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1

He, Xingxi. "Haptics augmented undergraduate engineering education implementation and evaluation /." Ohio : Ohio University, 2003. http://www.ohiolink.edu/etd/view.cgi?ohiou1175092399.

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2

Arnoult-Lanier, Cécile. "Conception et développement d'outils automatisés pour l'étude de courbes graphiques et de traitements d'images numériques." Paris 8, 1999. http://www.theses.fr/1999PA081599.

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Dans un premier temps, il est presente, dans ce manuscrit, les partenaires de ma convention cifre, societes qui m'ont appuyees pour la conception de ma these. Ensuite, je detaille deux nouveaux outils graphiques intuitifs et automatiques, facilitant les taches du personnel du monde de la video et du cinema. Les partenaires de ma convention cifre, presentees dans une premiere partie, restent des societes tres developpees, mais le detail des moyens et outils dont elles disposent, prouve que leurs techniques de travail peuvent etre perfectionnees ou completees de progiciels resolvant leurs lacunes. Ainsi, il m'a ete demande, de developper deux progiciels en vue de faciliter le travail du personnel de ces societes le gestionnaire de courbes, decrit dans la deuxieme partie, a pour but, de traduire n'importe quelles donnees numeriques, sous forme de courbes graphiques. Ces courbes restent totalement manipulables interactivement, en vue de les modifier a sa guise. Le deuxieme progiciel qui est explique dans ce manuscrit est << filter >>, celui-ci permet de retravailler, modifier des images. Il automatise le traitement ou une suite de modifications sur une sequence d'images. Par ce progiciel. Le graphiste n'a plus a travailler image par image, le progiciel traite les modifications a faire. Sur l'ensemble des images. Ces deux nouveaux outils ont ete crees, en vue de donner une liberte creative pour les plasticiens de nos jours, ce sont des composants essentiels dans une palette d'un createur d'images.
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3

Jančařík, Antonín, and Jarmila Novotná. "From a textbook to an e-learning course (E-learning or e-book?)." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-80251.

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The main aim of this contribution is to introduce the potential that modern information technologies open to authors converting a teaching material from a printed to an electronic version. The authors come out of their own experience and propose options that are suitable especially for creation of study materials in mathematics education. Among others the contribution presents the use of flash animations, java scripts and Computer Algebra Systems.
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Derouet-Jourdan, Alexandre. "Inversion statique de fibres : de la géométrie de courbes 3D à l'équilibre d'une assemblée de tiges mécaniques en contact frottant." Thesis, Grenoble, 2013. http://www.theses.fr/2013GRENM043/document.

