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Liberatore, Matthew – Chemical Engineering Education, 2017
Textbooks are experiencing a 21st century makeover. The author has created a web-based electronic textbook, Material and Energy Balances zyBook, that records students' interactions. Animations and question sets create interactive and scaffolded content. The interactive format is adopted successfully in other engineering disciplines and is now…
Descriptors: Energy, Textbooks, Science Instruction, Electronic Publishing
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Sanna, Andrea; Valpreda, Fabrizio – International Journal of Information and Communication Technology Education, 2017
The purpose of this study was to compare different students' backgrounds and two different didactic methodologies to profitably teach computer animation in Italian schools of design and engineering. Teachers and instructors have long been engaged in discussions to define effective curricula for teaching computer animation. Various…
Descriptors: Computer Simulation, Animation, Student Characteristics, Design
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Buditjahjanto, I. G. P. Asto; Nurlaela, Luthfiyah; Ekohariadi; Riduwan, Mochamad – International Journal of Information and Communication Technology Education, 2017
Programming technique is one of the subjects at Vocational High School in Indonesia. This subject contains theory and application of programming utilizing Visual Programming. Students experience some difficulties to learn textual learning. Therefore, it is necessary to develop media as a tool to transfer learning materials. The objectives of this…
Descriptors: Foreign Countries, Vocational High Schools, Computer Science Education, Programming
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Malkoc, Ummuhan – Turkish Online Journal of Educational Technology - TOJET, 2017
Animations of molecular structure and dynamics are repeatedly applied to support student comprehension in the theoretical ideas of chemistry. However, students' understanding the dynamics of the phenomena is directly related to the understanding of teachers as instructors. Therefore, this study aimed to investigate how the features of three…
Descriptors: Science Instruction, Scientific Concepts, Teaching Methods, Molecular Structure
Gusev, Dmitri A.; Swanson, Dewey A. – Association Supporting Computer Users in Education, 2017
Facing the need to introduce new approaches to teaching the art of programming to undergraduate Computer and Information Technology (CIT) students as part of the transition of the former Purdue College of Technology to the novel concept and status of Purdue Polytechnic, we came up with the idea of offering a pilot 300-level course entitled…
Descriptors: Educational Technology, Technology Uses in Education, Undergraduate Study, Programming
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Kim, So Jung; Song, An; Lee, Guang-Lea; Bach, Amy – Journal of Research in Childhood Education, 2018
This qualitative case study explores the intersection of multimedia, bilingualism, and culturally responsive practices by examining the responses that children of Korean descent have to animated folktales and the discussions about traditional cultural values that they sparked. Data were collected over 5 months in a classroom for children of…
Descriptors: Qualitative Research, Case Studies, Multimedia Materials, Bilingualism
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So, W.-C.; Wong, M. K.-Y.; Cabibihan, J.-J.; Lam, C. K.-Y.; Chan, R. Y.-Y.; Qian, H.-H. – Journal of Computer Assisted Learning, 2016
School-aged children with autism spectrum disorders (ASDs) have delayed gestural development, in comparison with age-matched typically developing children. In this study, an intervention program taught children with low-functioning ASD gestural comprehension and production using video modelling (VM) by a computer-generated robot animation. Six to…
Descriptors: Robotics, Animation, Nonverbal Communication, Young Children
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Hussain, Mahjabeen; Carignan, Anastasia – Journal of STEM Arts, Crafts, and Constructions, 2016
This study explores to what extent the SCAMPER (Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, and Rearrange) technique combined with animal adaptation ideas learned through form and function analogy activities can help fourth graders generate creative ideas while augmenting their inventiveness. The sample consisted of 24…
Descriptors: Grade 4, Elementary School Students, Animals, Animation
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Burn, Andrew – Learning, Media and Technology, 2016
In the project discussed in this article, 30 11-year olds made an animated film in the machinima style, influenced by both film and game culture, and using a 3-D animation software tool, Moviestorm. The processes and products of the project will be analysed using a social semiotic/multimodal approach, exploring the social interests behind the…
Descriptors: Animation, Educational Games, Elementary School Students, Media Literacy
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Mathrani, Anuradha; Christian, Shelly; Ponder-Sutton, Agate – Educational Technology & Society, 2016
This study demonstrates a game-based learning (GBL) approach to engage students in learning and enhance their programming skills. The paper gives a detailed narrative of how an educational game was mapped with the curriculum of a prescribed programming course in a computing diploma study programme. Two separate student cohorts were invited to…
Descriptors: Teaching Methods, Programming, Learner Engagement, Educational Games
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Magdin, Martin; Turcáni, Milan – Turkish Online Journal of Educational Technology - TOJET, 2016
Authors in their contribution deal with modeling the behavior of user in e-learning course based on the use of interactive animations. Nowadays, E-learning courses form a standard part of educational process. However, it is not so easy to determine the way students work with study material, whether they make use of it in order to increase didactic…
Descriptors: Electronic Learning, Online Courses, Student Behavior, Animation
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Végh, Ladislav – Acta Didactica Napocensia, 2016
The first data structure that first-year undergraduate students learn during the programming and algorithms courses is the one-dimensional array. For novice programmers, it might be hard to understand different algorithms on arrays (e.g. searching, mirroring, sorting algorithms), because the algorithms dynamically change the values of elements. In…
Descriptors: Animation, Programming, Mathematical Logic, Computer Simulation
Hasebrook, Joachim – International Association for Development of the Information Society, 2016
We are so used to accept new technologies being the driver of change and innovation in human computer interfaces (HCI). In our research we focus on the development of innovations as a design process--or design, for short. We also refer to the entire process of creating innovations and putting them to use as "cognitive processes"--or…
Descriptors: Cognitive Processes, Cognitive Psychology, Design Preferences, Computer System Design
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Ainin, Moh.; Ahsanuddin, Mohammad; Asrori, Imam; Ibrahim, Faishol Mahmud Adam – Journal of Education and e-Learning Research, 2019
The objective of this study is to describe the development of online-based independent learning of Arabic Language Research Methodology (ALRM) subjects through a learning network ("sistem pembelajaran dalam jaringan") at Arabic Literature Department, Faculty of Letters, Universitas Negeri Malang (ALD FL UM). This research used Research…
Descriptors: Semitic Languages, Language Research, Action Research, Networks
Grayburn, Jennifer, Ed.; Lischer-Katz, Zack, Ed.; Golubiewski-Davis, Kristina, Ed.; Ikeshoji-Orlati, Veronica, Ed. – Council on Library and Information Resources, 2019
This volume, comprising eight chapters from experts in a variety of fields, examines the use of three-dimensional (3D) and virtual reality (VR) technologies in research and teaching, and the library's vital role in supporting this work. 3D modeling, 3D capture techniques, and VR enable faculty and students to engage with highly detailed 3D…
Descriptors: Computer Simulation, Library Services, Academic Libraries, Educational Trends
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