34,913 results on '"Animation"'
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2. Video Lectures with AI-Generated Instructors: Low Video Engagement, Same Performance as Human Instructors
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Selay Arkün-Kocadere and Seyma Çaglar-Özhan
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Via AI video generators, it is possible to create educational videos with humanistic instructors by simply providing a script. The characteristics of video types and features of instructors in videos impact video engagement and, consequently, performance. This study aimed to compare the impact of human instructors and AI-generated instructors in video lectures on video engagement and academic performance. Additionally, the study aimed to examine students' opinions on both types of videos. Convergent-parallel approach mixed method was used in this study. A total of 108 undergraduate students participated: 48 in the experimental group, 52 in the control group, and eight in the focus group. While the experimental group (AI-generated instructor) and control group (human instructor) watched 10 minutes of two videos each in two weeks, the students in the focus group watched both types of videos with human and AI-generated instructors. Data were collected through the Video Engagement Scale (VES) after the experimental process, and the Academic Performance Test as a pretest and posttest was administered in both groups. The findings of the experimental part revealed that learners' video engagement was higher in the course with the human instructor compared to the course with the AI-generated instructor. However, the instructor type did not have a significant effect on academic performance. The results based on the qualitative part showed that students thought the AI-generated instructor caused distraction, discomfort, and disconnectedness. However, when the video lesson topic was interesting or when students focused on the video with the intention of learning, these feelings could be ignored. In conclusion, even in today's conditions, there is no difference in performance between human and AI-generated instructors. As AI technology continues to develop, the difference in engagement is expected to disappear, and AI-generated instructors could be used effectively in video lectures.
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- 2024
3. Animation-Based Learning Model to Stimulate Drawing Work in Children Aged 5-6 Years
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Prayitno Prayitno, Harun Harun, Amir Syamsudin, Riawan Y. Purwoko, and Dafid S. Setiana
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An animation-based drawing learning model involves simple animation from the beginning to the end of the drawing, with the teacher acting as a facilitator and guide. The research is based on the fact that there are still many children who have difficulty expressing themselves through their drawings due to low imagination. The goal of this study is to develop a practical drawing learning model based on animation for children. 153 children aged 5-6 years participated in this study. An observation sheet was used to collect data on the shape and color of objects in children's drawings. Both qualitative and quantitative data analysis was utilized. The results revealed that limited trial, large scale trials, and wide-scale trials have a positive effect on children. The impact has been observed to exhibit a rising pattern. The results showed that the animation-based drawing learning model can be implemented in children 5-6 years old to stimulate drawing artworks.
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- 2024
4. Occupational Therapy Students' Perceptions of Participation in a Novel Educational Intervention to Learn Hand Anatomy
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Christine Myers, Michael Cricchio, Rebecca Piazza, and Morgan Yacoe
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Learning anatomy via cadaver dissection is considered a best practice in anatomical education. However, occupational therapy programs commonly use alternative or adjunct teaching methods when teaching anatomy. The purpose of this study was to investigate students' perceptions of learning hand anatomy through participation in the Dell Hand Instructional Module (DHIM), a novel educational intervention incorporating an animated video series and a translucent, three-dimensional model of the hand. Participants attended one anatomical instructional session and one assessment session, completed a questionnaire about their experiences, and participated in a focus group. Participants agreed or strongly agreed that the DHIM made learning about hand anatomy more interesting and enjoyable, was an effective learning tool, and helped them to understand spatial relationships between the hand structures. Thematic analysis of focus group responses resulted in five themes: instructor impact, learning environment, learning preferences, interaction with the model, and perceptions of the educational intervention. Findings suggest this novel intervention supported hand anatomy instruction and was helpful to student engagement in the learning process. Future research should assess learning outcomes associated with the DHIM, as well as investigate the use of trained graduate students as DHIM facilitators.
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- 2024
5. Video Animation in Coordination System to Improve Students' Cognitive Ability
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Zahra Firdaus, Siti Zubaidah, and M. Munzil
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The biological concept has a broad scope and requires the visualisation of bioprocesses to provide complex understanding. Learning media can help visualise bioprocesses to enhance students' cognitive abilities. The study aimed to develop, test the practicality, and test the effectiveness of video animation in improving grade XI high school students' understanding of the coordination system. This study involved 66 high school students in grade XI of the science department at State Senior High School 2 Malang, Indonesia. This research used the Lee & Owens Multimedia-Based Instructional Design method, which consisted of analysis, design, development, implementation, and evaluation stages. In the evaluation stage, we conducted face validity by media experts and content validity by material experts, successively getting results of 97% and 100%. Then, the concurrent validity test was obtained from student assessments of the media interface with a result of 97%, the user-friendly with a result of 100%, and the appropriateness of the material with a result of 95%. In the final stage, construct validity was carried out through an effectiveness test using a quasi-experimental design with a pretest-posttest control group design. Data analysis was performed using the Independent T-test, with the results showing a significance of 0.006 < 0.05, which showed a significant difference in the average post-test between the control and experimental classes. The average score in the experimental class increased from 76.32 to 89.03, but the control class increased from 76.38 to 84.56. The results showed that the video animation media effectively improved students' abilities. Therefore, this learning media can be a recommendation in the learning coordination system.
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- 2024
6. Artistic, Visual Thought Processes Supporting High Achievement
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Don Ambrose
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This interdisciplinary, conceptual analysis addresses the nature and benefits of artistic processes in learning and work. While recognizing various forms of artistry, the emphasis is on visual-spatial thinking. The benefits of this kind of thinking in academic and professional activities include the simplification of massively complex writing, improvement of psychological functioning, and the magnification of creative work in various professions, especially in science, technology, engineering, and mathematics (STEM) fields. Visual-spatial thinking also is a strength that often helps twice-exceptional individuals overcome their learning difficulties. Several thinking and learning strategies are explored, including visual data animation, concept cartooning, visual metaphor, and musical translation of written material. Some ways that visual-spatial thinking can help overcome the problems generated by dogmatic school reform also are scrutinized.
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- 2024
7. Yiwulv Mountain Manchu Paper-Cutting: Designing and Developing Digital Media for Learning about Cultural Heritage
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Huang Lin and Sastra Laoakka
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The objectives of this research are to study: (i) the history and development of knowledge of Yiwulv Mountain Manchu paper-cutting art, and (ii) the process of designing and developing digital media for learning about cultural heritage. This research used qualitative research methods. By studying documents and collecting field data by surveys, interviews, observations, group discussions, and workshops. The data was elicited from a group of 40 participants. The analysis was based on the objectives and the results were presented in a descriptive analytical manner. The results are as follows: (i) The art of paper-cutting is related to history and culture. There is a unique cultural identity of the Manchus on Yiwulv Mountain. The way of conveying knowledge is told orally. Currently, there is a problem due to the age of paper-cutting artists and lack of inheritance. Therefore, it is necessary to find ways to protect them as well as transfer them to youth and those who are interested. (ii) The art of paper-cutting is applied with 3D animation technology to inherit and learn the art of Yiwulv Mountain Manchu paper-cutting. The teaching materials created can be explained in detail from the perspective and content. The design combines virtual tour technology to make it interesting. Learners study through digital media and computer systems, which makes it convenient to access information.
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- 2024
8. Multimodal Literacy in a New Era of Educational Technology: Comparing Points of View in Animations of Children's and Adult Literature
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Len Unsworth
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Purpose: The paper shows the interpretive impact of different constructions of the point of view available to the reader/viewer in book and animated movie versions of a children's picture book, a novel for pre-adolescents/early teenagers, and a graphic novel for adolescents and adults. Design/Approach/Methods: Excerpts from book and animated movie versions of the same story are compared using multimodal analysis of interpersonal meaning to show how the reader/viewer is positioned in relation to the characters in each version, complemented by analyses of ideational meaning to show the effect of point of view on interpretive possibilities. Findings: Focusing mainly on multimodal construction of point of view, the analyses show how interpretive possibilities of ostensibly the same story are significantly reconfigured in animated adaptations compared with book versions even when the verbal narrative remains substantially unchanged. Originality/Value: The study shows that it is crucial to students' critical appreciation of, and their creative contribution to, their evolving digital literary culture that in this new era of educational technology, attention in literacy and literary education focuses on developing understandings of digital multimodal narrative art, and that animated movie adaptations are not presented pedagogically as isomorphic with, or simply adjunct to, corresponding book versions.
