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Showing 1 to 15 of 57 results Save | Export
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Qianru Li; Saifon Songsiengchai; Ada Marie G. Mascarinas – World Journal of Education, 2025
This study investigates the impact of 3DS MAX software on creative development and skills in art education at GUIZHOU UNIVERSITY, China. As digital technologies become increasingly integral to art education, understanding how 3D animation software influences students' creative capabilities and technical skills is crucial for developing practical…
Descriptors: Foreign Countries, Computer Software, Technology Uses in Education, Animation
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Jennifer G. Cromley; Runzhi Chen – Grantee Submission, 2024
Visual displays, such as illustrated web pages, animations, and simulations, can both aid and pose challenges for learners. The first generation of educational research on visuals focused on the basic processes underlying comprehension. A second generation of research tested various instructional supports for visual displays, and this research was…
Descriptors: Literature Reviews, Educational Research, Visual Aids, Outcomes of Education
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Wang, Yi-Hsuan – Journal of Educational Computing Research, 2023
The study aimed to examine the learning effects of integrating various game elements into game-based learning materials to enhance learning for learners of different age groups. Two sets of game-based music learning materials were designed. The version with full game characteristics was developed with a narrative story, diverse game behaviors, and…
Descriptors: Gamification, Game Based Learning, Music Education, Program Effectiveness
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Davis, Robert O.; Park, Taejung; Vincent, Joseph – Journal of Research on Technology in Education, 2021
Early researchers suggested that virtual humans (animated pedagogical agents) required a persona if they were to be anthropomorphized by the user. Over the past two decades, research has focused on design features that target the perception of persona in order to increase the anthropomorphization of the agent toward the end of increased learning…
Descriptors: Animation, Design, Nonverbal Communication, Computer Simulation
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Mou, Tsai-Yun – Educational Studies, 2021
This study investigated college students' self-regulation in the context of a 3D design team project. By conducting a pre-survey, post-survey and focus group interviews, the study examined students' expectations, conceptions and reality of self-regulation in the team project. The results showed that students' self-regulation directly reflected in…
Descriptors: Expectation, Student Attitudes, Self Control, Design
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Chenghao Wang; Xueyun Li – International Journal of Computer-Assisted Language Learning and Teaching, 2025
D-ID Creative Reality Studio (D-ID) is a platform for creating Artificial Intelligence (AI) presenter (digital human) videos, translating videos, and designing conversational agents. D-ID seamlessly integrates deep-learning face animation technology, large language models (LLMs), natural language processing (NLP), and speech synthesis and…
Descriptors: Artificial Intelligence, Design, Video Technology, Animation
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Ieva Gintere; Emmanouel Rovithis; Ágnes Karolina Bakk; Alvis Misjuns – International Journal of Game-Based Learning, 2024
The study presents the authors' research for the purpose of designing ImGame, a virtual environment inviting users to playfully learn about the concept of immersion and its historical antecedents. The authors describe ImGame's current pre-production stage and examine the basic characteristics of the feeling of immersion. They intend to deepen the…
Descriptors: Computer Simulation, Creativity, Educational Technology, Interdisciplinary Approach
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Asma A. Sayed; Terry Lucas – Educational Process: International Journal, 2025
Background/purpose: This study explores the development and implementation of interactive animated e-books as a transformative digital learning tool. It analyzes their pedagogical and cognitive effects on learner participation and understanding. The study is oriented towards how multimedia integration, interactive storytelling, and adaptive…
Descriptors: Material Development, Electronic Publishing, Books, Animation
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Lugthart, Sarah; van Dartel, Michel – European Journal of STEM Education, 2021
Situated learning could benefit STEAM education because both aim to develop skills that can deal with complex real-life situations. Although ample research has been conducted into situated learning within higher vocational education in general, there exists little research on the implementation of the educational approach in STEAM education…
Descriptors: STEM Education, Art Education, Situated Learning, Authentic Learning
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Chatteur, Fiona; Leppens, Mieke – International Journal of Art & Design Education, 2023
This paper reports on the findings of a visual text analysis of selected infographics and data visualisations used in news websites during the COVID-19 pandemic in Sydney, Australia. Infographics and data visualisations used in news website articles disseminated and communicated local and national information to the public about the COVID-19…
Descriptors: COVID-19, Pandemics, Foreign Countries, Visual Aids
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Bulkani; Fatchurahman, M.; Adella, Harirayanto; Setiawan, M. Andi – International Journal of Instruction, 2022
Teachers play an active, creative and innovative role in online learning so that student learning outcomes get maximum results. One of the efforts made is to develop animation learning media based on local wisdom in online learning. Animation media chose because students tend to be more interested in exciting things around them. To achieve this,…
Descriptors: Animation, Outcomes of Education, Elementary School Students, Teaching Methods
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Çakiroglu, Ünal; Aydin, Merve; Özkan, Adem; Turan, Seyma; Cihan, Asli – Education and Information Technologies, 2021
This paper reports on a study aiming at examining the effects of virtual reality and animations on students' perceived learning. The study was conducted as an exploratory case study in virtual reality-based and animation-based environments. Participants were 12, 4th grade elementary school students enrolled at a public Science and Art Center. The…
Descriptors: Computer Simulation, Animation, Grade 4, Elementary School Students
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van der Meij, Hans; Draijer, Eva – Journal of Educational Multimedia and Hypermedia, 2021
The present study compared a Whiteboard animation with a PowerPoint slideshow. A presentation in each style was analysed in detail for compliance to Mayer's (2014) twelve multimedia principles and Kosslyn, Kievit, Russel and Shephard's (2012) eight cognitive communication principles. An experiment is reported that compared the effects of each…
Descriptors: Visual Aids, Educational Equipment, Interactive Video, Animation
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Segaran, Kogilathah; Mohamad Ali, Ahmad Zamzuri; Hoe, Tan Wee – E-Learning and Digital Media, 2021
Virtual learning companions, such as avatars, have shown significant potential in assisting learners--particularly in the Digital Game-Based Learning (DGBL) condition. Since there are many avatar design approaches which can be utilized in DGBL, questions arise on which type of these are most preferred by learners. Mainly, in ensuring that the…
Descriptors: Design, Educational Games, Computer Games, Computer Simulation
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Richards, Deborah; Dignum, Virginia – British Journal of Educational Technology, 2019
Pedagogical Agents (PAs) that would guide interactions in intelligent learning environments were envisioned two decades ago. These early animated characters had been shown to deliver learning benefits. However, little was understood regarding what aspects were beneficial for learning and what sort of learning PAs were suitable for. This article…
Descriptors: Ethics, Interaction, Animation, Technology Uses in Education
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