Turkish Online Journal of Distance Education, v17 n4 Article 11 p158-174 Oct 2016. 17 pp.
This study focuses on interactivemultimedia 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 interactivemultimedia and e-learning. It develops a tool to measure creative user adoption of interactivemultimedia 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 interactivemultimedia and e-learning services, providing further insights for researchers and may provide to guide research and practice in interactivemultimedia and e-learning by using communication media.
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)
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, InteractiveMultimedia, 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.
ADDIE Model - Interactive Multimedia - students with learning difficulties. - Education (General)
The Journal of Supercomputing. August 2017, Vol. 73 Issue 8, p3562, 17 p.
The telepresence service (TPS) leverages advanced communication, virtual reality, and cooperative web technologies to provide remote engaged users an immersive experience of being fully present, which are widely used in teleconferencing, remote surgery, and hazardous environment exploration. The common feature of TPS-based applications lies in that the users' experiences heavily depend on the quality of interactivemultimedia services, that is, most deliveries of multimedia contents are mission-critical, as well as time-critical, to ensure the control and operation accuracy for telerobots. Therefore, the delivery performance of multimedia contents over heterogeneous networks becomes the primary concern in the TPS system design, especially for those delay sensitive applications, like remote surgery and environment exploration. In this paper, we incorporate video processing tools with the network simulator to design and implement a joint emulation system, named as the virtual media network (ViMediaNet), through which, the TPS designer can readily deploy the TPS system over a heterogeneous network virtualized by the network emulator, investigate the critical network performance metrics in the multimedia content delivery, such as transmission delay and packet jitter, and observe control results in real time. To verify the capability of ViMediaNet in emulating the real-setting TPS system, we take a mobile device based vision navigation system as an example to evaluate performance impacts of the rate adaptation technology in the telerobot control. The experimental results reveal that the adaptive video streaming is a promising solution to significantly enhance the control accuracy of telerobots in TPS systems.
Systems/data security software - Mobile devices -- Access control - Electronics in navigation - Systems and data security software - Multimedia industry
Journal of New Music Research. March 2017, Vol. 46 Issue 1, p15, 19 p.
To access, purchase, authenticate, or subscribe to the full-text of this article, visit this link: http://dx.doi.org/10.1080/09298215.2016.1248444 Author(s): Jaime Arias (a)(b)(c), Jean-Michael Celerier (a)(b)(d)(*), Myriam Desainte-Catherine (a)(b)(c) pages 15-33 Special Issue: Interactive Composition Abstract The advances in authoring of interactive scores call for a thorough analysis of the written scores. A possible way to ensure correctness of an interactive score is through the use of formal techniques such as model checking. In this work, we present a visual model of the inter-media sequencer i-score and we propose a Timed Automata encoding to reason about the interactive scores written in this software. The verification of some properties of interactive scores is presented, along an evaluation of the performance of the model-checking process with uppaal. Author Affiliation: (a) University of Bordeaux, France. (b) CNRS, France. (c) INRIA, France. (d) Blue Yeti, France. Correspondence: (*) Jean-Michael Celerier, LaBRI, UMR 5800, University of Bordeaux, F-33400 Talence, France. E-mail: firstname.lastname@example.org Article History: Received Date: 1/10/2016 Accepted Date: 10/7/2016 Publisher name: Routledge [c] 2016 Informa UK Limited, trading as Taylor & Francis Group
Music software - Interactive technology - Technology application - Interactive computer systems -- Methods - Interactive media -- Methods - France
Jurnal Ilmiah Pendidikan Matematika, Vol 5, Iss 2, Pp 65-72 (2017)
The purpose of this study was to determine: (1) whether the learning of mathematics realistic discovery methods aided interactivemultimedia produce learning achievement better than conventional learning, (2) whether there is influence students' response to mathematics achievement, (3) whether there is an interaction between learning mathematics with students 'response to students' mathematics achievement. This study uses a quasi-experimental research methods. The population in this study were all fifth grade students of the second semester of the Holy Hadipolo village primary school year 2016/2017, while samples were selected by cluster random sampling is SD 3 Hadipolo as an experimental group with a total of 25 students and SD 2 Hadipolo as a control group by number 25 students. The results showed (1) there are differences in the effect of teaching methods to mathematics achievement, (2) there are differences in mathematics achievement among students with the response study of high, medium, and low., (3) there are differences in the achievement of each learning method consistent at each level of learning responses and differences in learning achievement of each level of learning consistent response to each method of learning.
In Evaluation and Program Planning August 2017 63:1-6
•Mobile technology is opening new avenues to create tailored and personalized health education programs, but development cost compared to traditional methods is unknown.•Total cost of developing a Photonovella intervention for HPV education was $66,468 and the cost of developing a tailored interactivemultimedia intervention was $135,978.•Development cost was driven by personnel time to plan and create the education messages and to develop the software and video components.•Future applications may reduce development cost by using content that is freely available on the internet distributed under Creative Commons licenses.