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Les structures fibreuses, formées d'une assemblée d'objets longilignes flexibles, sont très présentes dans notre environnement quotidien, notamment dans des systèmes biologiques tels que les végétaux ou les cheveux. Ces dernières années ont vu se développer diverses techniques de numérisation de la géométrie de fibres, soit par synthèse manuelle, soit par capture automatique. Parallèlement, de nombreux modèles physiques de simulation dynamique de fibres enchevêtrées ont été créés pour animer automatiquement ces objets complexes. Le but de cette thèse est d'établir un pont entre ces deux domaines: la géométrie de fibres d'une part, leur simulation dynamique d'autre part. Plus précisément, nous nous intéressons à la mise en correspondance d'une géométrie de fibres donnée en entrée, représentant un système mécanique à l'équilibre stable sous l'action de forces extérieures (gravité, forces de contact), avec les paramètres d'un modèle physique de fibres en contact. Notre objectif est de calculer les paramètres physiques des fibres de manière à garantir l'état d'équilibre de la géométrie donnée. Nous proposons de résoudre ce problème en choisissant comme modèle physique de fibres une assemblée de super-hélices en contact frottant. Nous proposons deux contributions principales. La première répond au besoin de convertir la géométrie d'une fibre numérisée quelconque, représentée comme une courbe 3d, en la géométrie du modèle des super-hélices, à savoir une courbe $G^1$ en hélices par morceaux. Nous proposons pour cela l'algorithme des tangentes flottantes 3d, qui consiste, en s'appuyant sur la condition de co-hélicité récemment énoncée par Ghosh, à interpoler N+1 tangentes réparties sur la courbe d'origine par N morceaux d'hélice, tout en minimisant l'écart en position. Par ailleurs nous complétons la démonstration partielle de Ghosh pour prouver la validité de notre algorithme dans le cas général. L'efficacité et la précision de notre méthode sont ensuite mises en évidence sur des jeux de données variés, d'abord synthétiques, créés par une artiste, puis issus de la capture de données réelles telles que des cheveux, des fibres musculaires ou des lignes de champ magnétique stellaire. Notre seconde contribution est le calcul de la géométrie au repos du modèle physique d'une assemblée de super-hélices, de sorte que la configuration de ce système à l'équilibre sous l'action des forces extérieures corresponde à la géométrie d'entrée. D'abord, nous considérons une fibre isolée soumise à des forces dérivant d'un potentiel, et montrons que le calcul est trivial dans ce cas. Nous proposons alors un critère simple permettant de décider si l'état d'équilibre est stable, et dans le cas contraire, de le stabiliser. Ensuite, nous considérons une assemblée de fibres soumises à des forces de contact frottant, modélisées par la loi non-régulière de Signorini-Coulomb. En considérant le matériau homogène, de masse et de raideur connues, et en nous appuyant sur une estimation de la géométrie au repos, nous construisons un problème d'optimisation quadratique convexe avec contraintes du second ordre. Nous montrons que ce problème inverse peut être résolu efficacement en utilisant un solveur conçu initialement pour le problème dynamique direct. Pour une géométrie d'entrée constituée de quelques milliers de fibres soumises à plusieurs dizaines de milliers de contacts frottants, nous calculons en quelques secondes une approximation plausible de la géométrie au repos des fibres, ainsi que des forces de contact en jeu. Nous appliquons finalement la combinaison de nos deux contributions à la synthèse automatique de coiffures physiques. Notre méthode permet d'initialiser un moteur physique de cheveux avec la géométrie issue des captures de coiffures réelles les plus récentes, et d'animer ensuite ces coiffures
Fibrous structures, which consist of an assembly of flexible slender objects, are ubiquitous in our environment, notably in biological systems such as plants or hair. Over the past few years, various techniques have been developed for digitalizing fibers, either through manual synthesis or with the help of automatic capture. Concurrently, advanced physics based models for the dynamics of entangled fibers have been introduced in order to animate these complex objects automatically. The goal of this thesis is to bridge the gap between those two areas: on the one hand, the geometric representation of fibers; on the other hand, their dynamic simulation. More precisely, given an input fiber geometry assumed to represent a mechanical system in stable equilibrium under external forces (gravity, contact forces), we are interested in the mapping of such a geometry onto the static configuration of a physics-based model for a fiber assembly. Our goal thus amounts to computing the parameters of the fibers that ensure the equilibrium of the given geometry. We propose to solve this inverse problem by modeling a fiber assembly physically as a discrete collection of super-helices subject to frictional contact. We propose two main contributions. The first one deals with the problem of converting the digitalized geometry of fibers, represented as a space curve, into the geometry of the super-helix model, namely a $G^1$ piecewise helical curve. For this purpose we introduce the 3d floating tangents algorithm, which relies upon the co-helicity condition recently stated by Ghosh. More precisely, our method consists in interpolating N+1 tangents distributed on the initial curve by N helices, while minimizing points displacement. Furthermore we complete the partial proof of Ghosh for the co-helicity condition to prove the validity of our algorithm in the general case. The efficiency and accuracy of our method are then demonstrated on various data sets, ranging from synthetic data created by an artist to real data captures such as hair, muscle fibers or lines of the magnetic field of a star. Our second contribution is the computation of the geometry at rest of a super-helix assembly, so that the equilibrium configuration of this system under external forces matches the input geometry. First, we consider a single fiber subject to forces deriving from a potential, and show that the computation is trivial in this case. We propose a simple criterion for stating whether the equilibrium is stable, and if not, we show how to stabilize it. Next, we consider a fiber assembly subject to dry frictional contact (Signorini-Coulomb law). Considering the material as homogeneous, with known mass and stiffness, and relying on an estimate of the geometry at rest, we build a well-posed convex quadratic optimization problem with second order cone constraints. For an input geometry consisting of a few thousands of fibers subject to tens of thousands frictional contacts, we compute within a few seconds a plausible approximation of both the geometry of the fibers at rest and the contact forces at play. We finally apply the combination of our two contributions to the automatic synthesis of natural hairstyles. Our method is used to initialize a physics hair engine with the hair geometry taken from the latest captures of real hairstyles, which can be subsequently animated physically
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5

