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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
91

Week 14, Video 05: Splining and Polish

Marlow, Gregory 01 January 2020 (has links)
https://dc.etsu.edu/digital-animation-videos-oer/1091/thumbnail.jpg
92

Week 14, Video 06: Duplicating Steps

Marlow, Gregory 01 January 2020 (has links)
https://dc.etsu.edu/digital-animation-videos-oer/1092/thumbnail.jpg
93

Principles of Digital Animation Video Series

Marlow, Gregory 01 January 2020 (has links)
The Principles of Digital Animation course provides students with an awareness of animation and other 3D industries, as well as preliminary hands-on experience in animation production. This is a collection of openly licensed videos created by Gregory Marlow for the Principles of Digital Animation course taught during the Fall 2019 semester. For ease of adopting and adapting, the streaming version is embedded for each video and the original video and subtitle files are available to download. / https://dc.etsu.edu/etsu-oer/1001/thumbnail.jpg
94

Física no futebol: objeto de aprendizagem gamificado para o ensino de física em mídias digitais por meio do esporte a partir do edutretenimento / Physics in football: learning object gamification for physical education in digital media for sport half from edutertainment

De Grande, Fernando Chade [UNESP] 22 January 2016 (has links)
Submitted by FERNANDO CHADE DE GRANDE (tiensdesenhos@hotmail.com) on 2016-02-12T15:15:06Z No. of bitstreams: 1 Fernando_chade_dissertacao.pdf: 8050462 bytes, checksum: 97220a87a2ee6ca25b9cbf61125db454 (MD5) / Approved for entry into archive by Sandra Manzano de Almeida (smanzano@marilia.unesp.br) on 2016-02-12T18:16:21Z (GMT) No. of bitstreams: 1 degrande_fc_me_bauru.pdf: 8050462 bytes, checksum: 97220a87a2ee6ca25b9cbf61125db454 (MD5) / Made available in DSpace on 2016-02-12T18:16:21Z (GMT). No. of bitstreams: 1 degrande_fc_me_bauru.pdf: 8050462 bytes, checksum: 97220a87a2ee6ca25b9cbf61125db454 (MD5) Previous issue date: 2016-01-22 / O presente trabalho tem como objetivo apresentar uma proposta de Objeto de Aprendizagem (OA) gamificado para servir de apoio ao Ensino de Ciências, especificamente ao ensino da Física Mecânica. A dinâmica de uma ação no futebol foi utilizada para exemplificar conceitos da Física Mecânica, onde o aprendiz poderá interagir com o OA, interferindo nas variáveis da Física e alterando a trajetória da bola. O recurso da gamificação implementado nesse OA, por meio de mecânica, estética e pensamento de games, tem como intuito engajar o aprendiz, motivar a ação e promover consequentemente a aprendizagem da Física Mecânica. A simulação da realidade produzida em animação digital e distribuída pelas mídias digitais nos processos de ensino-aprendizagem torna-se um suporte ao aluno na formação do seu desenvolvimento cognitivo. O propósito do trabalho é propor uma solução de aprendizagem por meio do edutretenimento, aproximando conceitos e fórmulas da realidade cotidiana do aluno. Dessa forma, aproximando o Ensino de Ciências da realidade do aluno, espera-se formar cidadãos mais críticos e reflexivos diante das implicações sociais e éticas, onde a importância do trabalho científico juntamente com aspectos tecnológicos poderão contribuir para melhoria de vida da sociedade. / This study aims to present a proposal for a Learning Object using gamification to provide support to Science Education, specifically teaching classical mechanics. The dynamics of an action in football was used to illustrate concepts of Mechanical Physics, where students can interact with the Learning Object, interfering with physics variables and therefore changing the trajectory of the ball. The use of gamification implemented in the Learning Object through mechanics, aesthetics and game-thinking, has the intention to engage students, motivate and consequently promote the learning of Mechanical Physics. The simulation of reality produced in digital animation and distributed on digital media in the process of learning and teaching becomes a support in students’ cognitive development. The purpose of this work is to create an effective learning solution through edutertainment, associating concepts and formulas to students’ everyday life. Thus, approaching the teaching of science to student’s reality, is expected to form more critical and reflective citizens on social and ethical implications, where the importance of scientific work and technological aspects can contribute to improve the quality of life in society.
95

Week 05, Video 03: Motion Paths and Rotation

Marlow, Gregory 01 January 2020 (has links)
https://dc.etsu.edu/digital-animation-videos-oer/1038/thumbnail.jpg
96

Week 06, Video 02: Graph Editor Tangents

Marlow, Gregory 01 January 2020 (has links)
https://dc.etsu.edu/digital-animation-videos-oer/1041/thumbnail.jpg
97

Week 06, Video 05: Altering Animation With Graph Editor

Marlow, Gregory 01 January 2020 (has links)
https://dc.etsu.edu/digital-animation-videos-oer/1044/thumbnail.jpg
98

The co-development and feasibility-testing of an innovative digital animation intervention (DAISI) to reduce the risk of maternal sepsis in the postnatal period

Haith-Cooper, Melanie, Stacey, T., Bailey, F., Broadhead-Croft, S. 01 May 2020 (has links)
Yes / Sepsis is one of the most common causes of mortality in postnatal women globally and many other women who develop sepsis are left with severe morbidity. Women’s knowledge of postnatal sepsis and how it can be prevented by simple changes to behaviour is lacking. Methods: This paper describes the co-development and feasibility testing of a digital animation intervention called DAISI (digital animation in service improvement). This DAISI is designed to enhance postnatal women’s awareness of sepsis and how to reduce their risk of developing the condition. We co-designed the digital animation over a six-month period underpinned by theory, best evidence and key stakeholders, translated it into Urdu then assessed its use, firstly in a focus group with women from different Black, Asian and Minority Ethnic (BAME) groups and secondly with 15 clinical midwives and 15 women (including BAME women). Following exposure to the intervention, midwives completed a questionnaire developed from the COM-B behaviour change model and women participated in individual and focus group interviews using similar questions. Results: The animation was considered acceptable, culturally sensitive and simple to implement and follow. Discussion: DAISI appears to be an innovative solution for use in maternity care to address difficulties with the postnatal hospital discharge process. We could find no evidence of digital animation being used in this context and recommend a study to test it in practice prior to adopting its use more widely. If effective, the DAISI principle could be used in other maternity contexts and other areas of the NHS to communicate health promotion information. / This study was funded by Translate Medtech, Leeds City Region. DAISI was developed by HMA Digital, Barnsley, UK.
99

Digital Animation as a Method of Inquiry

Spicer, Malory E. 15 October 2015 (has links)
No description available.
100

2D Spatial Design Principles Applied to 3D Animation: A Proposed Toolset for Filmmakers

Albright, Laura Beth January 2008 (has links)
No description available.

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