paes; Fei Ying; Xilei Zhao; Max Kinateder; E. R. Langer; Ruggiero Lovreglio – Journal of Computer Assisted Learning, 2025
Background: Wildfires have become increasingly frequent and destructive, highlighting the need for more effective public education on safety and preparedness. Gamification, the use of game design elements in non-game contexts, offers a promising strategy to enhance learner engagement and educational effectiveness compared to traditional methods.…
Descriptors: Natural Disasters, Fire Protection, Safety Education, Gamification

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