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Research Starter Interactive media.
Interactive media refers to a form of communication that relies on user input to generate content, such as electronic text, graphics, audio, video, ... More
Salem Press Encyclopedia, 2016. 2p.

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A Proposed Framework between Internal, External and Pedagogy Dimensions in Adoption of Interactive Multimedia e-Learning
Lahwal, Fathia;Al-Ajlan, Ajlan S.;Amain, Mohamad
Academic Journal Academic Journal | Turkish Online Journal of Distance Education, v17 n4 Article 11 p158-174 Oct 2016. 17 pp. Please log in to see more details
This study focuses on interactive multimedia more
A Proposed Framework between Internal, External and Pedagogy Dimensions in Adoption of Interactive Multimedia e-Learning
Turkish Online Journal of Distance Education, v17 n4 Article 11 p158-174 Oct 2016. 17 pp.
This study focuses on interactive multimedia e-learning aims to improve our understanding about the dynamics of e-learning. The objective is to critical evaluate and better understand the interrelationships in the proposed framework between internal, external and the pedagogy dimensions in adoption of interactive multimedia and e-learning. It develops a tool to measure creative user adoption of interactive multimedia and e-learning services by using Partial Least Squares algorithm as the method of estimation and the major analytical tool in this study. Finding of a small scale data sampling of students in United Kingdom indicate that the proposed measurement framework is an acceptable fit with the data. Overall, the findings supply a precise tool for measuring creative user adoption of interactive multimedia and e-learning services, providing further insights for researchers and may provide to guide research and practice in interactive multimedia and e-learning by using communication media.

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Foreign Countries - Adoption (Ideas) - Multimedia Instruction - Electronic Learning - Interactive Video - Least Squares Statistics - Multimedia Materials - Measurement - Questionnaires - Likert Scales - Pretesting - Pilot Projects - Componential Analysis - Validity - Correlation - College Students - Regression (Statistics)

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Interactive multimedia in education and training / [edited by] Sanjaya Mishra, Ramesh C. Sharma
PRINTED MATL | c2005.
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Web-based interactive multimedia for remote circuit analysis / by Martin Podges
MANUSCRIPT | 2000.
Available at NMMU North Theses (TK454.P64 2000)
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Interactive multimedia documents : modeling, authoring, and implementation experiences / Michalis Vazirgiannis
PRINTED MATL | c1999.
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The developer's handbook of interactive multimedia : a practical guide for educational applications / Rob Phillips
PRINTED MATL | c1997.
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Guidelines for bibliographic description of interactive multimedia / the Interactive Multimedia Guidelines Review Task Force, Laurel Jizba ... [et al.]
PRINTED MATL | 1994.
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Interactive multimedia : practice and promise / edited by Colin Latchem, John Williamson and Lexie Henderson-Lancett
PRINTED MATL | 1993.
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Interactive Multimedia Training in Osteoporosis Prevention of Female High School Students: An Interventional Study
Ladan Zarshenas;Tala Keshavarz;Marzieh Momennasab;Nahid Zarifsanaiey
Academic Journal Academic Journal | Acta Medica Iranica, Vol 55, Iss 8, Pp 514-520 (2017) Please log in to see more details

Given the limitations of traditional teaching methods in the learning process of ad... more

Interactive Multimedia Training in Osteoporosis Prevention of Female High School Students: An Interventional Study
Acta Medica Iranica, Vol 55, Iss 8, Pp 514-520 (2017)

Given the limitations of traditional teaching methods in the learning process of adolescents, this study was designed to investigate the effects of osteoporosis prevention training through interactive multimedia method on the degree of knowledge and self-efficacy of female high school students. In this interventional study which was conducted in 2016 in Fars province, Iran, 120 high school students were selected through proportional stratified sampling from schools and different classes at first, second, third, and pre-university grades. The participants were randomly divided into two groups, each containing 60 students. Educational interventions for the test group included an interactive multimedia CD, and for the control group was an educational booklet. Before and one month after the intervention the students' level of knowledge and self-efficacy was measured. The spss 19 statistical software was used, and descriptive and analytical tests were performed to analyze the data. Results showed a significant difference in self-efficacy scores after the intervention (P=0.012) with the test group obtained a higher self-efficacy score than the control group. Also, a significant increase was observed in the knowledge score of both groups after the training (P<0.001), but the knowledge score between the two groups was not statistically significant (P=0.38) after the intervention. The use of new training methods like interactive multimedia CD for public education, particular adolescents about health and hygiene is recommended.

