Anime as a medium for science learning.

Background: Emotional design of multimedia lessons involves adding features that are intended to increase learner enjoyment and promote learning—such as adding narrative, anthropomorphizing non‐human elements, and using warm colours. Objective: The present study extends this work to examine the pote...

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Publicado en:Journal of Computer Assisted Learning Vol. 40; no. 2; pp. 787 - 797
Autores principales: Mahler, Leah S., Mayer, Richard E.
Formato: pictorial research tables/charts Journal Article
Publicado: Wiley-Blackwell Apr2024
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Apr2024
      vid: 40
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      pub: Wiley-Blackwell
      place: Malden, Massachusetts
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        10.1111/jcal.12908
        176012473
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        atl: Anime as a medium for science learning.
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        au:
          Mahler, Leah S.
          Mayer, Richard E.
        affil: Department of Psychological and Brain Sciences, University of California, Santa Barbara California, , USA
      sug:
        subj:
          Motion Pictures Evaluation
          Science Education
          Learning Methods Evaluation
          Outcomes of Education
          Japan
          Human
          Comparative Studies
          Motivation
          Emotions
          Funding Source
      ab: Background: Emotional design of multimedia lessons involves adding features that are intended to increase learner enjoyment and promote learning—such as adding narrative, anthropomorphizing non‐human elements, and using warm colours. Objective: The present study extends this work to examine the potential of Japanese animation (anime) for improving science learning. Method: Specifically, 134 English‐speaking students learned about cells in the human body by viewing the popular anime, Cells at Work, either in Japanese with English subtitles or dubbed in English with no subtitles (anime groups), or by viewing a slideshow containing the same information (slideshow group). The anime conditions were vibrant story‐driven lessons that depicted human‐looking cells working to fight off invaders in a human body that looked like a city. The slideshow used very similar wording as the anime groups, and displayed the cells without anthropomorphism or a storyline. Results and Conclusion: The anime groups did not differ significantly from each other on any dependent measures and were therefore combined. The anime groups scored significantly higher than the slideshow group on retention (d = 0.35) and transfer (d = 0.48) tests. The anime groups also had significantly higher ratings of motivation (d = 0.60) and enjoyment (d = 1.13), whereas, the slideshow group had significantly higher ratings of distraction (d = 0.59). These results support the cognitive‐affective theory of learning with media (CATLM) and demonstrate that anime may be an effective learning medium. Takeaways: Anime should be considered as a medium for science learning, especially when students might not otherwise be motivated to learn. Lay Description: What is currently known about this topic: Anime is a form of Japanese animation similar to an animated comic book.Cells at Work is a series of anime lessons on cells in the human bloodstream.Cells are represented with anthropomorphism, colours, and rounded shapes.Emotional design involves using anthropomorphism, colours, and rounded shapes. What does this paper add: Students viewed an anime or an equivalent slideshow on the human bloodstream.The anime group performed better on a post‐test and reported less distraction.Anime can be considered a form of emotional design for science lessons. What are the implications for practitioners: Anime can be used to teach about cells in the human bloodstream.Instructional designers should consider using anime as a medium for science instruction.
      pubtype: Academic Journal
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        research
        tables/charts
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      ougenre: Article
    language: English
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