JPBI (Jurnal Pendidikan Biologi Indonesia), Vol 3, Iss 2, Pp 166-173 (2017)
The development of Science and Technology (Science and Technology) takes place very rapidly. The development of science and technology will impact on graduate competency changes desired by the industry. This change of course will be followed by updating the curriculum, learning resources and teaching materials are used, one of them teaching materials on the subjects of Cell Biology. In the course of Cell Biology, the students only take textbooks without the support of interactivemultimedia. Good teaching materials is the teaching materials arranged in a systematic, according to the needs and character of students, as well as validated by the teaching materials. The purpose of this study was to determine response students Biology Education IKIP Budi Utomo against Cell Biology course textbook aided interactivemultimedia. The development method used is the 4D model consisting of stages define, design, develop, and disseminate. This study is limited to the stages develop. Legibility test results showed that students responded well teaching materials and provide proper assessment of the teaching materials.
cell biology - nstructional material - multimedia - text book - Education (General) - Biology (General)
Jurnal Of English Language And Education, Vol 2, Iss 1, Pp 55-63 (2017)
Abstract The research aimed at designing English Learning InteractiveMultimedia (ELIM) in SMAN 1 Sedayu based on the 2013 Curriculum. This was Research and Development (R&D) study using ADDIE model. There were five stages in conducting the research; (1) Analysis; (2) Design; (3) Development; (4) Implementation; (5) Evaluation. This research involved 32 students of grade tenth of SMAN 1 Sedayu. To gain the Needs Analysis (NA), the researcher used observation, questionnaire, interview, and documentation. This researcher found a learning software program namely English Learning InteractiveMultimedia (ELIM) based on the 2013 curriculum. It consists of two unit materials; ‘Malin Kundang’, and ‘Let Us Sing a Song’. It was appropriate with the 2013 Curriculum and Needs Analysis based on (1) a media and content expert judgment from Mercu Buana University of Yogyakarta; (2) the Focus Group Discussion from English teacher and students of SMA N 1 Sedayu; (3) the results of pre-test and posttest in two cycles which showed an improvement. Based on the findings above, it is recommended for the further researcher to develop the designed ELIM become the appropriate media based on the needs and condition of the research setting.
design - multimedia - english learning instruction - the 2013 curriculum - Education (General) - English language
Multimedia Systems. Oct 2016, Vol. 22 Issue 5, p543, 15 p.
Real-time interactivemultimedia communications are becoming increasingly useful for education, business, e-commerce and e-government, providing an enriched user experience in teleconferencing, e-meetings, distance training and product demonstrations. Large corporations are usually located at several sites, so real-time multipoint sessions within corporations are especially difficult. IP multicast is available or feasible within each site of an organization. Thus, corporate networks can be considered as various multicast-capable networks interconnected through a wide area network without multicast connectivity. This paper proposes a resilient self-managed overlay network to support real-time multipoint interactive sessions within corporate networks. The proposed overlay takes advantage of the configuration of corporate networks to self-organize and provide an efficient media delivery service, making use of multicast communications wherever available. Various self-healing techniques are implemented allowing for the continuity of ongoing sessions in spite of network disruptions and entity failures. Extensive simulations and tests have been carried out to assess the performance and resilience of the overlay facing several types of disruptions.
In Expert Systems With Applications 1 March 2017 69:201-213
•A model to integrate Multimedia Information Retrieval engines is proposed.•The handler specifies the strategy to select the sources.•Handler functionality is adapted by user interactions and machine learning techniques.•A use case in sports domain is described.
Jurnal Pengajaran MIPA, Vol 21, Iss 1, Pp 30-34 (2016)
The aim of this study was to apply multimedia in enhancing students’ creative thinking skills. Research subject were eleventh-grade students that yet to learn redox concept, at one of senior high school in Bekasi. Experimental group was consisted of 50 students and control group was consisted of 51 students. Multimedia activities can be used to enhance students’ creative thinking by designing multimedia based on creative thinking activities. Students’ creative thinking enhancement is equal to students’ cognitive enhancement and research findings suggested that enhancement in all students’ creative thinking aspects by using interactivemultimedia learning was significantly different than by PowerPoint learning. It was reflected by creative thinking enhancement of high and moderate criteria. The highest enhancement was on fluency (N-gain= 85.83%) and the lowest was on flexibility (N-gain= 54.93%).ABSTRAK Penelitian ini bertujuan untuk menggunakan multimedia dalam meningkatkan kemampuan berpikir kreatif siswa. Subjek penelitian adalah siswa kelas XI yang belum belajar konsep redoks di salah satu SMA di Bekasi. Kelompok eksperimen terdiri dari 50 siswa dan kelompok kontrol terdiri dari 51 siswa. Kegiatan multimedia dapat digunakan untuk meningkatkan kemampuan berpikir kreatif siswa dengan merancang multimedia berdasarkan kegiatan berpikir kreatif. Peningkatan kemampuan berpikir kreatif siswa adalah sama dengan peningkatan kognitif siswa dan penelitian menemukan bahwa peningkatan semua aspek berpikir kreatif siswa dengan menggunakan pembelajaran multimedia interaktif berbeda secara signifikan dengan pembelajaran PowerPoint. Hal ini ditunjukkan oleh peningkatan kemampuan berpikir kreatif dengan kriteria tinggi dan sedang. Peningkatan tertinggi ditemukan pada kefasihan (N-gain = 85,83%) dan peningkatan terendah ditemukan pada fleksibilitas (N-gain = 54,93%).
International Education Studies, v9 n10 p155-162 2016. 8 pp.
Now the demand for skilled labor is urgent. Development of skilled labor has been done in various ways either through education and training. Indonesia, especially North Sumatra state nurture some vocational schools that produce graduates which are expected to be ready for working, but have not been able to meet these expectations. Therefore we face how to build a learning that is intended to establish effectively the competence of Vocational Middle School students. In this study, we propose an interactivemultimedia-based learning model in teaching engineering mechanic competence. The results of empirical data showed significant evidence supports our proposition. It explores an important issue in developing the learning model of student competence in the field of engineering mechanic.