Lazarus, Francis. "Courbes, cylindres et métamorphoses pour l'image de synthèse." Phd thesis, Université Paris-Diderot - Paris VII, 1995. http://tel.archives-ouvertes.fr/tel-00006284.

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Le passage continu d'une forme à une autre, ou métamorphose, est un procédé souvent utilisé pour les animations en infographie. Les techniques employées pour réaliser ces métamorphoses font généralement appel à des méthodes de mélange d'images plus qu'à de véritables transformations tridimensionnelles. De fait, de nombreux problèmes pratiques et théoriques subsistent dès lors que l'on cherche à métamorphoser deux objets tridimensionnels tels que des maillages polyédriques. Nous proposons une technique de métamorphose adaptée à des objets de forme tubulaire. Une courbe squelette est associée à chaque objet afin de le paramétrer. La transformation des courbes squelettes associées à deux objets, conjointement aux paramétrisations, permet de réaliser la métamorphose. Dans ce contexte, deux points sont plus particulièrement étudiés\,: Pour animer les courbes squelettes, nous introduisons un procédé d'interpolation de courbes polygonales fondé sur une homotopie régulière dans les groupes de Lie. Par ailleurs, l'association d'une courbe squelette à un objet peut être une étape délicate. Nous proposons donc un outil d'aide à la construction de courbe squelette dont la définition originale repose sur une analogie combinatoire avec la théorie des fonctions de Morse. Ces études nous conduisent finalement à l'élaboration d'un outil interactif pour réaliser des métamorphoses tridimensionnelles. Cet outil se caractérise par sa simplicité d'utilisation et l'aspect intuitif de ses paramètres.
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6

Ma, Karen. "Investigating the effectiveness of animations in exploring learning a case study in a Chemical Engineering course." Master's thesis, University of Cape Town, 2012. http://hdl.handle.net/11427/10614.

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Using technology in the classroom environment has become increasingly popular among educators. One way of employing technology is using instructional animations to teach concepts, favoured owing to their ability to depict changes in object over time. Animations are commonly believed to increase motivation and foster learning, but there is little empirical evidence for this belief. Some researchers have found that animations can be effective; others, however, show that animations have the same effect as a combination of static pictures and text. Some have even showed that animations could actually have negative effects on student learning. A lecturer at the University of Cape Town had planned to use animations in his third year undergraduate Chemical Engineering Course in Reactor Design. This became the context for the present study which investigated the effectiveness of these animations for promoting conceptual understanding as well as exploring students' perspective on learning from animations as well as students' enjoyment level. A quasi-experimental case study was conducted over four topics in Reactor Design and one topic was repeated. Each investigation was on one topic, and in each investigation, the Reactor Design class was split so that the student either attended a traditional lecture or an animation lecture. The two groups of students were used to compare the impact of animations on student learning.
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7

Saini, Laura. "Nouveaux outils pour l'animation et le design : système d'animation de caméra pour la stop motion, fondée sur une interface haptique et design de courbes par des courbes algébriques-trigonométriques à hodographe pythagorien." Phd thesis, Université de Valenciennes et du Hainaut-Cambresis, 2013. http://tel.archives-ouvertes.fr/tel-00835671.

