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Siripon Saenboonsong; Akarapon Poonsawad – Journal of Education and Learning, 2024
The aims of this study were to synthesize and evaluate the learning model in gamification environment together with cartoon animation media to promote students' creative problem-solving skills. This study was divided into three phases, (i) synthesized and evaluated the appropriateness of learning model (ii) developed cartoon animation and (iii)…
Descriptors: Problem Solving, Creative Thinking, Cartoons, Gamification
Kynigos, Chronis; Karavakou, Myrto – Digital Experiences in Mathematics Education, 2023
We investigate three 8th-grade students' mathematical meanings developed in the context of using linked representations to generate animations of figural models tuned in musical rhythm in "MaLT2," a programmable Turtle Geometry in 3D resource affording dynamic manipulation of variable values. We adopted a modified version of the UDGS…
Descriptors: Middle School Students, Grade 8, Computer Simulation, Mathematical Concepts
The Effects of Using Whiteboard Animation toward Indonesian Students' Vocabulary and Grammar Mastery
Syafrizal, Syafrizal; Muhajir, Muhajir; Pahamzah, John; Furqon, Fajar – Journal of Language and Linguistic Studies, 2021
English has been a particular subject at schools. Most of the students have difficulties in mastering its vocabulary and grammar. Therefore, at this time the researcher conducted a research which aimed to reveal the effects of using whiteboard animation toward the student's vocabulary and grammar mastery. The researchers used the experimental…
Descriptors: Animation, Educational Technology, Pretests Posttests, Vocabulary Development
Yani, Muhammad; Rosma, Fatemah – Malikussaleh Journal of Mathematics Learning, 2020
Every student must have and develop spatial abilities to be successful in learning geometry. The rapid development of technology also allows teachers to use Macromedia Flash as an alternative in developing and improving students' spatial abilities. This study aimed to determine and describe the improvement of the students' spatial ability after…
Descriptors: Spatial Ability, Geometry, Technology Integration, Student Improvement
Abate, Abera; Atnafu, Mulugeta; Michael, Kassa – Pedagogical Research, 2022
Mathematics is one of the important disciplines for students to solve day-to-day problems in life. Attitude towards mathematics and mathematics learning is critical for a better learning to happen. This study was conducted to investigate the effect of instructional approaches on attitudes of students towards mathematics learning. Quasi-experiment…
Descriptors: Mathematics Instruction, Student Attitudes, Middle School Students, Problem Based Learning
Ikhsan, Jaslin; Akhyar, Muhammad; Nais, Miarti Khikmatun – Journal of Turkish Science Education, 2019
This research aimed to examine the effects of science-on-web learning media on grade 8 students' learning independency levels and learning outcomes of 'excretion system' topic. Through a quasi-experimental research method within non-equivalent control group design, 70 grade 8 students drawn from Tanjungpinang, Indonesia participated in the study.…
Descriptors: Web Based Instruction, Science Instruction, Instructional Effectiveness, Junior High School Students
Seibert, Johann; Kay, Christopher W. M.; Huwer, Johannes – Journal of Chemical Education, 2019
Given that students are constantly communicating and documenting special experiences in their social and private lives with digital devices, we suggest that this behavior could be used to record and deepen learning experiences-such as visualizing reactions at the molecular level-in a chemistry class. An example would be the creation of stop-motion…
Descriptors: Science Instruction, Chemistry, Science Experiments, Educational Technology
Maulina, Utami; Hikmah, Siti; Pahamzah, John – Online Submission, 2019
The aim of this research was to find out the influence of Sparkol Videoscribe on students' speaking skills. The research methodology applied was a quantitative approach with an experimental design. This research was conducted at SMPIT Putri Al Hanif Cilegon in the second semester of the academic year 2018/2019. This research involved two classes…
Descriptors: Speech Skills, Video Technology, Instructional Effectiveness, Foreign Countries
Pem, Kailash – Online Submission, 2019
The research study sought to determine the effect of tailored animated motion sequences on teaching, performance and visual literacy in Biology learners. The animations were developed as per the Grade 8 Biology syllabus hence referring to the term 'tailored motion graphic's' using the ADDIE design model. This mixed-methods study included a series…
Descriptors: Foreign Countries, Computer Assisted Instruction, Science Instruction, Secondary School Science
Shute, Valerie; Rahimi, Seyedahmad; Smith, Ginny – Grantee Submission, 2019
Well-designed digital games hold promise as effective learning environments. However, designing games that support both learning and engagement without disrupting flow is quite tricky. In addition to including various game design features (e.g., interactive problem solving, adaptive challenges, and player control of gameplay) to engage players,…
Descriptors: Physics, Science Instruction, Educational Games, Educational Technology
Gnidovec, Tanja; Žemlja, Mojca; Dolenec, Andreja; Torkar, Gregor – Journal of Science Education and Technology, 2020
Learning the basics of human anatomy is challenging for schoolchildren due to its three-dimensional nature and complexity as a system. This study created educational materials for learning about and teaching the human circulatory system based on augmented reality (AR) technology and a structure-behavior-function (SBF) model, including 2D/3D…
Descriptors: Computer Simulation, Anatomy, Human Body, Teaching Methods
Amagir, Aisa; Groot, Wim; Maassen van den Brink, Henriëtte; Wilschut, Arie – Citizenship, Social and Economics Education, 2019
Using a framework for educational design research, this article reports and evaluates the (process of the) design of a financial education program. The program is designed for high school students in the prevocational track in the Netherlands. The aim of the program is to improve students' financial knowledge, attitudes, self-efficacy, and…
Descriptors: Foreign Countries, Program Design, Money Management, Vocational Education
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
Mohsen, Mohammed Ali – Computer Assisted Language Learning, 2016
Several types of help options have been incorporated into reading and listening comprehension activities to aid second language (L2) vocabulary acquisition. Textbook authors, teachers, and sometimes even students may pick and choose which help options they wish to use. In this paper, I investigate the effects of two help options in a multimedia…
Descriptors: Second Language Learning, Vocabulary Development, Recall (Psychology), Reading Comprehension
Lou, Shi-Jer; Lin, Hui-Chen; Shih, Ru-Chu; Tseng, Kuo-Hung – Turkish Online Journal of Educational Technology - TOJET, 2012
The purpose of the study aimed to explore the effects of three different forms of the multimedia teaching materials on the achievements and attitudes of junior high school students in a chemistry laboratory context. The three forms of the multimedia teaching materials, static pictures, video, and animation, were employed to teach chemistry…
Descriptors: Junior High School Students, Foreign Countries, Feedback (Response), Multimedia Materials
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