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- 2024
9. The Development of Students' Creative Problem-Solving Skills through Learning Model in Gamification Environment Together with Cartoon Animation Media
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Siripon Saenboonsong and Akarapon Poonsawad
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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) assessed creative problem-solving skills. The results show that the learning model consisted of three main components: teaching component, gamification environment, and activities to promote creative problem-solving. The overall suitability assessment of the developed learning model was averaged at 4.69 (SD = 0.46) out of 5, being at the most appropriate level and the scores of the students' post-learn creative problem-solving skills assessment were significantly higher than the criteria at the level 0.05. These results lead to a conclusion that the learning model in gamification environment together with cartoon animation media can significantly promote students' creative problem-solving skills and can be applied to develop desired learners' achievements and skills.
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- 2024
10. Effect of Computer Simulation and Animation-Integrated Instruction on Pre-Service Science Teacher Trainees Conceptual Understanding and Retention of Acid-Base Chemistry and Stoichiometry
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Eshetu Desalegn Alemneh, Dereje Andargie Kidanmariam, Solomon Melesse Mengistie, and Belete Bedemo Beyene
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The study aimed to investigate the effect of computer simulation and animation-integrated instruction on preservice science teacher trainees' conceptual understanding and retention of acid-base chemistry and stoichiometry. A quantitative approach with a pretest-posttest-delayed test quasi-experimental design was used. In the study area, there were only two sections of first-year trainees in the natural science department. So a comprehensive sampling technique of the two intact sections was employed. The two intact classes were randomly assigned to an intervention group (IG) and a comparison group (CG). Data was collected using Acid-Base Chemistry and Stoichiometry Conceptual Understanding of a two-tier multiple-choice Test (ABSCUT). Parametric statistics (independent sample t-test and ANCOVA) were used for the data analysis. The independent sample t-test was used for the pre-test analysis to examine the prerequisite experiences of trainees in the two groups and male and female trainees in the IG before the intervention. The result showed no significant difference between the mean score of the CG and IG. The result also showed no significant difference in the mean score of male and female trainees in the IG. The ANCOVA was used for post-test and delayed test analysis after the intervention. The result indicated that there was a statistically significant difference between the two groups on conceptual understanding, F(1,49)=5.07, p=0.029, partial eta squared=0.094, in favor of IG. This tends to imply the concepts of the trainees who received the intervention outperformed the comparison group. The ANCOVA result also indicated that gender difference has no statistically significant difference in the IG, F(1,24)=3.68, p=0.067. The delayed-test analysis showed that the IG has higher retention than the CG. Based on the results, this study recommended that policymakers, chemistry curriculum experts, chemistry curricular material developers, and practitioners alike consider the application of computer simulation-integrated chemistry instruction to enhance learners' conceptual understanding and retention.
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- 2024
11. The Effect of 7E Learning Cycle Enriched with Computer Animations on Students' Conceptual Understanding and Overcoming Misconceptions
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Zeleke B. Mekonnen, Destaw D. Yehualaw, Solomon M. Mengistie, and Baye S. Mersha
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While computer animations have the potential to assist learners in understanding difficult concepts and eliminating misconceptions, studies supporting this claim are scarce. This study investigated how the 7E instructional model integrated with computer animations affected students' conceptual understanding and misconceptions about food making and plant growth. Experimental groups were taught the 7E learning cycle model [7E LCM], and 7E LCM with computer animation [CA] while the control group was taught the conventional instruction method. A two-tiered conceptual understanding multiple-choice test and semi-structured interviews were used to collect the data. ANOVA analysis revealed no significant differences between groups or genders in pre-food making and growth in plant conceptual understanding [pre-FMGPCU] and pre-misconceptions test scores [pre-MC]. There were, however, significant differences in post-FMGPCU and post-MC mean scores, with the 7E LCM with CA showing better results in improving conceptual understanding and minimizing misconceptions. MANOVA revealed no statistically significant difference between male and female students' post-FMGPCU and post-MC results. It was concluded that the 7E LCM with CA enhances students' conceptual understanding and minimizes misconceptions more effectively than other instructional approaches. It is recommended that similar designs be used in biology teaching.
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- 2024
12. Animations and Depictions as a Tool to Improve Pre-Service Elementary Teachers' Noticing of Students' Mathematical Thinking
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Sumeyra Dogan Coskun
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The purpose of the study is to examine pre-service elementary teachers' noticing of students' mathematical thinking of division through animations and depictions. For this purpose, the data was collected from preservice teachers' written explanations of important moments identified when watching a video clip, as well as pre-service teachers' animations and depictions of classroom scenarios. Findings indicated that what the pre-service teachers noticed in the video clip was more general, as they attended to the whole class environment, students' behaviours and learning in total, and teacher pedagogy. The pre-service teachers, however, were more focused on particular students' mathematical thinking in their animations and depictions. Furthermore, between animations and depictions, the pre-service elementary teachers included the most details about students and teachers in the latter one. Therefore, this study concludes that while both preparing animations and depictions have a positive effect on the pre-service elementary teachers' noticing levels, preparing depictions better facilitates their attention to students' thinking about mathematics.
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- 2024
13. Recorded Video versus Narrated Animation in Teaching Physics Problem-Solving: The Influence of Problem Difficulty Level
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Yajun Wei, Xiaotong Chen, Yi Zhong, Guangyi Liu, Mengjun Wang, Feipeng Pi, and Changhong Li
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Numerous studies compared the effectiveness of various formats of video-based teaching, yet their focus has primarily been on relatively straightforward content, such as concepts and basic procedures. Research on the effectiveness of teaching complex content through different formats of videos remains limited. This study addresses this gap by conducting a well-controlled comparison between recorded video and narrated animation in the context of teaching physics problem-solving, a challenging content area with easily measurable difficulty levels. The study employed a controlled experimental design with a sample of 361 upper secondary school students who had been randomly assigned to seven classes within a selected secondary school by the school administrator. Data were collected using pre- and post-test assessments that measured students' problem-solving performance after video-based teaching. The results indicated that the effectiveness of recorded videos featuring the teacher's face was not significantly different from that of narrated animations that did not include the teacher's face, irrespective of the content's difficulty level. These findings provide valuable insights for educators in selecting appropriate teaching formats for teaching challenging content through video-based education. They contribute to our understanding of teaching strategies and have practical implications for educators seeking to optimise teaching approaches in similar contexts.
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- 2024
14. Do Types of Information in an Animated Video Intervention Affect University Students' Autism Knowledge and Openness towards Peers on the Autism Spectrum?
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Yong-Hwee Nah, Raelene Shu-Xuan Lee, and Annabel Shen-Hsing Chen
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This pre-test post-test control group design sought to compare the effectiveness of delivering different types of information ([1] factual information vs. [2] factual information + descriptive and explanatory information vs. [3] factual information + descriptive, explanatory + directive information) in an animated video intervention in increasing university students' autism knowledge and openness toward peers on the autism spectrum. The sample consisted of 92 undergraduates (27 males, 65 females; age range = 18-36) from various universities in Singapore. Participants were randomly assigned to one of the three experimental conditions/videos, where they completed a measure of their autism knowledge and openness scale, before viewing a 5-minute long animated video containing different types of information about autism. After which, participants completed the measure of autism knowledge and openness scale again, followed by a measure of their empathy level. Results indicated that participants' autism knowledge improved following the viewing of the animated video. However, the three different videos containing different types of information did not differ in influencing participants' openness toward peers on the autism spectrum. Nevertheless, qualitative responses proposed that the video containing factual information, with descriptive, explanatory, and directive information was useful in helping participants to know how to interact with their peers on the autism spectrum. The findings of this study provide preliminary support for the most effective method to educate and raise awareness about autism, among the general student population in order to foster a supportive and inclusive environment.