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Dans la première partie de la thèse, nous présentons un nouveau système permettant de produire des mouvements de caméra réalistes pour l'animation stopmotion. Le système permettra d'enrichir les logiciels d'animation 3D classiques (comme par exemple Maya et 3D Studio Max) afin de leur faire contrôler des mouvements de caméra pour la stop motion, grâce à l'utilisation d'une interface haptique. Nous décrivons le fonctionnement global du système. La première étapeconsiste à récupérer et enregistrer les données envoyées par le périphérique haptique de motion capture. Dans la seconde étape, nous réélaborons ces données par un procédé mathématique, puis les exportons vers un logiciel de 3D pour prévisualiser les mouvements de la caméra. Finalement la séquence est exécutée avec un robot de contrôle de mouvement et un appareil photo. Le système est évalué par un groupe d'étudiants du Master "Art plastiques et Création numérique" de l'Université de Valenciennes. Dans la deuxième partie, nous définissons une nouvelle classe de courbes à partir des courbes polynomiales paramétriques à hodographe pythagorien (PH) construite sur un espace algébrique-trigonométrique. Nous montrons leurs propriétés fondamentaleset leurs avantages importants par rapport à leur équivalent polynomial, grâce à l'utilisation d'un paramètre de forme. Nous introduisons une formulation complexe et nous résolvons le problème d'interpolation de Hermite.
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Ballif, Kristin Leifson. "Oral Performances as Ritual: Animating the invisible in Mormon Women's Miscarriage Stories." Diss., CLICK HERE for online access, 1998. http://patriot.lib.byu.edu/u?/MTAF,15532.

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Hausenblasová, Kateřina. "Animace a animovaný film ve výtvarné výchově." Master's thesis, 2014. http://www.nusl.cz/ntk/nusl-340473.

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The thesis deals with the use of animated films in art education. It presents animation as a modern and accessible form of education which stimulates children's creativity, social and communication skills and their ability to teamwork. It describes the positive potential of animation in education as well as some problematic issues and their feasible solutions. The author builds on the best practise of Czech and foreign teachers and practitioners of the education of animation but also on her own experience in the field. The text is supplemented by a blog website that makes the experience accessible to teachers interested in the topic and to the general public. The artwork part consists of two short animated films, each with an artists' book related to the film. Powered by TCPDF (www.tcpdf.org)
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LAI, YI-LING, and 賴怡伶. "The Research of Upper Grades’Art and Humanities Course – Taken“Stop Motion Animation”Course Design as an Example." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/f8z285.

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碩士
嶺東科技大學
視覺傳達設計系碩士班
106
Rural education has been an issue that is heavily debated. It is a common phenomenon that rural students suffer from the rural-urban differences in academic attainment evaluation, lower learning motivation and obscure self-growth. Researchers claim that despite inexhaustible resources which are invested in rural schools by the government and private industries, the crucial solution is to improve the essence of education. This paper is taken L Rural Elementary School that the researcher works for as the study object. “Stop Motion Animation” project is executed in sixth-graders’ Art and Humanities course to investigate if the course design is appropriate and able to launch another learning opportunity for rural students. The findings reveal that the project which is designed according to Grade 1-9 Curriculum does not only integrate other learning areas, construct a complete interdisciplinary learning system, build and reinforce students’ sense of achievement but also shape characteristic for rural education. The paper expands to propose suggestions for future course implementation. It aims to terminate the rural students’ vulnerable situations and initiate a new era of rural education.
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WANG, SING-YI, and 王馨儀. "Constructing a Rubrics of Peer Assessment on Online Course in 2D Animation Production." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/845ey9.

