Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 7 |
Descriptor
Computer Graphics | 12 |
Learning Motivation | 12 |
Foreign Countries | 5 |
Instructional Design | 5 |
Student Attitudes | 5 |
Computer Assisted Instruction | 4 |
Instructional Effectiveness | 4 |
Teaching Methods | 4 |
Visual Aids | 4 |
Animation | 3 |
College Students | 3 |
More ▼ |
Source
Author
Andrews, Kenneth G. | 1 |
Araújo, Isabel | 1 |
Bork, Alfred | 1 |
Chan, Kung-Chi | 1 |
ChanLin, Lih-Juan | 1 |
Chang, Ya-Wen | 1 |
Change, Mei-Yu | 1 |
Cheng, Kun-Hung | 1 |
Faria, Pedro Miguel | 1 |
Fuller, Robert G. | 1 |
Goodson-Espy, Tracy | 1 |
More ▼ |
Publication Type
Journal Articles | 9 |
Reports - Descriptive | 5 |
Reports - Research | 5 |
Speeches/Meeting Papers | 3 |
Tests/Questionnaires | 2 |
Guides - Non-Classroom | 1 |
Opinion Papers | 1 |
Reports - Evaluative | 1 |
Education Level
Higher Education | 4 |
Elementary Education | 3 |
Middle Schools | 2 |
Postsecondary Education | 2 |
Elementary Secondary Education | 1 |
Grade 5 | 1 |
Intermediate Grades | 1 |
Junior High Schools | 1 |
Secondary Education | 1 |
Audience
Practitioners | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based Learning
Araújo, Isabel; Faria, Pedro Miguel – International Association for Development of the Information Society, 2020
The evolution of ICT and its adoption in higher education is driving greater interactivity in teaching and learning processes. The teaching/learning paradigm has been changing. Both educational actors, teacher and student, are increasingly adapting to use technologies. This article presents a study that enhances how technologies can be used in the…
Descriptors: Student Attitudes, Integrated Learning Systems, Higher Education, Technology Integration
Cheng, Kun-Hung – Australasian Journal of Educational Technology, 2017
Since augmented reality (AR) has been increasingly applied in education recently, the investigation of students' learning experiences with AR could be helpful for educators to implement AR learning. With a quantitative survey using three questionnaires, this study explored the relationships among 153 students' perceived cognitive load, motivation,…
Descriptors: Cognitive Processes, Difficulty Level, Learning Experience, Statistical Analysis
Wang, Y.-H. – Journal of Computer Assisted Learning, 2017
This study aimed to explore whether integrating augmented reality (AR) techniques could support a software editing course and to examine the different learning effects for students using online-based and AR-based blended learning strategies. The researcher adopted a comparative research approach with a total of 103 college students participating…
Descriptors: College Students, Computer Software, Computer System Design, Blended Learning
Goodson-Espy, Tracy; Lynch-Davis, Kathleen; Schram, Pamela; Quickenton, Art – SRATE Journal, 2010
This paper describes the genesis and purpose of our geometry methods course, focusing on a geometry-teaching technology we created using NVIDIA[R] Chameleon demonstration. This article presents examples from a sequence of lessons centered about a 3D computer graphics demonstration of the chameleon and its geometry. In addition, we present data…
Descriptors: Preservice Teachers, Methods Courses, Teacher Education Curriculum, Computer Graphics
Tarng, Wermhuar; Change, Mei-Yu; Ou, Kuo-Liang; Chang, Ya-Wen; Liou, Hsin-Hun – Journal of Educational Technology Systems, 2009
The objective of this article is to investigate the computer animation and virtual reality technologies for developing a virtual marine museum. The museum consists of three exhibition areas. The first area displays fishes in freshwater, including creeks, rivers, and dams in Taiwan. The second area exhibits marine ecology and creatures of different…
Descriptors: Animation, Animals, Learning Motivation, Museums

Smith, T. Michael; Andrews, Kenneth G. – Computers in the Schools, 1985
To better appreciate the role computer-assisted video instruction serves in education, this article examines the major features of the individual component technologies--computer assisted instruction, film, videotape, and videodisc; discusses potential effects and pitfalls of computer-assisted video instruction; and reviews research on its…
Descriptors: Computer Assisted Instruction, Computer Graphics, Films, Instructional Design
Fuller, Robert G. – Videodisc and Optical Disc, 1985
Several interactive videodisc lessons--Physics and Automobile Collisions, Energy Transformations Featuring the Bicycle, Studies in Motion, and Puzzle of the Tacoma Narrows Bridge Collapse--are discussed in terms of Malone's theory based on computer game analysis that challenge, curiosity, and fantasy are aspects of intrinsic motivation for…
Descriptors: Computer Assisted Instruction, Computer Graphics, Curiosity, Educational Environment
Xiao, Xiaoquan; Jones, Marshall G. – 1995
Computer animation can be effectively incorporated into computer based instruction programs for English as a Foreign Language (EFL) learning environments. Computer animation is defined as computer-generated animated graphics that function as visual aids to instruction. The applications of instructional graphics fall into two categories: (1)…
Descriptors: Animation, Computer Assisted Instruction, Computer Graphics, Computer Software Development
Prayaga, Lakshmi; Rasmussen, Karen L. – Journal of Educational Technology, 2008
Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…
Descriptors: Computer Games, Educational Games, Instructional Design, Teaching Methods
Bork, Alfred; And Others – AEDS Monitor, 1985
Discusses philosophical considerations that should be taken into account when developing materials to teach programing at elementary and secondary levels and outlines a learning environment based on these considerations. Philosophical considerations discussed relate to programing strategies, motivation, curriculum materials, continuity, visual and…
Descriptors: Classroom Environment, Computer Graphics, Computer Software, Curriculum Development
ChanLin, Lih-Juan; Chan, Kung-Chi – 1996
This study explores the instructional impact of using computer multimedia to integrate metaphorical verbal information into graphical representations of biotechnology concepts. The combination of text and graphics into a single metaphor makes concepts dual-coded, and therefore more comprehensible and memorable for the student. Visual stimuli help…
Descriptors: Animation, Biotechnology, College Students, Computer Graphics