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Cookson, April; Kim, Daesang; Hartsell, Taralynn – International Journal of Information and Communication Technology Education, 2020
The purpose of this project was to increase student achievement, engagement, and satisfaction using animated instructional videos in an online general psychology course at a community college. This project not only considered the data collected from student activity tracking, but also examined students' perception of how the videos engaged and…
Descriptors: Academic Achievement, Learner Engagement, Student Satisfaction, Animation
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Kim, Yanghee; Thayne, Jeffrey; Wei, Quan – Educational Technology Research and Development, 2017
Mathematics anxiety is known to be detrimental to mathematics learning. This study explored if an embodied agent could be used to help alleviate student anxiety in classrooms. To examine this potential, agent-guided algebra lessons were developed, in which an animated agent was equipped with prescriptive instructional guidance and anxiety treating…
Descriptors: Mathematics Anxiety, Algebra, Computer Assisted Instruction, Animation
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Dousay, Tonia A. – Educational Technology Research and Development, 2016
This study investigated the effects of two design principles as prescribed by the cognitive theory of multimedia learning on the situational interest of adult learners in a multimedia-based continuing education training program. One hundred and two adult learners employed by an emergency medical service were randomly assigned to one of three…
Descriptors: Statistical Analysis, Pretests Posttests, Animation, Epistemology
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Karavirta, Ville; Shaffer, Clifford A. – IEEE Transactions on Learning Technologies, 2016
Data Structures and Algorithms are a central part of Computer Science. Due to their abstract and dynamic nature, they are a difficult topic to learn for many students. To alleviate these learning difficulties, instructors have turned to algorithm visualizations (AV) and AV systems. Research has shown that especially engaging AVs can have an impact…
Descriptors: Electronic Learning, Computer Science, Animation, Mathematics
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Tavares, Rita; Marques Vieira, Rui; Pedro, Luís – Education Sciences, 2021
This paper reports research work related to a wider study, aimed at developing a mobile app for Science Education in primary-school. Several studies reveal that Science Education can be improved by using technology, namely educational software. However, to promote a structured use of technology, innovative learning approaches must be designed for…
Descriptors: Science Education, Educational Technology, Telecommunications, Handheld Devices
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M., Shreesha; Tyagi, Sanjay Kumar – International Journal of Educational Management, 2018
Purpose: In the digital era, the dynamics of the communication process in classrooms have changed significantly. With the help of computer-mediated communication techniques, especially animation, teachers can deliver a distinct learning experience to students that can be fun, while presenting complex ideas in simpler forms. The purpose of this…
Descriptors: Computer Mediated Communication, Animation, Instructional Effectiveness, Elementary Schools
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Fleer, Marilyn – British Journal of Educational Technology, 2018
There is increasing recognition of digital childhoods [Danby, S., Fleer, M., Davidson, C., & Hatzigianni, M. (Eds.). (2018). "Digital childhood." Amsterdam: Springer] and a corresponding body of research into young child's engagement with digital devices across a broad range of contexts [Marsh, J. A., Plowman, L., Yamada-Rice, D.,…
Descriptors: Animation, Information Technology, Computer Oriented Programs, Play
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Florjanczyk, Ursula; Ng, Derek P.; Andreopoulos, Stavroula; Jenkinson, Jodie – Biochemistry and Molecular Biology Education, 2018
The mathematical models that describe enzyme kinetics are invaluable predictive tools in numerous scientific fields. However, the daunting mathematical language used to describe kinetic behavior can be confusing for life science students; they often struggle to conceptualize and relate the mathematical representations to the molecular phenomena…
Descriptors: Undergraduate Students, Science Instruction, College Science, Animation
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Alencar, Márcio Aurélio dos Santos; Netto, José Francisco de Magalhães – International Journal of Distance Education Technologies, 2020
Emotions are part of human life, and they are present on several occasions, like decision making and in social interactions. Computational identification of emotions in texts can be useful in many applications, especially in distance learning courses. This research introduces an animated pedagogic agent, integrated to a Moodle virtual learning…
Descriptors: Virtual Classrooms, Educational Environment, Emotional Response, Psychological Patterns
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Ito, Rika; Bisila, Megan – Language Awareness, 2020
This paper investigates foreigners' linguistic and visual representations observed in 17 recent Japanese animated shows (or "anime"), and explores ways to increase students' critical awareness of issues regarding Japanese language and culture. We find that foreign characters in "anime" tend to be linguistically represented with…
Descriptors: Animation, Metalinguistics, Teaching Methods, Japanese
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Campe, Shannon; Denner, Jill; Green, Emily; Torres, David – Computer Science Education, 2020
Background and Context: Pair programming is used in classrooms to promote learning and engage a more diverse group of students in computing fields, but little is known about what it looks like in middle school. Objective: The aim of this study was to examine how programming pairs were interacting and about what. Method: Video, audio, and screen…
Descriptors: Cooperative Learning, Programming, Computer Science Education, Middle School Students
Shute, Valerie J.; Smith, Ginny; Kuba, Renata; Dai, Chih-Pu; Rahimi, Seyedahmad; Liu, Zhichun; Almond, Russell – Grantee Submission, 2020
In honor of Jim Greer, we share our recent work--a design and development study of various learning supports embedded within the game "Physics Playground." This 2-dimensional computer game is designed to help students learn Newtonian physics and uses stealth assessment to measure, in real-time, their physics understanding. The game…
Descriptors: Physics, Educational Games, Computer Games, Science Education
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Kim, Minsung – Journal of Geography, 2019
This study examined the effects of observing and reflecting on everyday environments in the development of environmental sensitivity, defined as a holistic capability composed of predisposition, knowledge, and behavior subdimensions. We encouraged participants to use diverse sources, such as texts, photographs, and animation, to record their…
Descriptors: Environmental Education, Photography, Animation, Scores
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Shrestha, Sagun; Harrison, Tilly – International Journal of Computer-Assisted Language Learning and Teaching, 2019
Machinima, screencast animated videos made in a virtual world, are still not a very well-known phenomenon, and there has been little reseach in relation to their use as a teaching material in English language classrooms. This study aimed to investigate the potential for and challenges in using machinima in the pre-intermediate English as a foreign…
Descriptors: Instructional Materials, Case Studies, Foreign Countries, Virtual Classrooms
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Faggioni, Thaís; Ferreira, Natiele Carla da Silva; Lopes, Renato Matos; Fidalgo-Neto, Antonio Augusto; Cotta-de-Almeida, Vinicius; Alves, Luiz Anastacio – Advances in Physiology Education, 2019
The use of computers as a pedagogical resource is currently on the rise. In the case of immunology, students present difficulties in visualizing molecular phenomena. Thus the use of animations and simulations available on the internet might facilitate the learning of complex immunological concepts. In this context, it is important to map and…
Descriptors: Physiology, Science Instruction, Computer Software, Molecular Structure
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