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碩士
國立雲林科技大學
數位媒體設計系
104
MOOCs lead a big trend of teaching revolution. Teachers gradually try to upload courses online for making more online learning. Nevertheless, there are a huge amount of learners’ assignments. In order to resolve this issue, researchers make peer assessment as evaluation approach. Previous study indicates that there is a big interrogation in the fairness of peer assessment, though. According to the previous research, constructing a rubrics could help learners understand the evaluation criteria and improve the fairness issue. However, the literature of rubrics which was applied on MOOCs is rare, especially the issue on the curriculum of design types. Consequently, this research aims to construct a rubric, which is suitable for peer assessment in animation with online course. The purpose of evaluating the students’ scoring performance after using this rubrics is to help learners to understand the assignment scoring standards and improve the fairness problem. We used questionnaires and interviews to collect data. The participants of questionnaires and interviews were the learners of “2D Animation Production.” After peer assessment and questionnaires, we analyze it by SPSS statistical software. And the analysis accordance is Kendall’s coefficient and Pearson correlation. The study found that the perception of this course using rubrics in peer assessment relevant is positive. In addition, there is high relation in the four assignments evaluated by the experts and peer assessment. That displaying scores of experts and peer are tending to identical. This study confirms that rubrics improve the fairness problem and allows learners to make a self-examination by each item of rubrics. At the same time, it also improves the learners' evaluation ability and appreciation ability.
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HUANG, PEI-JEN, and 黃沛禎. "A Study of Applying 3D Instructional Animations to a Biochemistry Course." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/rsx427.

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碩士
亞洲大學
行動商務與多媒體應用學系
105
This research aims to explore the effects of 3D animation instructional video applied on the course unit of “protein synthesis assisted by translation factors.” The purpose of the study is to examine the impact of subtitles on college students’ learning performance and cognitive load for learning biochemistry. Their attitudes and motivations towards learning biochemistry with 3D animations have also been investigated. To evaluate the performance of the proposed approach, we used 3ds Max to develop one 3D animation instructional video with Chinese subtitles, and the other without subtitles. This study is evaluated using a quasi-experimental method among university students. There are two groups, the experimental group and the control group with 26 and 24 students respectively, chosen from a university in middle Taiwan. The instruction of biochemistry was implemented by an experienced professor who taught both of the groups in 2017. Data was analyzed with t-test. Results showed that the college students’ learning performance and cognitive load are not all significantly different between two groups. However, their attitudes and motivations towards learning biochemistry with 3D animations are enhanced.
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Hsieh, wan-ju, and 謝琬汝. "A Study of a Collaborative Large Display and Multi-Monitor Settings for Animation Course Teaching." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/29438877853517591122.

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碩士
國立彰化師範大學
資訊管理學系所
96
The quality of digital content learning and production strongly relies on the dots per inch of the screen and the color appearance of the models. For example, to design and show high quality images of 3D models for computer graphics and animation, we need a vivid high resolution display for workspace and rendered graphics. As the cost of high definition television is getting lower and lower daily, the idea of using low cost LCD displays to enhance classroom teaching in digital content learning is becoming feasible. However, to date, how to utilize them to improve the traditional classroom teaching has not drawn much attention in the research community of learning technologies. We have designed and constructed a learning space that utilizes high resolution large LCD displays, multi-screens, collaborative software, and Wii to enhance the interaction and collaborative learning in animation design. We have also evaluated the usefulness based on the criteria of the information quality, system quality, interaction quality, learning effectiveness, user satisfaction, and user retention. Our study has shown the use of a large display, multi-screens, collaborative software and Wii as a learning space can be helpful to students in learning digital content course such as computer animation design. Not only can it improve the whole quality of the learning space but also raise the user satisfaction and retention.
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Guo, Yuan-Chang, and 郭原昌. "A Study of Learning Effects and Satisfaction of Applying Blended Learning with PBL Approach in Animation Course." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/85145997387988205922.

