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Siegle, Del – Gifted Child Today, 2014
Using readily available technology, students of all ages can easily create impressive animated products. Animation allows educators to capitalize on the natural desire that students of all ages hold to tell stories and share their understanding of the world. In the course of planning their animations, students conduct research on topics, organize…
Descriptors: Student Projects, Academically Gifted, Computer Uses in Education, Educational Technology
Pathmanathan, Sai – Primary Science, 2014
Young people can be motivated to learn science using the power of various entertainment media. The author states the need to recognise that they are accessing science through informal learning outside school. With children saying they have learnt from cartoons such as Nickelodeon's SpongeBob SquarePants, it would seem that entertaining animations…
Descriptors: Science Instruction, Popular Culture, Teaching Methods, Films
Hussain, Alaa Eddin; Khuddro, Ahmad – Advances in Language and Literary Studies, 2016
The present research work deals with subtitling errors encountered by simulators and proof-readers. The resultant work is of significant contribution to problem decision makings in the field of quality assessment of audiovisual translation (AVT). The outcome of this paper is the result of accumulated working experience in this domain. The relevant…
Descriptors: Films, Translation, Transcripts (Written Records), Quality Assurance
Wall, Kate; Burns, Helen; Llewellyn, Anna – Journal of Early Childhood Research, 2017
Mind the Gap is a family learning project aiming to facilitate intergenerational engagement with learning in schools through the vehicle of a stop-motion animation project. Implicit in the animation process is reflective and strategic thinking that helps to make the process of learning explicit (Learning to Learn: Wall et al.). The animation…
Descriptors: Metacognition, Family Programs, Animation, Program Descriptions
Ekanayake, Hiran B.; Fors, Uno; Ramberg, Robert; Ziemke, Tom; Backlund, Per; Hewagamage, Kamalanath P. – International Journal of Distance Education Technologies, 2013
This paper presents a study focused on comparing real actors based scenarios and animated characters based scenarios with respect to their similarity in evoking psychophysiological activity for certain events by measuring galvanic skin response (GSR). In the experiment, one group (n = 11) watched the real actors' film whereas another group (n…
Descriptors: Animation, Vignettes, Physiology, Psychology
Hepple, Erika; Sockhill, Margaret; Tan, Ashley; Alford, Jennifer – Journal of Adolescent & Adult Literacy, 2014
In addressing literacy in high school education, it is important to foreground the particular issues faced by growing numbers of English Language Learners (ELLs). In our increasingly culturally and linguistically diverse classrooms, this is a matter for all literacy teachers, as well as ELL specialists. In Australia, teachers of ELLs are…
Descriptors: Foreign Countries, Multiple Literacies, High School Students, English Language Learners
Bjartveit, Carolyn; Panayotidis, E. Lisa – Contemporary Issues in Early Childhood, 2017
In an online graduate-level early childhood education course, the authors sought to playfully disrupt and transform educators' conceptions of children's "dark play," as provoked by contemporary popular culture. Embracing the imaginative potential of darkness and liminality, the course participants problematized and expanded their…
Descriptors: Attitude Change, Play, Popular Culture, Student Attitudes
Bendus, Maryana – ProQuest LLC, 2012
This work deals with a number of issues relating to the multifaceted phenomenon of audiovisual translation. The primary concern of the dissertation is with the evaluation of translation strategies of extralinguistic culture-bound references, in particular, in films dubbed from English (as the source language) into Ukrainian (as the target…
Descriptors: Translation, Ukrainian, Cultural Influences, Semiotics
Alt, Mary – Topics in Language Disorders, 2013
Purpose: To determine whether children with specific language impairment (SLI) demonstrate impaired visual fast mapping skills compared with unimpaired peers and to test components of visual working memory that may contribute to a visual working memory deficit. Methods: Fifty children (25 SLI) played 2 computer-based visual fast mapping games…
Descriptors: Language Impairments, Visual Perception, Comparative Analysis, Short Term Memory
Rhoades, Mindi – SchoolArts: The Art Education Magazine for Teachers, 2012
A very successful preschool project the author did at Ohio State University's Schoenbaum Family Center combined students' interest in storytelling, drama, and multiple literacies. For this particular project, a classic children's fairy tale was used, though the project is easily adaptable for other stories, texts, content, and age levels. In this…
Descriptors: Studio Art, Art Activities, Fairy Tales, Story Telling
Unsworth, Len, Ed.; Thomas, Angela, Ed. – Peter Lang Publishing Group, 2014
"English Teaching and New Literacies Pedagogy: Interpreting and Authoring Digital Multimedia Narratives" is about the fusion of media and narrative, and explores theoretical and practical dimensions of young people's engagement with contemporary forms of text. It showcases a range of critical interpretative approaches for integrating…
Descriptors: Foreign Countries, English Instruction, Multimedia Instruction, Films
Halsall, Jane – School Library Journal, 2010
"Princess Mononoke," "Akira," and "Cowboy Bebop" may not be household names. But in the world of anime, or Japanese animation, they are among the top 10 films ever made. With its complex plots and moral messages, anime is as intelligent as some of the best feature films. From the epic fantasy "Ninja Scroll"…
Descriptors: Fantasy, Films, Animation, Foreign Countries
Musa, Sajid; Ziatdinov, Rushan; Sozcu, Omer Faruk; Griffiths, Carol – European Journal of Contemporary Education, 2015
Computer animation in the past decade has become one of the most noticeable features of technology-based learning environments. By its definition, it refers to simulated motion pictures showing movement of drawn objects, and is often defined as the art in movement. Its educational application known as educational computer animation is considered…
Descriptors: Animation, Personality Traits, Computer Graphics, Interdisciplinary Approach
Nikirk, Martin – Techniques: Connecting Education and Careers (J1), 2011
"To infinity and beyond!" is the catchphrase of Buzz Lightyear, Universe Protection Unit space ranger, a character in the Disney/Pixar "Toy Story" franchise. The three films in the franchise--"Toy Story," 1993; "Toy Story 2," 1999; and "Toy Story 3," 2010--incorporate an innovative blend of many different genres, having spun off video games and…
Descriptors: Popular Culture, Toys, Video Games, Animation
Visch, Valentijn T.; Tan, Ed S. – Cognition, 2009
The reported study follows the footsteps of Heider, and Simmel (1944) [Heider, F., & Simmel, M. (1944). An experimental study of apparent behavior. "American Journal of Psychology," 57, 243-249] and Michotte (1946/1963) [Michotte, A. (1963). "The perception of causality" (T.R. Miles & E. Miles, Trans.). London: Methuen (Original work published…
Descriptors: Comedy, Emotional Response, Films, Classification

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