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Hamzat, Abdulrasaq; Bello, Ganiyu; Abimbola, Isaac Olakanmi – Cypriot Journal of Educational Sciences, 2017
This study examined the effects of computer animation instructional package on secondary school students' achievement in practical biology in Ilorin, Nigeria. The study adopted a pre-test, post-test, control group, non-randomised and nonequivalent quasi-experimental design, with a 2x2x3 factorial design. Two intact classes from two secondary…
Descriptors: Computer Simulation, Animation, Instructional Materials, Secondary School Students
Adamo-Villani, Nicoletta; Dib, Hazar Nicholas – International Journal of Information and Communication Technology Education, 2016
The paper reports a research study aimed at investigating the appeal and pedagogical efficacy of animated teaching avatars. Specifically, the goal of the study was to determine whether animated characters could be effective and engaging teachers in the context of undergraduate surveying mathematics. The study included two forms of evaluation:…
Descriptors: Mathematics Instruction, Undergraduate Students, Computer Simulation, Animation
Çetin, Ali – Online Submission, 2016
This qualitative study was designed to introduce 3-dimensional and digital materials to pre-service science teachers and identify their views about them. In this context, three projects was performed with 42 pre-service science teachers (13 male-29 female) who took Instructional Technologies and Material Development course in Elementary Science…
Descriptors: Preservice Teachers, Student Attitudes, Instructional Materials, Science Teachers
Snepvangers, Kim; Rourke, Arianne – Journal of International Students, 2020
Focusing on a section of the Teaching International Students (TIS) project this article captures student and mentor perspectives within a Project-Based Professional Experience (PBPE) in the context of a large research-intensive university in Sydney, Australia. Animations co-produced with students were part of a Work Integrated Learning (WIL)…
Descriptors: Creativity, Foreign Students, Teaching Methods, Mentors
Williams, Wendy R. – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2014
This article discusses the arts, multimodality, and new technologies in English language arts. It then turns to the example of the illuminated text--a multimodal book report consisting of animated text, music, and images--to consider how art, multimodality, and technology can work together to support students' reading of literature and inspire…
Descriptors: English Instruction, Language Arts, Multimedia Materials, Reader Text Relationship
Caballé, S.; Mora, N.; Feidakis, M.; Gañán, D.; Conesa, J.; Daradoumis, T.; Prieto, J. – Journal of Computer Assisted Learning, 2014
Many researchers argue that students must be meaningfully engaged in the learning resources for effective learning to occur. However, current online learners still report a problematic lack of attractive and challenging learning resources that engage them in the learning process. This endemic problem is even more evident in online collaborative…
Descriptors: Cooperative Learning, Electronic Learning, Learner Engagement, Educational Resources
de Alwis, Amal – International Journal of Mathematical Education in Science and Technology, 2013
We began by observing a variety of properties related to the tangent and normal lines of three conic sections: a parabola, an ellipse, and a hyperbola. Some of these properties include specific relationships between the x- and y-intercepts of the tangent and normal lines. Using these properties, we were able to form several differential equations.…
Descriptors: Calculus, Geometric Concepts, Mathematics Instruction, Mathematical Models
Schroeder, Noah L.; Adesope, Olusola O. – Educational Technology & Society, 2015
Advances in information technologies have resulted in the use of pedagogical agents to facilitate learning. Although several studies have been conducted to examine the effects of pedagogical agents on learning, little is known about gender stereotypes of agents and how those stereotypes influence student learning and attitudes. This study…
Descriptors: Academic Achievement, Student Attitudes, Pacing, Animation
Weng, Ting-Sheng; Yang, Der-Ching – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Most students thinking mathematics is a difficult subject. This study aims to enhance students' motivation and efficiency in learning mathematics. This study developed 3D animation on the binomial theorem with historical stories of mathematics as the plot. It also examined the effect of animation on students' learning willingness and…
Descriptors: Animation, Mathematics, Student Motivation, Comprehension
Hidiroglu, Çaglar Naci; Güzel, Esra Bukova – International Journal for Technology in Mathematics Education, 2017
The aim of the study is to conceptualize the technology-aided mathematical modelling process in the frame of cognitive modelling perspective. The grounded theory approach was adopted in the study. The research was conducted with seven groups consisting of nineteen prospective mathematics teachers. The data were collected from the video records of…
Descriptors: Mathematical Concepts, Mathematics Education, Mathematical Models, Mathematics
Drobisz, Jack – ProQuest LLC, 2017
This research examined how four different animated pedagogical agent implementations, which focus on perceptual and inquiry arousal conditions of attention as defined in Keller's ARCS model of motivational design (Keller, 2009), impact English language learners' situational interest, cognitive load, and reading comprehension in online readings…
Descriptors: Second Language Learning, English (Second Language), Teaching Methods, Animation
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
Christ, Tanya; Wang, X. Christine; Erdemir, Ersoy – Early Child Development and Care, 2018
This qualitative study investigated 27 US and 28 Turkish dyads of children between 4 and 6 years old who read 12 app books across a school year. Emergent coding and constant comparison were used to identify reading patterns in which the dyads engaged: hotspot-centric, text-centric, and integrated. Then we examined how characteristics of readers…
Descriptors: Reading Habits, Multimedia Materials, Qualitative Research, Early Childhood Education
Farmer, Jim – Australian Senior Mathematics Journal, 2014
This article reviews the famous "matching problem," with a particular focus on the expected number of objects that are correctly placed. The author discusses the following topics: three versions suitable for teaching the matching problem in the classroom; the solution to the matching problem; the use of the strong form of mathematical…
Descriptors: Foreign Countries, Secondary School Mathematics, Mathematics Instruction, Logical Thinking
Siegle, Del – Gifted Child Today, 2014
Using readily available technology, students of all ages can easily create impressive animated products. Animation allows educators to capitalize on the natural desire that students of all ages hold to tell stories and share their understanding of the world. In the course of planning their animations, students conduct research on topics, organize…
Descriptors: Student Projects, Academically Gifted, Computer Uses in Education, Educational Technology

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