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博士
國立高雄師範大學
工業科技教育學系
100
The purpose of this study was to investigate the blended PBL teaching in computer animation courses on learning effectiveness and learning satisfaction through the development of the teaching model. By recording teacher’s reflection, and observing student’s learning process, the study tried to find the factors that altered the learning outcomes and then making recommendations based on the findings for future teaching references. The purpose of this study was: (a) to develop a blended PBL animation teaching model. (b) to determine the impact of student’s personality on blended learning. (c) to analye the impact of cognitive styles in blended learning. In this study, a mixed qualitative and quantitative research method was used in a 12-week teaching experiment. In conjuction with face-to-face courses, an online discussions was carried out as an extra learning activity. Students also needed to work together online every week. The teaching material was designed to provide students with relevant content to discuss and share. Aslo Each group needs to complete a group project in the final. In the beginning of the teaching experiment, a survey was conducted to understand the students' computer skills, personality traits and cognitive style. Students’ activities in class and online was recorded along with teachers' own reflection. Learning outcomes and student’s learning satisfaction questionnaires were anayzed after the experiment, and compared with qualitative observation. Finally, according to the results , some conclusions were made. The conclusions were as follows: (a) the overall student learning outcomes were significant improved. (b) there was no significant difference in learning effectiveness compared to students’ usage of computer. (c) students with better grades prior to the experiment, had higher learning effectiveness than the lower grade group. (d) students with neutral personality scored significantly higher than those with personality traits on the strong side or weak groups. (e) personality added no significant difference in learning motivation, but was significantly difference in learning outcomes, peer interaction, and teaching methods. (f) personality factors added no significant difference in project outcome. (g) personality factors added significantly difference in learning satisfaction motivation, peer interaction, and learning satisfaction, but no significant difference in learning outcomes and teaching methods. (h) students with different cognitive styles, had no difference in learning outcomes, but had significant impact on the artistic style. (i) compared with different cognitive styles, there was no significant differences on learning satisfaction. Finally, based on the research findings, the study proposed some future recommendations regarding teaching animation courses in the future.
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Lao, Yu-An, and 勞裕安. "The Use of STAD Technigue to Improve the Student’s Learning in Animation Design Course of Vocational Senior High School." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/d6tz2w.

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碩士
國立臺北科技大學
技術及職業教育研究所
102
This study aimed to investigate the impact of Student’s Teams Achievement Division (STAD) on student learning in in the animation design course in senior vocational school, and meanwhile, it was to explore the solution strategies to the problems that STAD caused during the process A total of 48 sophomore students in Vocational Senior High School participated in the study. The action research method was implemented in 11 weeks. During the process of applying STAD cooperative learning, a number of problems occurred both in teacher’s teaching and students’ learning. After the researcher adopted various strategies deliberatively, the problems were solved. In addition to analyzing students’ improvment of learning satisfaction and the pass rate of TQC FLASH CS4.0 through the investigation of ”learning satisfacation”. and ”transcript”, we hoped to understand students’ animation desing learning effectiveness and learning satisfaction by searching and analyzing of the records of observation, interview, learning list and so on. Finally, based on the findings of the study, several results were shown as follows: 1.Teacher in the teaching process encounted two types of problems, including classroom management and teaching schedule planning 2.Students in the learning process encounted two types of problems, including learning attitude and leadership experience. 3.The use of STAD technigue helps students to increse the pass rate of TQC FLASH CS 4.0. 4.The pass rate of TQC FLASH CS 4.0 of female students were superior to that of the males. 5.The use of STAD technigue helps students improve ”learning satisfaction” . 6.The ”learning satisfaction” of female students were superior to that of males. To sum up, the use of STAD technigue is effective to increase the pass rate of TQC FLASH CS4.0 and improve the learning satisfaction. This study also offers the specific suggestions for teachers and reaserchers for the further study.
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CHENG, TZU-HSING, and 鄭子星. "The Study of Learning Effects by Applying Flash Animation on the Native Language Course ― A Case Study of Some 5th Graders." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/dwu48k.

