Academic literature on the topic 'Computer animation. Computer drawing. Education Educational technology'

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Journal articles on the topic "Computer animation. Computer drawing. Education Educational technology"

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Kjelgren, Roger, and Larry Rupp. "Using HortBase in Education." HortTechnology 8, no. 3 (1998): 301–6. http://dx.doi.org/10.21273/horttech.8.3.301.

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Computer technology allows horticultural educators to convey information more flexibly and visually to a greater audience. However, accessing and making use of technological teaching tools is as much a hurdle as it is an opportunity. HortBase provides the framework for educators in horticulture to easily access and contribute to quality chunks of horticultural educational by computer. Engaging computer-based instruction such as HortBase in distance or on-campus teaching is a three-step process. First, before assembling the teaching material, the educator must decide on who the target audience
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Kjelgren, Roger, and Larry Rupp. "HortBase: Providing a Foundation for Education." HortScience 32, no. 3 (1997): 553F—553. http://dx.doi.org/10.21273/hortsci.32.3.553f.

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Technology allows educators to convey information be conveyed more flexibly and visually. How to access and make use of technological teaching tools is the challenge facing educators. HortBase provides the framework for educators to create and access educational chunks. How to make use of the information in HortBase in distance teaching is a three-step process. 1) Before assembling the teaching material, the educator must decide on who the target audience is and what information to convey. Audiences on campus have higher expectations of how they learn, as they are used to live teaching and gui
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Putri, Ayu Aprilia, and Suparno. "Recognize Geometry Shapes through Computer Learning in Early Math Skills." JPUD - Jurnal Pendidikan Usia Dini 14, no. 1 (2020): 43–57. http://dx.doi.org/10.21009/jpud.141.04.

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 One form of early mathematical recognition is to introduce the concept of geometric shapes. Geometry is an important scientific discipline for present and future life by developing various ways that fit 21st century skills. This study aims to overcome the problem of early mathematical recognition of early childhood on geometry, especially how to recognize geometric forms based on computer learning. A total of 24 children aged 4-5 years in kindergarten has to carrying out 2 research cycles with a total of 5 meetings. Treatment activities in each learning cycle include menti
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Kjelgren, Roger. "HortBase: Providing a Foundation for Distance Education." HortScience 32, no. 6 (1997): 982f—983. http://dx.doi.org/10.21273/hortsci.32.6.982f.

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Technology allows educators to convey information more flexibly and visually. How to access and make use of technological teaching tools is the challenge facing educators. HortBase provides the framework for educators to create and access educational chunks. How to make use of the information in HortBase in distance teaching is a three-step process. 1) Before assembling the teaching material, the educator must decide on who the target audience is and what information to convey. Audiences on campus have higher expectations of how they learn, as they are used to live teaching and guidance, and o
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Feyzioğlu, Eylem Yıldız, Ercan Akpinar, and Nilgün Tatar. "EFFECTS OF TECHNOLOGY-ENHANCED METACOGNITIVE LEARNING PLATFORM ON STUDENTS’ MONITORING ACCURACY AND UNDERSTANDING OF ELECTRICITY." Journal of Baltic Science Education 17, no. 1 (2018): 43–64. http://dx.doi.org/10.33225/jbse/18.17.43.

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The aim of this research was to explore the effect of a Technology-enhanced Metacognitive Learning Platform (TeMLP) on student’s monitoring accuracy and understanding of electricity. An interactive TeMLP was prepared on the electricity unit covering the topics of static and current electricity for 7th graders; the platform contained computer animations, science experiments, e-diaries, and metacognitive prompts. In this research, pre-test/post-test control group semi-experimental model was used. The Metacognition Scale and Essay Questions on Static and Current Electricity were used as data coll
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Senoymak, Merve Ersan. "Visual rhetoric in educational animations: An analysis on TED Education Lessons." Global Journal of Arts Education 7, no. 1 (2017): 19–25. http://dx.doi.org/10.18844/gjae.v7i1.1831.