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- 2024
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15. A Study of the Effects of Different Animations on Germane Cognitive Load during Intangible Cultural Heritage Instruction
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Shu Chen, Xiaoting Liu, Norfarizah Mohd Bakhir, and Yang Yu
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This paper studies the effect of learning efficiency through various animations in conjunction with instructional teaching of traditional Intangible Cultural Heritage (ICH) crafts projects. The germane cognitive load (GCL) is defined as an investment in cognitive resources for schema development and automation. This study employs four instructional experiments to assess schema construction and automation learning activities facilitated by four common types of animations in a curriculum setting. Additionally, comment collection and sentiment word summarization were conducted during other courses in ICH that examined Xiaoyu bamboo animation. Amongst four animations, motion graphics (MG) animation significantly enhanced learners' GCL and learning validity, and they also received positive comments from non-experimental students. Meanwhile, the 3D animation greatly affected learners' satisfaction with learning. This research analysis is based on the survey responses from a group of university students (n = 207) who participated in an ICH animation course in the Yiyang region of Hunan province, China. The study's findings indicate that two groups of animations, specifically based on the dimensions of validity and satisfaction, MG and 3D groups, using principles of GCL, have positively influenced students' understanding of traditional ICH. These different animation research results offered valuable insights for developing GCL, supporting the positive practical advancement in ICH.
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- 2024
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16. Does Scratch Animation for Sustainable Development Goals (SDGs) with AI-Comics Impact on Student Empathy, Self-Efficacy, Scriptwriting, and Animation Skills?
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Cathy Weng, Kifle Kassaw, Pei-Shan Tsai, and Tsai-Ju Lee
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This study aimed to make and introduce a curriculum in Taiwan for fifth-grade students, merging Scratch animation with the Sustainable Development Goals (SDGs). The curriculum combined the Scratch Reflective AI digital learning platform with conventional teaching methods to assess its effect on students' empathy, self-efficacy, and scriptwriting and animation skills. A total of 133 fifth-grade students from elementary school were involved in the study. The experimental group (67 students) received the SDGs-themed Scratch animation course with the AI-Enhanced Comics Reflection Diaries, while the control group (66 students) received the traditional SDGs-themed Scratch animation course. The findings revealed a significant improvement in students' self-efficacy levels in the Scratch animation course within the SDGs theme when using the AI digital learning platform with Comic Reflection. However, there was no significant variation in empathy levels among the students. The Comic Reflection AI digital learning platform significantly enhanced students' scriptwriting and animation skills, boosting creativity and self-efficacy in their abilities within the SDGs-themed Scratch animation course. Classroom observations revealed students' enthusiasm for the platform, emphasizing its potential to foster creativity and learning engagement. The study offers insights into the effectiveness of integrating digital learning platforms like Comic Reflection can be beneficial for enhancing students' self-efficacy and scriptwriting skills, highlighting the importance of adequate time for cognitive processing. The study's findings provide valuable guidance for educators and researchers aiming to enhance students' empathy with regard to global sustainability development goals.
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- 2024
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17. Needs Assessment and Patient-Guided Development of a Video-Based Diabetic Retinopathy Patient Education Tool
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Osama M. Ahm, Serina S. Applebaum, Maham Ahmad, Danya M. Ahm, Prerak Juthani, and Kristen Nwanyanwu
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Objective: To gain retina physicians' and diabetic retinopathy (DR) patients' perspectives on needs and opportunities in DR education, and then develop and pilot test an educational video. Design: This study utilised qualitative interview data for video creation, and interview and survey data for assessment. Setting: This study was conducted in a single large academic medical centre. Method: We conducted semi-structured interviews with attending retina physicians and DR patients (Cohort A) which were coded for themes about needs in DR patient education. Using these interviews, we designed and piloted a 6-minute user-centred animated video among a second patient cohort (Cohort B), who completed post-intervention interviews. Results: Four physicians and 14 DR patients participated in the study. Themes from Cohort A included accessible information, early management, lifestyle factors and emotional context. Physician themes included effective communication, visual information delivery and individual-level diabetes management. Cohort B commented on the subsequently created video's improved accessibility, engagement and supplementation of their existing DR knowledge. Conclusion: Physicians and patients showed an interest in video education and identified unique educational needs. We used these insights to create a video that demonstrated positive patient uptake. Close attention to retina physicians' and DR patients' perspectives can offer a valuable approach in developing materials to increase patients' health knowledge. Within the context studied, videos may be more accessible and engaging than the use of traditional print-based education materials.
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- 2024
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18. Inquiry-Guided Learning in Statistics Education: Enhancing Student Understanding of Type I Error through the Use of an Animated Space Exploration Video
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Kevin L. Sager, Miho Aoki, and Scott D. Goddard
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We tested the educational effectiveness of an inquiry-guided approach (Lee et al., 2004; Prince & Felder in "Journal of Engineering Education, 95," 123-138, 2006) to teaching a possible outcome of statistical hypothesis testing known as type 1 error. The approach consisted of showing participants an animated space exploration video. In the video, the commander of a spaceship set out to determine whether the concentration of carbon dioxide on a distant planet exceeded the concentration found on Earth. To make this determination, the commander conducted a series of hypothesis tests. One of the tests suggested that the concentration of carbon dioxide was significantly higher than that on Earth. However, when juxtaposed with the results of the other hypothesis tests, the lone decision to reject the null hypothesis appeared to be a type 1 error. The video's educational effectiveness was evaluated in two ways. First, participants responded to a set of multiple-choice questions on type 1 error, both before and after watching the video. Participants' scores on the multiple-choice test increased significantly from pre-test to post-test. Second, participants rated the video on a set of semantic differential items that tapped its educational effectiveness. On average, participants found the video to be educationally effective. The article concludes with an evaluation of the video's features based on established best practices in statistics education (GAISE College Report ASA Revision Committee, 2016).
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- 2024
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19. Learning Cardiac Embryology on Youtube--What Videos Are There to View?
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Ruth Mathew, Niveta Ramakrishnan, Fiona Boland, Teresa Pawlikowska, and Jane C. Holland
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In modern medical curricula, embryology is typically taught through lectures, with a few institutions providing tutorials. The use of 3-D videos or animations enables students to study these embryological structures and how they change with time. The aim of this study was to assess the quality of cardiac embryology videos available on YouTube. A systematic literature review regarding the use of YouTube in teaching or learning cardiac embryology identified no papers that examined this specific question, and next, a systematic search of YouTube was performed. A total of 1200 cardiac embryology videos were retrieved using 12 specific search terms, with 370 videos retrieved under two or more search terms and excluded. A further 511 videos were excluded under additional, specific criteria. The remaining 319 videos were evaluated with the YouTube Video Assessment Criteria (UTvAC), with 121 rated as "useful." Videos on YouTube are uploaded with a wide audience in mind, from children to cardiologists, and content control is imperfect. Multiple videos were identified as duplicates of videos from original channels, typically without attribution. While 49 videos showed operations or human material, none contained an ethical statement regarding consent, and only 10 of these included an age restriction or graphical advisory. While there are useful videos for medical students studying cardiac embryology on YouTube, intuitive search strategies will also identify many with irrelevant content and of variable quality. Digital competence and search strategies are not innate skills, so educators should teach students to assess information so as to avoid overload or "filter failure."
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- 2024
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20. Effects of an Animation-Based Comprehensive Sexuality Education Package: A 2-Year Repeated Intervention Study
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Hui Zhou, Hanxiyue Zhang, Angela Y. Xiao, Lei Yu, and Kun Tang
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Background: Preadolescents, who are in a transitional phase of development, may experience higher exposure to heterosexual interactions while facing higher risks regarding misinformation in sexual knowledge and unsafe engagement in sexual activities. There is a deficiency in the availability of qualified educators and age-appropriate teaching materials for sexuality education in China. Methods: We implemented an animation-based comprehensive sexuality education package among preadolescents aged 9 to 12 years from eight schools in Anhui, China. The first round of intervention included 1,835 participants, lasting 2 months from September to November 2020. A total of 374 participants, accounting for 52% of the intervention group, received a second round of intervention in September 2021. Participants completed immediate follow-up assessment and 1-year follow-up assessment to assess changes in their sexual knowledge, attitudes, and other outcomes. Propensity score matching and difference-in-difference analysis were performed to determine the short- and long-term impacts. Results: Significant improvements were observed for both sexual knowledge and sexual attitudes in the immediate follow-up. There was no significant effect on pornography-seeking behavior or awareness of experiencing sexual abuse. After 1 year, the effect was sustained for sexual knowledge, but slightly declined for sexual attitudes. The second intervention significantly improved sexual knowledge; however, no significant change in sexual attitudes, pornography-seeking behavior, or awareness of experiencing sexual abuse was observed. Conclusions: Our comprehensive sexuality education package was effective in improving sexual knowledge both immediately and 1 year after the intervention. Repeated intervention can be an effective strategy for promoting preadolescent health development regarding comprehensive sexuality education.
