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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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Silbir, Lokman; Cosar, Asiye Mevhibe; Kartal, Yasemin; Altun, Taner; Atasoy, Murat; Özçamkan-Ayaz, Gülsen – International Electronic Journal of Elementary Education, 2020
This study examined the development process of graphic symbol-based animations for enhancing literacy skills of deaf or hard of hearing students (D/HH). Participants of the study consisted of two teachers and seven students studying in the third and fourth grade in a primary school for hard of hearing. As a result of the studies conducted…
Descriptors: Deafness, Hearing Impairments, Animation, Visual Aids
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Dikmenli, Yurdal; Danabas, Faki; Çelik, Baris Bilge; Tekin, Özgür – Participatory Educational Research, 2018
Today, use of different teaching models, materials, and tools in education and teaching process have increased. The main reason for such increase is the search to make education more quality, easier, more entertaining, and more permanent. In this sense, animation films are technological products that contribute learners in visual and audial terms.…
Descriptors: Foreign Countries, Animation, Teaching Methods, Films
Dikmenli, Yurdal; Danabas, Faki; Celik, Baris Bilge; Tekin, Ozgur – Online Submission, 2018
Today, use of different teaching models, materials, and tools in education and teaching process have increased. The main reason for such increase is the search to make education more quality, easier, more entertaining, and more permanent. In this sense, animation films are technological products that contribute learners in visual and audial terms.…
Descriptors: Foreign Countries, Animation, Teaching Methods, Films
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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