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 Today, developments in the field of computer technology have facilitated the application of animations in computer environment and also led to the widespread use of animation in the scope of computer-aided education. Educational animations engage the learners of all ages and make the learning experience enjoyable in many areas such as physics, chemistry, biology and social sciences. Thanks to the possibilities of animation, many concepts that might be difficult to learn with static images can be described very attractively and in a catchy way. At this point, rhetorical fi
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Čučaković, Aleksandar, and Biljana Jović. "The advantages of using digital 3D animation in geometrical education." SAJ - Serbian Architectural Journal 9, no. 2 (2017): 65–82. http://dx.doi.org/10.5937/saj1701065q.

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New media technologies and interdisciplinary approach is used and represented in this paper. The aspects and research results are shown through the production methodology, multimedia learning tool and the final application in geometrical education. The method we used here is obtained from overlapping of multiple disciplines such as architecture, structural systems, descriptive geometry and computer animation. Geometrical construction is presented on visual dynamic educational device for students of technical and applied arts faculties. Multimedia DVD is named: "Geometrical education by using 3
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Карпова, Светлана Ивановна, Наталья Сергеевна Муродходжаева, Ольга Викторова Цаплина, and Александр Пилялович Каитов. "THE PEDAGOGICAL POTENTIAL OF ANIMATION IN THE EDUCATION OF PRESCHOOL AND PRIMARY SCHOOL CHILDREN." Tomsk state pedagogical university bulletin, no. 6(212) (November 13, 2020): 46–56. http://dx.doi.org/10.23951/1609-624x-2020-6-46-56.

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Введение. Исследуется актуальная проблема реализации педагогического потенциала мультипликации в образовании детей дошкольного и младшего школьного возраста. Представлены этапы развития детской мультипликации, отечественный и зарубежный опыт использования мультипликации в образовательной практике с дошкольниками и младшими школьниками, проблемы влияния мультипликации на детей, перспективы развития педагогического потенциала мультипликации в обучении детей на ступени дошкольного и начального общего образования. Цель – провести теоретическое исследование реализации педагогического потенциала мул
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Kurniawati, Noviarina. "CREATING LOW-COST ANIMATION VIDEO USING ONLINE PLATFORM: A LEARNING MEDIA USER REVIEW." Jurnal Pendidikan Kedokteran Indonesia: The Indonesian Journal of Medical Education 9, no. 1 (2020): 26. http://dx.doi.org/10.22146/jpki.53166.

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Background: A shift in modern learner learning preference and expansive growth of computer capacities leads to a more widely use of multimedia instructions, including animation videos. Creating animation instructions can be time and resource-consuming. A means of low-cost animation video making platform is favorable. This article aims to review an example of online platform for animation video making.Learning Media Review: Powtoonâ is an online video making and editing platform for producing 2D animation videos. It provides animation attributes, i.e. icons, characters, text, background picture
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Shapiro, R. Benjamin, Annie Kelly, Matthew Ahrens, Ben Johnson, Heather Politi, and Rebecca Fiebrink. "Tangible Distributed Computer Music for Youth." Computer Music Journal 41, no. 2 (2017): 52–68. http://dx.doi.org/10.1162/comj_a_00420.

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Computer music research realizes a vision of performance by means of computational expression, linking body and space to sound and imagery through eclectic forms of sensing and interaction. This vision could dramatically influence computer science education, simultaneously modernizing the field and drawing in diverse new participants. In this article, we describe our work creating an interactive computer music toolkit for youth called BlockyTalky. This toolkit enables users to create networks of sensing devices and synthesizers, and to program the musical and interactive behaviors of these dev
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Dissertations / Theses on the topic "Computer animation. Computer drawing. Education Educational technology"

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Elliott, Jason Lynn. "AquaMOOSE 3D a constructionist approach to math learning movitved by artistic expression /." Available online, Georgia Institute of Technology, 2005, 2005. http://etd.gatech.edu/theses/available/etd-08232005-133845/.