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- 2024
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21. Mental Imagery Scaffolding: The Effects of Detail Richness and Text Load on Geography Learning
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Yun Zhou, Fanqi Yi, Bingyu Dong, Guangli Zhang, Yi Zhang, and Tao Xu
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The growing importance of 3D animations in current teaching approaches becomes increasingly apparent, offering an effective way to visualize complex spatial concepts and processes in geography learning through outstanding visual representation and details. However, the effects of detail richness and text load of 3D animation on learning about processes remain unclear. Addressing this research gap, the present study adopts a quasi-experimental design involving four classes (n = 106) in the context of a geography lesson and evaluates four conditions in a 2 × 2 between-subjects design consisting of detail richness (high vs. low) and text load (high vs. low). The lessons on the rotation and revolution of the Earth were delivered by the same instructor across all conditions. Knowledge acquisition, cognitive load, learning experience, and emotions of students were measured. The results revealed that students were significantly better able to acquire knowledge immediately when exposed to the high detailed visuals but low text load condition. Low detail richness and high text load independently resulted in increased cognitive load. We also observed a significant effect of detail richness on the dimensions of pleasure and arousal, with higher levels of details associated with larger values in these dimensions. This research suggests that when the learning objective necessitates the engagement of mental imagery, incorporating detailed visuals can facilitate learning. The findings contribute to our understanding of how detailed imagery is linked to learning objectives about processes and expand our knowledge regarding the design of detail richness and text of 3D animation in the context of geography learning.
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- 2024
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22. The Effect of Animated Movies on Speaking Skills among Motivated English Foreign Language Learners: Elementary Level
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Rong Wang, Mustafa Do Dange, and Siros Izadpanah
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Technology has become an integral part of our daily lives, permeating every aspect. One area where technology has shown potential to enhance English as a Foreign Language (EFL) learning is through the use of animated movies. Despite the growing significance of technology in education, research is scarce in this specific area. Therefore, the aim of this study, conducted in 2023, was to investigate the impact of animated movies on the development of speaking abilities among motivated EFL learners. A total of 370 elementary students studying EFL in various institutions participated by responding to questionnaires. A multiple-stage cluster sampling approach was employed to select the participants. The students were divided into two groups: the experimental group (EG) and the control group (CG). The selection of 15 animated films from a pool of 50 was performed using the Lawsh CVR (content validity ratio) and CVI (content validity index) algorithms, following validation by professionals. The study was designed as an experiment, and descriptive statistics and the ANCOVA test were employed to analyse the quantitative data. The findings revealed a significant difference between the pre-test and post-test results of the EG in English-speaking skills, vocabulary learning, English pronunciation skills, understanding and recognition. According to the study, animated movies have the potential to aid teachers and EFL students in enhancing their speaking skills. This research sheds light on the benefits of incorporating animated movies into language learning environments, offering valuable insights for both educators and learners alike.
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- 2024
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23. Effects of Varied Multimedia Animations in Digital Storybooks: A Randomised Controlled Trial with Preschoolers
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Seung-Hee Claire Son and Kirsten R. Butcher
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Background: Rapid growth in early childhood device usage has raised critical questions about the potential impact of digital storybooks on children's reading outcomes. The current study examined how two types of multimedia animations in digital storybooks -- animations of storyline elements or details in the illustrations -- influenced the story comprehension and enjoyment of young children. Methods: Preschool children (n = 86) read a digital storybook in one of three conditions: storyline-element animations, illustration-detail animations or no additional animations. Two digital storybooks with varied difficulty and numbers of animations were examined. After an initial evaluation of vocabulary skills, children read their assigned version of each digital storybook and then completed assessments of story comprehension and enjoyment. Results: Overall, animations focused on illustration details hindered comprehension. For a less difficult story (with limited animations), animations focused on storyline elements improved comprehension. In a more difficult story (with many animations), animations focused on storyline elements enhanced comprehension only for children with high-vocabulary skills. There were no differences in story enjoyment across conditions. Conclusions: Although illustration details are related to story content, digital storybook animations focused on these visual details may be overwhelming for young children. While animations that depict or extend storyline elements can support comprehension for children, large numbers of these animations in difficult stories have a counterintuitive effect -- improving comprehension only for children with high vocabulary. Even storyline-element animations in difficult stories may overload processing and hinder comprehension. Given no observed effects of varied animations on story enjoyment, a strategic, restrained approach to embedded animations focused on storyline elements may be warranted.
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- 2024
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24. The Efficacy of Animation and Visualization in Teaching Data Structures: A Case Study
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Genady Kogan, Hadas Chassidim, and Irina Rabaev
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The main goal of this study was to evaluate the impact of an animation and visualization of data structures (AVDS) tool on both perceptions and objective test performance. The study involved a rigorous experiment that assessed the usability, acceptability, and effectiveness of the AVDS tool in solving exercises. A total of 78 participants responded to questionnaires and were exposed to the AVDS tool, after which they completed a performance test, half (39) with the AVDS tool (the experimental group) and half (39) without the tool (the control group). Findings showed that the usability of AVDS was good; the experimental group even perceived AVDS usability as excellent. The results show that perceived usefulness, perceived ease of use, and attitudes toward usage jointly led to positive intention to use the AVDS tool. Furthermore, perceived ease of use was a key factor influencing participants' intention to use AVDS. In addition, the AVDS system improved test results and provided flexibility in use, enhancing learning experience and performance.
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- 2024
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25. Digital Dynamics: Exploring the Intersection of AI, Animation, and Personalized Learning
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Zahra Sadat Roozafzai and Parisa Zaeri
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This study investigates the transformative potential of integrating Artificial Intelligence (AI), animation, and personalized learning in contemporary education. Employing a mixed-methods approach involving interviews and experimental manipulations, the research examines the interconnectedness of these three domains and their collective impact on student engagement and English reading comprehension learning outcomes. The study employed a quasi-experimental design. Participants engaged in an 8-week AI-driven personalized learning intervention that incorporated animated content, with pre- and post-test assessments evaluating reading comprehension outcomes. Qualitative data from interviews provided further insight into the impact of animation and personalized learning on student engagement and comprehension. Findings reveal that AI-driven personalized learning, coupled with engaging animations, leads to enhanced learner motivation, improved knowledge retention, and higher academic performance. The integration of these elements creates an inclusive and adaptable learning environment, addressing the diverse needs of students. This research highlights the significance of interdisciplinary collaboration in educational innovation and emphasizes the vast potential that lies at the intersection of AI, animation, and personalized learning to revolutionize 21st-century education.
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- 2024
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26. Recognizing and Relating to the Race/Ethnicity and Gender of Animated Pedagogical Agents
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Fangzheng Zhao, Richard E. Mayer, Nicoletta Adamo-Villani, Christos Mousas, Minsoo Choi, Luchcha Lam, Magzhan Mukanova, and Klay Hauser
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This study examined how well people can recognize and relate to animated pedagogical agents of varying ethnicities/races and genders. For both Study 1 (realistic-style agents) and Study 2 (cartoon-style agents), participants viewed brief video clips of virtual agents of varying racial/ethnic categories and gender types and then identified their race/ethnicity and gender and rated how human-like and likable the agent appeared. Participants were highly accurate in identifying Black and White agents but were less accurate for Asian, Indian, and Hispanic agents. Participants were accurate in recognizing gender differences. Participants rated all types of agents as moderately human-like, except for White agents. Likability ratings were lowest for White and male agents. The same pattern of results was obtained across two independent studies with different participants and different onscreen agents, which indicates that the results are not solely due to one specific set of agents. Consistent with the Media Equation Hypothesis and the Alliance Hypothesis, this work shows that people are sensitive to the race/ethnicity and gender of onscreen agents and relate to them differently. These findings have implications for how to design animated pedagogical agents for improved multimedia learning environments in the future and serve as a crucial first step in highlighting the possibility and feasibility of incorporating diverse onscreen virtual agents into educational computer software.