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碩士
康寧大學
數位應用研究所
106
Due to the rapid development of information technology, the combination of industries and applications of information technology has becoming a new trend. Many studies have shown that digital materials can greatly arouse learners' motivation and interest in learning. This study tends to explore the impact of learning outcomes by applying Flash animation to the course of native language of elementary school students as a result of integrating digital materials into teaching. In this research, we apply the quasi-experimental method on two classes of 5th graders of a primary school in Tainan City. One class serves as the experimental group which is implemented with "Flash animation" in teaching, and the other serves as the control group which is implemented with regular teaching material. The experiment lasts for a six-week period. After the processing and analyzing of data, following conclusions are drawn: (1) The application of Flash animation in learning native language leads to a decline in students’ learning achievement; (2) The application of Flash animation in learning native language weakens students’ learning attitudes; (3) There is no correlation between students’ learning achievement and learning attitude by applying Flash animation in native language course.
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Yeh, Yun-Hsuan, and 葉云萱. "The Research on the implication and effect of Emotional Design into the Course of Animation of Skill-Based Senior High School." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/7cbtuz.

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碩士
國立彰化師範大學
工業教育與技術學系
108
Emotional design has been a key factor of customers’ decisions. Since Art Group of Skill-Based Senior High School focus on the core literacy of pragmatic use, the learning outcomes should also take the feelings of consumers into account. This study aims to explore the influence of the integration of emotional design into the course of 2D animation on the students' animation creative performance in Skill-Based Senior High School. This study adopts an experimental research method to the course of 2D animation. The independent variable is the integration of emotional design into the course; the dependent variables are the creative performance and the achievement in the exhibition by the three levels of emotional design. In doing so, this study integrates the concept of emotional design into the curriculum teaching activities, including the seven-week implementation period of teaching 2D animation, 3 sessions per week, 21 lessons of total courses. Finally, the study analyzes the students’ works in the exhibition by comparing the difference between the experimental group and control group. We show that there is no significant difference of creativeness between the experimental group and the control group. However, through consensus assessment of experts, we show that the experimental group of emotional design is better than the following dimensions of the control group, including the comprehensiveness of the work, the attractive levels of the participants and the consensus of the expert marks in the animation exhibition. Therefore, animation curriculum teaching should have three levels of emotional design integration.
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蕭純如. "A study on the application of web-based peer assessment to the art and design production courses:a case of "computer animation"." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/zwby36.

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Jiang, Han-Rung, and 江漢榕. "A study of learning effects toward integrating eCLass learning platform - exemplified by the multimedia animation course for vocational high school students in department of data processing." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/81624196533957886401.

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Abstract:
碩士
國立彰化師範大學
資訊工程學系
101
The main purpose of this study was to investigate the effectiveness of digital teaching platform combined instructional videos applied in the course of multimedia animation. In this study, 95 vocational high school students were divided into two groups: the experimental group which contained 47 students, while the control group contained 48 students. The experimental group were given traditional instruction in computer classroom and the usage of the digital teaching platform combines videos. The control group were given traditional instruction in computer classroom. After the experimental teaching, questionnaire was conducted. Results from all the tests were analysed by SPSS to show the learning effectiveness of two different teaching styles. The results are as fallows. 1. The post-test score of the experimental group was significantly better than the control group. 2. The experimental group students spent more time in using the digital teaching platform and had better learning effectiveness than the control group students. 3. The more time students accumulated in using eClass digital teaching platform, the higher score they got. 4. There was positive correlation between the accumulated time students using in Internet and the eClass digital learning style. 5. The more time students spent in Internet, the more time they spent using the interactive discussion function in the digital platform. 6. To popularized the teaching style, the acceptance of computer courses was much higher than the common courses
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