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Ünal Çakiroglu – Learning: Research and Practice, 2024
This quasi-experimental study aims to compare the effects of using combinations of written text, animation and narration in multimedia courseware. 114 sixth grade students assigned in three conditions were participated in the study. Three versions of the courseware with combinations of animation, text and narration were developed taking modality…
Descriptors: Courseware, Computer Assisted Instruction, Multimedia Instruction, Comparative Analysis
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Salim, Kalbin; Tiawa, Dayang Hjh – Journal of Education and Practice, 2015
The purpose of this study was to determine the students perception on the use of animation courseware in math and to reveal how the sample courseware learning mathematical concepts to different change students' views. This research is a case study involving three mathematics students at SMAN 2 Bintan. Data were collected by means of…
Descriptors: Secondary School Students, Student Attitudes, Secondary School Mathematics, Mathematics Education
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Thornton, Michael G.; Thornton, Timothy R.; Ernst, Jeremy V.; Clark, Aaron C. – Technology and Engineering Teacher, 2014
Technological advances continue to reshape the skill sets necessary for students to succeed both in the classroom and in the workforce. The ability to communicate information verbally and graphically can be viewed as a necessary skill that should be developed in a secondary technology education curriculum (Silva, 2008). This article outlines a…
Descriptors: Fundamental Concepts, Animation, Technology Education, Secondary School Science
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2013
For the thirty-sixth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Discussion Groups, Content Analysis, Games