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- 2024
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27. Employing Animation-Based TE to Activate Chinese Children' Cognitive-Involvement in L2 Feature Acquisition
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Xiongjun Zhou, Yunxia Xiao, Mengxue Zheng, Zhijie Liang, Bo Sun, and Juan Yang
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A substantial amount of literature has shown that the input flooding and enhancement (Textual enhancement, TE) technique helps learners to perceive and acquire target features implicitly. Previous studies explored the efficacy of computer-assisted TE interventions in Second Language Acquisition with diverse techniques, but animation has not yet been sufficiently taken into consideration. In this paper, we developed an animation-based TE intervention to promote the primary school children' acquisition of the linguistic features of English question sentences. The results suggested that learners in experimental group improved their performances in producing questions and statements with a large effect size, as they were found to spontaneously put extra efforts in exploring the related knowledge of the visually enhanced forms. The study presumed that the animation-based TE intervention would stimulate participants' awareness and curiosity of the target forms, which consequently led to improved performance in tasks both involving precursor knowledge and newly acquired knowledge.
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- 2024
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28. PharmaMemory: An Interactive, Animated Web Application for Learning Autonomic Physiology and Pharmacology
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Timothy Rosencrans, Ryan Jones, Daniel Griffin, India Loyd, Anna Grady, Mary Moon, and Frederick Miller
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Medical students face challenging but important topics they must learn in short periods of time, such as autonomic pharmacology. Autonomic pharmacology is difficult in that it requires students to synthesize detailed anatomy, physiology, clinical reasoning, and pharmacology. The subject poses a challenge to learn as it is often introduced early in medical school curricula. To ease the difficulty of learning autonomic pharmacology, we created a free web application, PharmaMemory (www.pharmamemory.com), that interactively depicts the effects of high-yield autonomic drugs on the human body. PharmaMemory provides users with the opportunity to read and quiz themselves on the mechanisms, side effects, indications, and contraindications of these drugs while interacting with the application. We provided PharmaMemory to first-year medical students for three consecutive years of quality improvement and assessed the application's perceived effects on learning via user surveys. Survey feedback showed that users viewed PharmaMemory favorably and self-reported increased knowledge and confidence in the subject of autonomic pharmacology. Comments revealed that users liked the website's visuals, opportunity for challenged recall, and conciseness. PharmaMemory utilizes challenged recall, visual stimulation, and interactive learning to provide users with a multifaceted learning tool. Preliminary data suggest that students find this method of learning beneficial. Further studies are needed to assess PharmaMemory compared with more traditional learning methods such as PowerPoint or text-based learning. Additionally, further research is needed to quantitatively assess reduction in cognitive load.
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- 2024
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29. A New Approach to Increasing Awareness of Postsecondary Opportunities and Financial Aid in Washington: Embedding a Learning Agenda into Outreach Efforts
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Washington Student Achievement Council (WSAC), Kwakye, Isaac, and Lacalli, Emma
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The Washington Student Achievement Council partnered with the North Central Educational Service District to design and develop a series of animated videos to share simple and clear information with students about the Washington College Grant and the benefits of pursuing education or training after high school. The videos aimed to build an engaging storyline by presenting sequential information about financial aid and postsecondary education and training in short segments. Videos were available in English and Spanish. The pilot project intended to address information gaps and increase students' awareness and understanding of postsecondary education opportunities and state financial aid. Survey results from the pilot project found that the videos were received positively, and students learned relevant information about financial aid and postsecondary education and training opportunities in Washington. Positive feedback and evidence of knowledge transfer led to an expansion of the informational videos project to several additional areas of the state. This demonstrates how evidence from a pilot project can be translated into practice and brought to scale to reach more students. Building intentional outreach strategies can more effectively engage with students and families and could contribute to increased awareness of postsecondary opportunities and improved educational outcomes in the state. [This project was a collaborative effort between the Washington Student Achievement Council and the North Central Educational Service District.]
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- 2023
30. Features of Immersive Virtual Reality to Support Meaningful Chemistry Education
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Rianne van Dinther, Lesley de Putter, and Birgit Pepin
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One way of triggering students' interest in chemistry is making chemistry education more meaningful. Four characteristics of meaningful chemistry education (MCE) were identified in projects that involved a redesign of curriculum materials: daily life context, the need-to-know principle, students' input, and the macro--micro connection. Chemistry education has struggled with the implementation of meaningful learning. A possible solution might be the use of immersive virtual reality (IVR) in chemistry classrooms, a promising tool to support students' meaningful learning. IVR can be described as a computer simulation that provides an interactive simulated virtual environment, while the user wears a head mounted display and can experience immersion and presence in a virtual environment. The aim of this study was to explore features of IVR to support MCE at a secondary school level. A systematic literature search was done, experts were consulted, and animation- and 360°-IVR lessons were designed and tested in classrooms. Features that could support MCE found in both animation-IVR and 360°-IVR were: the application of the characteristics of MCE, the necessity of a storyboard, difficulties in realizing interactive visualization, and positive student experiences. These features can be used to design future IVR lessons to support MCE. Features needing careful consideration since they are different for 360°-IVR and animation-IVR are the need for a professional designer, the degree of interactivity, and classroom use with all students at the same time.
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- 2023
31. Incorporating Digital Animation in a School Play: Multimodal Literacies, Structure of Feeling and Resources of Hope
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Michelle Cannon, Theo Bryer, and Sara Hawley
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In this study, we reflect on our work with 10- and 11-year-olds in an inner London primary school developing a multimodal school play that integrated digital animation into a more conventionally structured Year 6 production. We are media literacy, drama and cultural studies researchers and teachers, arguing for more inclusive, holistic and multimodal schooled literacy practices. We explore roles and opportunities for enactment that the multimodal school play offers, while looking at pupil empowerment through the mobilisation of pupils' existing capabilities and sensitivities. We present a case study that employs semi-structured interviews and observations from which we construct visual and analytic narratives with a focus on participants' practices and responses. Raymond Williams's 'structure of feeling' and 'Resources of Hope' help us make sense of our data. In particular, we note the emergence of new roles through literacy practices that incorporate the tools and artefacts of animation. We highlight the affective dimension and inclusive nature of emergent literacy practices that integrate interactive drama and meaning-making with digital media and look at how these practices have the potential to disrupt entrenched classroom hierarchies and tackle inequalities, particularly for children who are disenfranchised by schooling and traditional school literacy practices.
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- 2024
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32. Static versus Dynamic Representational and Decorative Pictures in Mathematical Word Problems: Less Might Be More
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Tom Ehrhart, Tim Niclas Höffler, Simon Grund, and Marlit Annalena Lindner
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Research on the multimedia effect in testing indicates that static representational pictures (RPs) and, potentially, dynamic RPs that further subdivide the picture into segments may support students' mental processing. This might be especially relevant for mathematical word problems that pose high mental demands in a multistage solution process. Existing studies further indicate that contrary to expectations of practitioners, static decorative pictures (DPs) do not improve students' affective state. It is unclear if dynamic DPs that decorate each segment of a word problem better meet these expectations. In our preregistered online experiment that involved 308 students in a 3 × 2 mixed design, we manipulated word problems regarding three visualization conditions (RPs vs. DPs vs. text-only), and two kinds of dynamics (static vs. dynamic). As expected, static and dynamic RPs increased response correctness, metacognitive ratings, and satisfaction compared to text-only. Besides this replication and extension of the multimedia effect in testing, dynamic RPs did not outperform static RPs in direct comparisons, however. Both RP conditions did not extend the time-on-task compared to text-only. As expected, static DPs did neither increase response correctness nor metacognition nor satisfaction compared to text-only. However, dynamic DPs were also unable to increase satisfaction compared to text only. Additional analyses that took the item position into account unveiled that the time-on-task in dynamic DP items aligned to that of text-only items over the course of the experiment, so that the students might have ignored dynamic DPs over time. Finally, we conclude implications for using these visualizations in digital assessments.
