Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 2 |
| Since 2007 (last 20 years) | 2 |
Descriptor
| Animation | 2 |
| Computer Mediated… | 2 |
| Computer Simulation | 2 |
| Literacy | 2 |
| Adolescent Attitudes | 1 |
| Affective Behavior | 1 |
| Art Expression | 1 |
| Cartoons | 1 |
| Computational Linguistics | 1 |
| Computer Games | 1 |
| Computer Software | 1 |
| More ▼ | |
Author
| Cassany, Daniel | 1 |
| Mills, Kathy A. | 1 |
| Pascual, Mariona | 1 |
| Unsworth, Len | 1 |
| Vazquez-Calvo, Boris | 1 |
| Zhang, Leticia Tian | 1 |
Publication Type
| Journal Articles | 2 |
| Reports - Research | 2 |
Education Level
| Secondary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Mills, Kathy A.; Unsworth, Len – Journal of Adolescent & Adult Literacy, 2018
In an age of mobile technologies, digital animation creation can be an important tool for teaching adolescents how to communicate emotions multimodally. This article draws on appraisal theory and original research to illustrate the power of digital animation for multimodal literacy learning. Students from a culturally diverse cohort were taught…
Descriptors: Computer Simulation, Animation, Literacy, Emotional Development
Vazquez-Calvo, Boris; Zhang, Leticia Tian; Pascual, Mariona; Cassany, Daniel – Language Learning & Technology, 2019
Fan practices involving translation open up opportunities to explore language learning practices within the fandom (Sauro, 2017). We examine how three fans capitalize on fan translation and language learning. We consider the cases of Selo (an English-Spanish translator of games), Nino (a Japanese-Catalan fansubber of anime, and Alro (an…
Descriptors: Translation, Computer Games, Video Technology, Japanese

Peer reviewed
Direct link