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Thesis (Ph. D.)--Computing, Georgia Institute of Technology, 2006.<br>Elizabeth Mynatt, Committee Member ; Janet Kolodner, Committee Member ; Amy Bruckman, Committee Chair ; Michael Eisenberg, Committee Member ; Mark Guzdial, Committee Member. Vita. Includes bibliographical references.
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Hwang, Guan-Jong. "Animated drawing guide for basic art education." CSUSB ScholarWorks, 2003. https://scholarworks.lib.csusb.edu/etd-project/2355.

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Elliott, Jason Lynn. "AquaMOOSE 3D: a Constructionist Approach to Math Learning Motivated by Artistic Expression." Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/7469.

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Research has shown that students interest in academics declines significantly with age, especially in the areas of math and science (Kahle et al., 1993; Wigfield, 1994; Wigfield and Eccles, 1992). One approach to combating this problem is by using new technologies to engage students who otherwise would not be interested in learning. In the AquaMOOSE project, 3D graphical technology is combined with a constructionist learning philosophy to create an environment where students can creatively explore new mathematical concepts. The AquaMOOSE socio-technical system has been developed using an it
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(11198013), Kevin Wee. "Creation, deconstruction, and evaluation of a biochemistry animation about the role of the actin cytoskeleton in cell motility." Thesis, 2021.

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<p>External representations (ERs) used in science education are multimodal ensembles consisting of design elements to convey educational meanings to the audience. As an example of a dynamic ER, an animation presenting its content features (i.e., scientific concepts) via varying the feature’s depiction over time. A production team invited the dissertation author to inspect their creation of a biochemistry animation about the role of the actin cytoskeleton in cell motility and the animation’s implication on learning. To address this, the author developed a four-step methodology entitled the Mult
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Books on the topic "Computer animation. Computer drawing. Education Educational technology"

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Cai, Yiyu. 3D Immersive and Interactive Learning. Springer Singapore, 2013.

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Cai, Yiyu. 3D Immersive and Interactive Learning. Springer, 2013.

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Cai, Yiyu. 3D Immersive and Interactive Learning. Springer, 2013.

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Conference papers on the topic "Computer animation. Computer drawing. Education Educational technology"

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Tomsons, Dzintars, and Inta Znotiņa. "DEVELEPMENT OF COMPUTER-BASED EDUCATIONAL GAME ACROSS COMPUTER SCIENCE CURRICULUM." In 1st International Baltic Symposium on Science and Technology Education. Scientia Socialis Ltd., 2015. http://dx.doi.org/10.33225/balticste/2015.92.

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The current paper describes the use of game development for improvement of first year Computer Science students’ professional and social competencies. The computer-based education games play grateful platform for integration of knowledge and skills gained by students in several learning courses, i.e., programming, web-design, computer graphics and animation, introduction to software engineering, etc. The multidisciplinary character of the games provides possibilities to constitute teams with students from different study programs. Thereby the students get their first experience in cross-discip
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Dixon, Mark. "Learnability, Usability, and Educational Effectiveness in an Authoring Tool for Computer Program Code Animation." In Computers and Advanced Technology in Education. ACTAPRESS, 2011. http://dx.doi.org/10.2316/p.2011.734-062.

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"Increasing Intrinsic Motivation of Programming Students: Towards Fix and Play Educational Games." In InSITE 2018: Informing Science + IT Education Conferences: La Verne California. Informing Science Institute, 2018. http://dx.doi.org/10.28945/3996.

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Aim/Purpose: [This Proceedings paper was revised and published in the 2018 issue of the journal Issues in Informing Science and Information Technology, Volume 15] The objective of this research is to investigate the effectiveness of educational games on learning computer programming. In particular, we are focusing on examining whether allowing the players to manipulate the underlying code of the educational game will increase the intrinsic motivation of the programming students. Background: Traditionally, learning computer programming is considered challenging. Educational games can be used as
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