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- 2024
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33. Lingering with Multispecies Kin: Re-Turning to Encounters between Children, Invertebrates and Amphibians
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Jenny Byman, Kristiina Kumpulainen, and Jenny Renlund
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Based on an ethnographic study in a Finnish primary school, we explored lingering as both a pedagogical approach and a methodological concept for multispecies education research and practice. Through this conceptual thinking, we "re-turned" to the multiplicities that unfolded from noticing rhythms, enterings and different lifeworlds to show how children's lingering encounters developed into speculative inquiries about how invertebrates and amphibians generate polyphonous affects and temporalities. In our study, children's "attuning-with" clay, waste materials, photographs, and stop-motion animation opened up the unfamiliar worlds and temporalities of invertebrates and amphibians, involving active silences, slow rhythms, and awkward becomings. Overall, the study highlights that children's attuning-with the uncertainties of today's socioecological world create new avenues for thinking about multispecies relationalities.
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- 2024
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34. The Impact of Using Animated Movies in Learning English Language Vocabulary: An Empirical Study of Lahore, Pakistan
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Muhammad Younas and Yan Dong
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This study examines the effectiveness of animated movies (AM) in increasing students' vocabulary and determines what students think about English language learning in Pakistan. Particularly in the education field, vocabulary is an essential factor for foreign language learning in academic achievements. This research aimed to determine whether using animated images/movies aid students in learning new vocabulary by helping them to make connections between the words they know and real-world occurrences. The research used pre-tests and post-tests to examine the impact of AM on vocabulary acquisition. Total participants (N = 64) were 12th-grade students in Lahore, Pakistan, separated into controlled and experimental groups to make a judgment. In the second semester of college, half the students (N = 32) utilized AM to acquire English vocabulary, while the control group employed the conventional technique. The results were evaluated using a t-test for an independent sample to detect significant differences between the groups. The vocabulary exam was constructed and verified as a pre and post-test. The findings revealed a statistically significant difference in receptive vocabulary, productive vocabulary, and overall score in favor of the experimental group owing to the use of (AM). It added to the growing body of information by investigating how animated videos might support EFL education.
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- 2024
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35. Using Multimodal Learning Analytics to Model Students' Learning Behavior in Animated Programming Classroom
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Abdullahi Yusuf, Norah Md Noor, and Shamsudeen Bello
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Studies examining students' learning behavior predominantly employed rich video data as their main source of information due to the limited knowledge of computer vision and deep learning algorithms. However, one of the challenges faced during such observation is the strenuous task of coding large amounts of video data through repeated viewings. In this research, we confirm the possibilities of classifying students' learning behavior using data obtained from multimodal distribution. We employed computer algorithms to classify students' learning behavior in animated programming classrooms and used information from this classification to predict learning outcomes. Specifically, our study indicates the presence of three clusters of students in the domain of "stay active", "stay passive", and "to-passive". We also found a relationship between these profiles and learning outcomes. We discussed our findings in accordance with the engagement and instructional quality models and believed that our statistical approach will support the ongoing refinement of the models in the context of behavioral profiling and classroom interaction. We recommend that further studies should identify different epistemological frames in diverse classroom settings to provide sufficient explanations of students' learning processes.
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- 2024
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36. Use of Animated Stories to Improve Music Education Practices of Trainee Primary School Teachers in Spain
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José María Esteve-Faubel, María Teresa Botella-Quirant, and Rosa Pilar Esteve-Faubel
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This article analyses an interdisciplinary educational experience combining music, ICT, language and art to create an animated story with active listening as a means of improving knowledge of music education practices. The method consisted of a qualitative, exploratory and descriptive study, with a semi-structured open-ended interview and analysis of the corresponding portfolio by both students and teachers with the aim of encouraging systematic reflection on practices and optimising teaching-learning in the nature of action research. The research population consisted of 104 students of the Bachelor's Degree in Teaching of the Faculty of Education of the University of Alicante (Spain). The results indicated an improvement in music education practices relating to active listening following the pedagogical intervention, leading to the conclusion that inclusion of ICT in music education facilitates real and effective insertion and enhances students' autonomy in the process of acquisition of musical skills.
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- 2024
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37. The Relationship between a Cognitive Linguistic Approach and the Right-Hemisphere
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Takimoto, Masahiro
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This study investigated the relationship between a metaphor-based approach to teaching English as a foreign language (EFL) and involvement of the brain's right hemisphere. Specifically, it examined learners' understanding of three levels of sureness associated with different expressions in English -- those that are "certain," "probable," and "possible" items. The three target items were chosen because they are frequently used by native English speakers although Japanese EFL learners often fail to distinguish between them. The metaphor-based learners and the control group engaged in computer-based explicit learning based on the meaning of the target expressions with three-dimensional (3D) animated illustrations. The images were based on the spatial concept of distance for the metaphor-based learners and a list of target items for the control group. At post-test, it was found that the metaphor-based learners performed better than the control group in both comparison and speaking tests. Obviously, the participants better understood the degrees of certainty in relation to distance. This shows that teaching the degrees of certainty by applying the spatial concept of distance could help in second-language (L2) learning. The metaphor approach allowed participants to link the spatial concept of distance to the degree of certainty associated with expressions of certitude. In addition, recordings of lip movements showed that participants remembered the target items better by opening the left side of their mouths more than the right side. This indicates that the brain's right hemisphere is involved in deep processing of expressions that reflect different levels of certitude and creating stronger memory traces.
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- 2023
38. Students' Perceptions of Multimedia Usage in Teaching and Learning Quantum Physics: Post-Assessment
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Nyirahabimana, Pascasie, Minani, Evariste, Nduwingoma, Mathias, and Kemeza, Imelda
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The research on students' perceptions after implementing a teaching style is recommended due to its potential to inform reformed education. The present study surveyed 319 students and revealed their perceptions of multimedia usage in teaching and learning quantum physics. Among these students, 156 were surveyed after learning quantum physics with a multimedia-aided method, while 163 were surveyed after learning with a lecture method. The piloting of the test used generated Cronbach alpha of 0.841 of internal consistency, and it contained quantitative Likert scale items and supporting qualitative items. The data were analyzed descriptively and inductively. Students taught by multimedia perceived quantum physics as easy, while those taught by lecture perceived it as difficult due to its abstractness and mathematics needs. Students preferred computer simulations, animations, and YouTube videos as interactive methods that fit quantum physics lessons. Students testified that a quantum physics course that uses visualization methods in some of its teachings is more interesting than a course taught without them. However, students in both classes concurred that their class was student-centered and full of demonstration. Recommendations related to teaching practices and future research foci were made.
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- 2023
39. Implementing Animated Videos to Enhance Vocabulary Comprehension among Early Childhood EFL Learners
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Muneera Muftah
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The purpose of this study is to examine the effectiveness of implementing animated videos to enhance vocabulary comprehension among English as a foreign language (EFL) learners. A total of sixty primary students in the fourth Grade at a public primary school in the Kingdom of Saudi Arabia (KSA) participated in this study. They were taking EFL classes and ranged in age from nine to eleven. The data were collected using a pre- and post-test quasi-experimental research design. Statistical analysis indicated a significant difference in the students between the two groups. The use of animated videos resulted in higher achievement for the experimental group which outperformed the control group. Furthermore, the substantially large effect size demonstrated that using animated video instruction was more effective than the conventional teaching techniques for assessing EFL learners in learning English vocabulary. These findings suggest that teaching using multimedia can have a major impact on vocabulary enhancement. The present instructional treatment was also beneficial to teachers in general since it allowed them to explore vocabulary comprehension using a new strategy that could be effective in English classes. As a result of these findings, some instructional and pedagogical implications for future research were presented.
