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Showing 1 to 15 of 30 results Save | Export
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Ying-Lien Lin; Hann-Jang Huang; Wei-Tsong Wang – Journal of Computer Assisted Learning, 2025
Background: Goal orientations (GO) are influential achievement goals in predicting achievement motivation and effectiveness. However, few studies have paid specific attention to investigating the effects of GO on learning achievement in the area of business management education. Objectives: This study developed a business simulation game system…
Descriptors: Goal Orientation, Academic Achievement, Computer Simulation, Animation
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Behnam Behforouz; Ali Al Ghaithi – Technology in Language Teaching & Learning, 2025
This study aimed to utilise artificial intelligence (AI) tools to create animations to assess the impact of AI-created cartoons on vocabulary growth and motivation levels among learners. For this purpose, 80 Omani EFL learners with a pre-intermediate level of English proficiency were randomly assigned to an experimental and a control group, each…
Descriptors: Foreign Countries, Artificial Intelligence, Animation, English (Second Language)
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Rong Wang; Mustafa Do Dange; Siros Izadpanah – European Journal of Education, 2024
Technology has become an integral part of our daily lives, permeating every aspect. One area where technology has shown potential to enhance English as a Foreign Language (EFL) learning is through the use of animated movies. Despite the growing significance of technology in education, research is scarce in this specific area. Therefore, the aim of…
Descriptors: Animation, Films, Speech Skills, English (Second Language)
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Krieglstein, Felix; Meusel, Felicia; Rothenstein, Eva; Scheller, Nadine; Wesenberg, Lukas; Rey, Günter Daniel – Smart Learning Environments, 2023
Whiteboard animations have become very popular in recent years. They are mainly used in distance education, where learners can acquire knowledge individually and without the help of a teacher. However, there is little empirical evidence on how whiteboard animations should be designed to achieve learning-enhancing effects. Since the presentation of…
Descriptors: Visual Aids, Animation, Instructional Effectiveness, Human Body
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Hao, Kuang-Chung – Interactive Learning Environments, 2023
This study designed a digital teaching game named Kitties' Magic Journey (KMJ). The principle of leveraging in the course of natural technology and life was used as the teaching subject. The game combined design items included animation, narrative story, fun and usability, which integrated ARCS learning motivation theory. The experimental group…
Descriptors: Video Games, Game Based Learning, Student Motivation, Animation
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Miranda Karjagdi Çolak – English Teaching: Practice and Critique, 2024
Purpose: This study investigates the effect of digital multimodal composing (DMC) on student motivation and literacy in English as a Foreign Language (EFL) contexts. It explores how students engaged in creating digital animations to respond to literary texts and the implications for integrating DMC into traditional literacy practices. Grounded in…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Digital Literacy
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Tavares, Paula Correia; Gomes, Elsa Ferreira; Henriques, Pedro Rangel; Vieira, Diogo Manuel – Open Education Studies, 2022
Computer Programming Learners usually fail to get approved in introductory courses because solving problems using computers is a complex task. The most important reason for that failure is concerned with motivation; motivation strongly impacts on the learning process. In this paper we discuss how techniques like program animation, and automatic…
Descriptors: Learner Engagement, Programming, Computer Science Education, Problem Solving
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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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Dönmez-Usta, Necla; Ültay, Neslihan – Journal of Science Learning, 2022
Animation is used to increase the interest and engagement of students in the learning environment. Animation is exciting and fun, and using animation, abstract concepts are easy to present, display, and convey to students. Augmented reality, like animation, can help make it easier to understand abstract concepts. In many areas, augmented reality…
Descriptors: Computer Simulation, Animation, STEM Education, Grade 4
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Barut Tugtekin, Esra; Dursun, Ozcan Ozgur – Education and Information Technologies, 2022
One of the objectives of this research is to develop and validate the Instructional Material Motivation Scale for Single-Use (IMMS-SU) instrument in the Turkish context. The IMMS-SU was developed and validated in a two-phased process on a sample of 1654 students. The Exploratory Factor Analysis revealed that IMMS-SU included 14 items…
Descriptors: Animation, Interaction, Video Technology, Program Effectiveness
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Halili, Siti Hajar; Mohsin, Norharyanti; Razak, Rafiza Abdul – International Journal of Web-Based Learning and Teaching Technologies, 2021
This study aimed at identifying students' perception in terms of motivation, learning and engagement in using mobile flipped classroom approach based on Kolb's Learning Cycle (1984). This quantitative study was conducted using a questionnaire to collect the data. The collected data was analyzed using descriptive analysis (percentage, means and…
Descriptors: Student Attitudes, Flipped Classroom, Handheld Devices, Cognitive Style
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Cevahir, Hakan; Özdemir, Muzaffer; Baturay, Meltem Huri – Participatory Educational Research, 2022
This study examines the effect of using animation-based worked examples (ARAWEs) that are prepared using Augmented Reality (AR) technology instead of using traditional paper-based worked examples (TWEs) on the achievement, motivation, and attitude of high school students during their programming education. The research was designed through the…
Descriptors: Computer Simulation, Animation, Educational Technology, Technology Uses in Education
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Uysal, Mustafa Ziya; Çayci, Baris – Participatory Educational Research, 2022
In this study, we aimed to determine the effects of Web 2.0 animation tools for science education on 4th-graders' academic achievements and basic skills, as well as their attitudes and motivations towards science courses. The study was designed with pretest-posttest control group quasi-experimental pattern. The sample consisted of 4th-grade…
Descriptors: Web 2.0 Technologies, Animation, Technology Integration, Instructional Effectiveness
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Zheng, Hua; Ding, Lu; Lu, Zhenqiu; Branch, Robert Maribe – TechTrends: Linking Research and Practice to Improve Learning, 2020
This exploratory study examined the motivational effects of an instructional method that involved students in the rubric development on animation instruction. Drawing upon Keller's ARCS motivation model, this study compared student motivation regarding attention (A), relevance (R), confidence (C), and satisfaction (S) towards animation instruction…
Descriptors: Student Motivation, Teaching Methods, Animation, Scoring Rubrics
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Maya, Yuniarti; Saragih, Erikson – Advances in Language and Literary Studies, 2021
This study was motivated by the lack of animation utilization by VI-grade teachers in teaching the theory of procedure text writing. Students are not motivated by the absence of animated media. Therefore, the animation is needed in learning the theory of procedure text writing. This study was included in research and development type and two…
Descriptors: Animation, Teaching Methods, Writing Instruction, Student Motivation
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