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Osteoporosis - Interactive multimedia training - Interventional study - Medicine (General)

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Interactive multimedia instruction / Richard A. Schwier, Earl R. Misanchuk
PRINTED MATL | 1993.
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Multimodal perception study on virtual 3D curved textures with vision and touch for interactive multimedia systems
Kang, Ziho;Kim, Kwangtaek
Academic Journal Academic Journal | Multimedia Tools and Applications. Jan 2018, Vol. 77 Issue 2, p2209, 15 p. Please log in to see more details
Understanding the multimodal rendering of 3D shapes is becoming an important research ... more
Multimodal perception study on virtual 3D curved textures with vision and touch for interactive multimedia systems
Multimedia Tools and Applications. Jan 2018, Vol. 77 Issue 2, p2209, 15 p.
Understanding the multimodal rendering of 3D shapes is becoming an important research topic as multimedia and virtual reality technologies are rapidly advancing. This study is aimed to investigate human perceptibility on the curvature and texture changes of 3D virtual surfaces across modalities, vision and touch. Our interest is to obtain perception data that can be used for 3D watermarking or data compression under a virtual reality environment providing multimodal interactions. For this study, we designed two psychophysical experiments to estimate curvature discrimination and texture detection thresholds on curvature surfaces over three conditions: vision only, touch only, and both vision and touch. The results show that touch is dominant at both discriminating curvature surfaces and detecting surface texture changes on a curved surface. In addition, the sensitivity of the both senses to detect texture changes linearly increases as a curvature value increases. Finally, the vision and touch senses compensate each other when both modalities are available at the same time. The thresholds from the present study can potentially be used as the upper limit for selecting watermark strengths or compression in order to ensure imperceptibility in a 3D visuohaptic multimedia systems.

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Multimedia technology

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Developing interactive multimedia on the thematic-integrative learning for Grade IV students under the sub-theme my food is health and nutritious
Tri Yuliansyah Bintaro
Academic Journal Academic Journal | Jurnal Prima Edukasi, Vol 5, Iss 2, Pp 193-202 (2017) Please log in to see more details
This study aimed at generative a proper and effective Adobe Flash Interacti... more
Developing interactive multimedia on the thematic-integrative learning for Grade IV students under the sub-theme my food is health and nutritious
Jurnal Prima Edukasi, Vol 5, Iss 2, Pp 193-202 (2017)
This study aimed at generative a proper and effective Adobe Flash Interactive Multimedia for Grade IB Students under the sub-theme “My Food is Healthy and Nutritious” in SD Negeri Glagah Yogyakarta. This research and development study referred to the stages that had been developed by Borg & Gall. The development design was put into four stages, namely: (a) exploration; (b) product development; (c) product testing and revision; and (d) implementation. The subjects of preliminary field testing consisted of 15 Grade IV students in SD Negeri Glagah. Then, the subjects of expanded field experiment consisted of 30 Grade IV students in the experimental group and 29 Grade IV students in the control group; all of these students came from SD Negeri Glagah. The data were gathered using the interview guideline, the interactive multimedia product evaluation sheet, and the test items. The data that had been gathered were analyzed using the independent sample t-test with rate of significance 0.05. The results of this study have generated the interactive multimedia that according to the material experts and the media experts belong to the “Very Good” category. However, there have been differences in the pre-test results and the post-test results between the experimental group and the control group after both groups were exposed to the interactive multimedia with p < 0.05. These differences imply effectiveness improvement with p = 0.005.