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- 2023
40. Environmental Literacy and Learning Resources: Panacea to Emerging Drift in Communities for Sustainable Environmental Development
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Folasade Esther Jimola and Kemisola Julianah Omodun
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The study was conducted to create awareness about environmental literacy as part of the 17 sustainable development goals and mitigate environmental challenges at the primary school level. To achieve this, the study examined primary school teachers' perceptions of picture books and animated cartoons as learning resources to create awareness; investigated the learning resources available and employed in primary schools for teaching/learning environmental-related topics; and highlighted the inhibitors of learning resources of picture books and animation cartoons. The study adopted a descriptive research of the survey type using quantitative method. A total of 60 primary school teachers in Ekiti State, Nigeria participated in the study. A questionnaire and a checklist were used for data collection. The data were analyzed through descriptive statistics. Findings revealed that respondents have positive perceptions of picture books and animated cartoons. The findings showed learning resources that were available, unavailable, utilized, and unutilized in teaching and learning of environmental-related topics. The findings also revealed inhibitors to the use of picture books and animation cartoons. It was suggested that primary school teachers should employ picture books and animated cartoons as learner-friendly learning resources to broaden pupils' horizon about environmental sustainability in classrooms at the primary school level.
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- 2023
41. Improving Critical Thinking Skills through Discovery Learning Models Assisted Animation Video on Digestive System Material
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Yenny Anwar, Adeng Slamet, and Ulfa Daniaty
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This research is quantitative research to determine the effect of using the Discovery Learning model to assist animation video on the critical thinking skills of students grade XI on the digestive system. The research method used is Quasi Experiment with a Non-equivalent Control Group Design and used purposive sampling. The research instruments used were multiple choice (pretest and post-test). Observation sheets, and students' questionnaire responses. Data on critical thinking skills outcomes were analysed using an independent sample t-test in the SPSS version 26.0 program. The result showed that the use of Discovery Learning models assisted animation video increased student critical thinking skills with a gain value of 41.43 and n gain of 0.64 in the medium category. The result of the hypothesis test shows the value of Sig. (2-tailed) 0.000 < 0.05 which means H0 is rejected and Ha is accepted. This shows that the Discovery Learning models to assist animation videos have a significant effect on student critical thinking skills of class XI of SHS 1 Lahat in the human digestive system. The implementation of learning has an excellent category, while student responses have an excellent and good category.
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- 2023
42. The Effect of the Slowmation Technique on Attitudes towards Social Studies Lessons, Active Learning, and Metacognitive Awareness
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Gürbüzer, Sümeyra, Çite, Hakan, and Alkis Küçükaydin, Mensure
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The role and importance of technology applications in increasing the cognitive and affective learning of students have been accepted. For this reason, it has been considered important to use different materials and various educational technologies in the preparation of active learning environments. In this context, the effect of the use of the slowmation technique in primary school Social Studies Courses on students' attitudes, active learning, and metacognitive awareness was investigated in this study. The sample of the study, in which a quasi-experimental design was used, consisted of 4th-grade primary school students. The social studies attitude scale, active learning process scale, and metacognitive awareness scale for children were used. During the 5-week practices, slowmation covering different subjects were prepared. Parametric analyses were applied to the data obtained during the application process. According to the analyses performed, the slowmation technique was effective in improving the attitudes towards and active learning of the Social Studies Course. Based on the findings, the limitations of the slowmation technique were mentioned, long-term studies were suggested, and it was suggested to investigate the issue of permanence.
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- 2022
43. A Flipped Classroom with Whiteboard Animation and Modules to Enhance Students' Self-Regulation, Critical Thinking and Communication Skills: A Conceptual Framework and Its Implementation
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Gede Suwardika, Agus Tatang Sopandi, I. Putu Oktap Indrawan, and Kadek Masakazu
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Purpose: In the era of Industry 4.0, the relevance of webinar tutorials, a form of distance learning, is paramount. These tutorials can catalyze self-regulated learning, critical thinking and communication skills, especially for prospective and in-service teachers pursuing higher education. This paper aims to develop a conceptual framework and report the results of implementing a flipped classroom with whiteboard animation and modules. This innovative approach seeks to enhance students' self-regulation, critical thinking and communication abilities. Design/methodology/approach: This study employs a mixed-methods approach. In the first phase, a hypothetical model and conceptual framework for the Flipped Classroom with Whiteboard Animation and Modules were developed to enhance self-regulation, critical thinking and communication skills. The resulting conceptual framework was then implemented through a quasi-experiment using a non-equivalent control group design involving 83 elementary school teachers enrolled in the Elementary School Science Education course (PDGK4202), divided into three treatment groups. Qualitative data were collected through observations of the learning process, documentation of student worksheet completion and interviews with students. Questionnaires and tests were used as instruments for quantitative data collection. Qualitative data were analyzed using descriptive methods, while quantitative data were evaluated using MANCOVA. Findings: The findings demonstrate significant improvements in students' self-regulation, critical thinking skills and communication abilities after implementing the Flipped Classroom with Whiteboard Animation and Modules. Research limitations/implications: Some limitations in this study need to be recognized. These limitations include the specific sample type of elementary school teachers who went back to college to take science learning courses in elementary school. Teachers have various diversity that may affect the dependent variable, such as age, educational background, facilities, internet signal stability at their learning location and teaching experience. This study was conducted in a specific context (using the flipped classroom model at UT), so the results may need to be more generalizable to other educational contexts with different facilities, systems and policies. In addition, the measurement of self-regulation and communication skills, particularly with questionnaires, relies on self-report, which can be biased due to socially desirable responses or inaccurate self-assessment. Although the MANCOVA test showed significant results, it is possible that other variables not controlled for in this study (e.g. intrinsic motivation, social support from family or colleagues) also affected the independent variables. Practical implications: This study emphasizes the importance of adapting webinar tutorials for Industry 4.0 and enhancing self-regulated learning, critical thinking and communication skills, particularly for working students and teachers. It offers a practical framework for educators and suggests ways to improve online learning materials. The implementation results show significant skill enhancement. These findings have practical implications for educators, institutions and instructional designers, guiding the development of effective distance learning strategies and curriculum improvements in the digital age. Social implications: The social implications of this study are noteworthy. In the context of Industry 4.0, adapting webinar tutorials to promote self-regulated learning, critical thinking and communication skills is essential not only for the educational sector but also for the broader society. It equips prospective and in-service teachers, who are pivotal in shaping future generations, with the necessary skills to navigate a rapidly changing digital landscape. Furthermore, enhancing self-regulation and critical thinking abilities among employed students contributes to a more informed and adaptable workforce, fostering societal resilience in the face of technological advancements. Originality/value: The uniqueness of this study stems from the creative modification of a webinar tutorial, which specifically targets the urgent requirement for enhancing abilities among teachers and university students. The conceptual framework serves as a valuable tool for educators, and the findings of this study confirm its effectiveness in enhancing self-regulation, critical thinking abilities and communication proficiency. Furthermore, the recommendations offered also furnish practical insights to improve this model.
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- 2024
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44. The Teaching Mode Design and Effect Evaluation Method of Animation Course from the Perspective of Big Data
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Zhongqiang Feng and Yi Zhang
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OBE concept is a new teaching mode which emphasizes the improvement of students' subjective initiative and professional practice ability. The teaching of animation course is based on drawing and computer, which requires teachers to understand the OBE mode of animation course, carry out targeted teaching innovation of animation course, and adjust the traditional teaching methods, teaching contents and teaching assessment methods. Based on the MOOC platform from the perspective of big data, this paper analyzes the teaching status and innovation process of animation course, and puts forward a hybrid animation course teaching method. Through the research of 686 primary and secondary school teachers, the results show that the hybrid animation course teaching based on OBE and MOOC from the perspective of big data has a better effect than the traditional teaching method, which improves students' initiative in learning animation courses and greatly enhances students' acceptability in learning animation courses.
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- 2024
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45. Pedagogical Agents in Learning Videos: Which One Is Best for Children?
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Bin Jing, Jinrong Liu, Xue Gong, Yangli Zhang, Haojie Wang, and Changcheng Wu
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An increasing number of MOOCs use learning videos featuring an instructor and slides, but there are few specific guidelines for the design of instructor images for these videos. A pedagogical agent (PA) is a kind of virtual instructor image in a learning video, and its image design is mostly guided by anthropomorphism. Our research attempts to introduce zoomorphism, which is the opposite of traditional anthropomorphism, into the image design of PA. This study tested the effects of two different types of PA images (i.e. anthropomorphic and zoomorphic) as well as a control condition of no PA image on learning from a learning video in a sample of 94 s-grade children. The children were randomly assigned to watch one of three learning videos on pandas. The ANOVA and Kruskal-Wallis tests showed that children who watched the zoomorphic PA image video obtained significantly higher retention, transfer, learning interest, and experience than children who watched the other two types of videos. Children self-reported more enjoyment in the zoomorphic PA image condition than in the no PA condition. Furthermore, the results of multiple regression analysis showed that children's learning interest and experience positively predicted retention and transfer scores; boredom negatively predicted transfer scores. These findings highlight the positive effect of zoomorphism on PA image design, suggesting that zoomorphism holds great prospects in PA image development.
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- 2024
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46. Vocabulary Acquisition and Embedded T3 Framework for Disrupting Technologies: A Qualitative Case Study for Social Justice in Southern California
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Elizabeth C. Bell
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This study aimed to determine if the T3 framework for technology in education impacts students' vocabulary learning, oral language, and reading comprehension, specifically for students labeled as English Language Learners (ELLs). Students were asked to learn two root words a week for four weeks. During each instructional week, students were asked to engage in discussions with the teacher and each other. After the learning period, students use Google Slides to build a stop-motion animation demonstrating their learning. Field notes were taken during student discussions during the learning period, and student work samples were collected and analyzed. Findings suggest that students were engaged with the creative aspect of the learning and enjoyed the conversation that occurred when learning new root words. Students additionally showed an increased understanding of inflectional morphemes and developed language specific to sentence structure. Using the T3 framework for technology in education allowed students to build vocabulary and oral language. This research led to recommendations on lengthening students' time to develop word knowledge and practice their newly acquired root words. In addition, the use of the T3 Framework provided for classroom technology to demonstrate student learning in a new and engaging way. Supplementary materials have been included as part of this document. Student-created stop-motion videos are the final product created by the students studied in this case study. The four videos included are: Video 1 -- Group 1: Spunch Bob goes on an adventure to retake a test. Video 2 -- Group 2: A burger is good, dethroning a queen is bad, friendship means together, and a subway is underground. Video 3 -- Group 3: Sweatshirt, Thermometer, and Sweatshirt go on an adventure. Video 4 -- Group 4: Root word mal-, and ben- are demonstrated. [The dissertation citations contained here are published with the permission of ProQuest LLC. Further reproduction is prohibited without permission. Copies of dissertations may be obtained by Telephone (800) 1-800-521-0600. Web page: http://www.proquest.com/en-US/products/dissertations/individuals.shtml.]
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- 2024
47. Effectiveness and Inclusiveness of Locally Adapted Human-Delivered Synchronous Written Corrective Feedback for English Referential Articles
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Taichi Yamashita
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The present paper reports on the effectiveness and inclusiveness of human-delivered synchronous written corrective feedback (SWCF) in paired writing tasks. Replicating Yamashita, Study 2 and Study 3 each conducted a classroom-based quasi-experimental study in an English-as-a-Second-Language (ESL) writing program at an American university. In Study 2, 50 learners were assigned to either of the two experimental groups (direct, indirect) or the control group based on their language analytical ability (LAA). All the three groups worked on two in-class computer-mediated animation description tasks in pairs for 50 minutes. The two experimental groups received either direct or indirect SWCF on their uses of the referential articles during the tasks, while the control group did not. Learners' article use was assessed with an animation description test and a sentence rewriting test on a pretest (one week prior to the treatment), posttest (a few days after), and delayed posttest (two weeks after). Inclusiveness of SWCF was explored by examining changes in performance of high LAA and low LAA learners separately. Study 3 recruited another cohort of 51 learners from the same writing program and replicated Study 2 with a modified test in place of the sentence rewriting test. Findings suggested that only the direct group improved to a greater extent than the control group, and this finding was found only in Study 2, potentially questioning the effectiveness of SWCF in this context. However, SWCF improved low LAA learners' article use to a comparable extent to high LAA learners, contributing to inclusive classroom teaching.
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- 2024
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48. A Content Analysis of the Frequency of Fat Talk in Walt Disney Animation Films (1937-2021)
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Jane Ogden and Alissa Chohan
- Abstract
Purpose: Previous research demonstrates a consistent association between the media and body and eating related issues in children. Recent research has highlighted a role for "fat talk" to describe discourses around body size and food. One key source of media information is Disney animation films, yet to date no research study has explored the verbal content of this genre. Design/methodology/approach: The present study used a content analysis to examine fat talk in Disney animation films (1937-2021; n = 53) with a focus on the frequency of fat talk, changes over time and differences between the genders and heroic statuses of the givers and receivers of fat talk. Fat talk was defined as relating to both body size and food and could be either positive or negative. Findings: Results revealed that there was more negative than positive fat talk per film; no significant changes over time; males were the givers of significantly more positive and negative fat talk than females and were also the receivers of more negative fat talk; good characters were the givers and receivers of more positive and negative fat talk and more self-directed negative fat talk than bad characters. Practical implications: The results are discussed in terms of possible legislation and parenting interventions to minimise the harm of this genre on young children. Originality/value: Disney animation films may not be as benign as often thought.
- Published
- 2024
- Full Text
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49. Public Education about ShakeAlert® Earthquake Early Warning: Evaluation of an Animated Video in English and Spanish
- Author
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Jenny Crayne, Carla Herrán, Danielle F. Sumy, Marcie Benne, Todd Shagott, and Lori Peek
- Abstract
Publicly available technologies are only truly 'public' if people are aware of them and know how to use them. In the US, significant resources have been devoted to public education around the recently released ShakeAlert® earthquake early warning (EEW) system operated by the U.S. Geological Survey; however, those efforts have been inconsistently evaluated, leaving educators and communicators with questions about their effectiveness, particularly for engaging broad, diverse, and multilingual publics. This mixed methods, dual-language (English/Spanish) study addresses this gap by examining an animated video designed to increase awareness, understanding, and action related to ShakeAlert EEW. Results indicate that the video was enjoyable, easily understandable, and positively impacted viewers' intentions to 'Drop, Cover, and Hold On' (DCHO) following a ShakeAlert-powered alert. Viewers also expressed a desire for more information about how to receive alerts and how to protect themselves in situations where DCHO is impractical. This study suggests that animated video, developed and disseminated in multiple languages, can be an effective tool for impacting public understanding and behavior related to geohazards. Additionally, the process and findings of this study suggest that outcomes may be improved by engaging multilingual and multicultural audiences earlier and throughout the video development process.
- Published
- 2024
- Full Text
- View/download PDF
50. Queer Eye for Disney: Unveiling LGBTQIA2S + Representations through Visual Literacy
- Author
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Meng-Jung Yang and Kevin Hsieh
- Abstract
This article discusses how the authors utilized Disney animations, including "Moana" (Musker, 2016), "Zootopia" (Howard et al., 2016), "Coco" (Unkrich & Molina, 2017), "Encanto" (Howard et al., 2021), and "Raya and the Last Dragon" (Hall et al., 2021), to discuss LGBTQIA2S+ representations and the educational applications of LGBTQIA2S+2-inclusive curriculum with preservice art teachers in educator licensure programs. Fostering the readiness of preservice teachers to teach LGBTQIA2S+ subject matter both theoretically and pedagogically is a significant undertaking for educator licensure programs. One of the greatest challenges is assisting preservice teachers in acquiring strong visual literacy and critical-thinking skills through the practices of decoding and creating LGBTQIA2S+ representations in everyday visual displays, and demonstrating how to integrate queerness with art production. Therefore, the goal was to encourage preservice teachers to proactively identify and address issues related to the neglect of LGBTQIA2S+ topics and explore explicit and implicit representations of LGBTQIA2S+ characters in the selected animations. Additionally, the authors aimed to initiate inclusive conversations in art classes through the creation of visual illustrations. Through this analysis and creation process, preservice art teachers will be better equipped to utilize LGBTQIA2S+ themes in their teaching and establish a welcoming environment for their future students, particularly LGBTQIA2S+ students, to express themselves and celebrate diversity.
- Published
- 2024
- Full Text
- View/download PDF
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