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the interactive multimedia - the integrative thematic - Education - Education (General)

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International Journal of Interactive Multimedia and Artificial Intelligence
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Interactive Animation Multimedia for Knowing the Words (CV+CV) for Student with Learning Disabilities
aliyah yahya;mohd Mokhtar Tahar
Academic Journal Academic Journal | Jurnal Penelitian dan Pengembangan Pendidikan Luar Biasa, Vol 4, Iss 1, Pp 1-6 (2017) Please log in to see more details
This research studies the design and development of the teaching and learning module w... more
Interactive Animation Multimedia for Knowing the Words (CV+CV) for Student with Learning Disabilities
Jurnal Penelitian dan Pengembangan Pendidikan Luar Biasa, Vol 4, Iss 1, Pp 1-6 (2017)
This research studies the design and development of the teaching and learning module with the assistance of interactive animation multimedia computer. The objective of this research is to address the following research questions, which are to enhance the interest and motivation of the special education learners as well as to facilitate the learners in identifying (CV+CV) syllables. The process in developing the software follows the ADDIE Model, which includes the five phases, namely “Analysis”, “Design”, “Development”, “Implementation” and “Evaluation”. The selection of topic in (CV+CV) syllables identification was made in order to help the special education learners in their reading process. The research method uses the Mayer’s Multimedia Learning Theory, which is based on Sweller’s Cognitive Load Theory (Chandler and Sweller). The research data was collected through a qualitative method and research design is a case study. The respondents of this research involve four learners selected through a sampling, who were then divided into one groups; namely Group A . The instruments of the research consist of a pre-test, a post-test and a questionnaire. The research finding shows that there is a significant increase ( 60% ) in the post-test of Group A. The learning through Interactive Animation Multimedia does not only attract the learners’ interest and enhance their motivation in learning, but also indirectly allows these special education learners to read. Keywords: ADDIE Model, Interactive Multimedia, and students with learning difficulties. Kajian ini mengenai pembangunan modul pengajaran dan pembelajaran (P&P) yang berbantukan kepada penggunaan komputer multimedia animasi interaktif. Tujuan kajian ini ialah untuk menjawab beberapa persoalan kajian iaitu, untuk meningkatkan minat dan motivasi pelajar pendidikan khas dan untuk memudahkan pelajar mengenal suku kata (KV+KV). Proses membangunkan perisian ini adalah berdasarkan kepada Model ADDIE yang mempunyai lima fasa iaitu “Analysis”, “Design”, “Development”, “Implementation” dan “Evaluation”. Pemilihan tajuk mengenal suku kata (KV+KV) adalah untuk membantu pelajar-pelajar pendidikan khas dalam proses membaca. Proses kajian ini menggunakan Teori Pembelajaran Multimedia oleh Mayer, dan teori ini juga adalah berdasarkan kepada Teori Beban Kongnitif Sweller ( Chandler & Sweller ). Kajian ini menggunakan kaedah kualitatif dan reka bentuk kajian ialah kajian kes. Sampel dalam kajian ini ialah seramai 4 orang pelajar yang dipilih secara sampel bertujuan yang telah dibentuk dalam satu kumpulan iaitu Kumpulan A. Instrumen kajian yang digunakan ialah ujian pra, ujian pos dan soal selidik. Dapatan kajian telah mendapati bahawa terdapat peningkatan pencapaian dalam ujian pra dan ujian pos yang menggunakan kaedah multimedia bagi Kumpulan A iaitu sebanyak (60 %) . Pembelajaran yang menggunakan kaedah Multimedia Animasi Interaktif bukan sahaja dapat menarik minat dan memberi motivasi kepada pelajar, secara tidak langsung juga pelajar pendidikan khas ini dapat membaca.

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ADDIE Model - Interactive Multimedia - students with learning difficulties. - Education (General)

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IMCE: Interactive Multimedia for Consumer Electronics
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