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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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Validity and Reliability Study of Science-Edutainment Interactive Multimedia on Earth Topic for the 7th Graders of Junior High Schools
Mahmudah Mahmudah;Munzil Munzil;Erni Yulianti
Academic Journal Academic Journal | Jurnal Penelitian Fisika dan Aplikasinya, Vol 8, Iss 1, Pp 42-50 (2018) Please log in to see more details
Natural science, as a fundamental science, requires a series of observations to be und... more
Validity and Reliability Study of Science-Edutainment Interactive Multimedia on Earth Topic for the 7th Graders of Junior High Schools
Jurnal Penelitian Fisika dan Aplikasinya, Vol 8, Iss 1, Pp 42-50 (2018)
Natural science, as a fundamental science, requires a series of observations to be understood. For the subject about structure of earth, earthquake, and volcano, the students need the direct observation because the nature of the subject that tends to be abstract. In order for the students to be able to observe directly about the subject of earth that tends to be formed in an abstract concept, therefore the students need the learning media that is able to change that concept into the concrete one moreover also can change it into a fun education for the students. The media that is able to solidify the abstract concept is a media in a form of interactive multimedia. In order to make the students become ecstatic during the learning process, it is a need to do the edutainment approach. Therefore, it is a necessary to do an observation with a purpose to produce the product in a form of interactive multimedia named science edutainment with the topic of earth that is applicable and valid for seventh grade of junior high school students. This research used 4D method without dissemination step. The applicability of the developed product is obtained from the validation of product and the readability test. According to the results of media validation done by the expert, the media was considered appropriate by the percentages of 76.4% for media appropriateness and 88.5% for content appropriateness. On legibility test, it obtained 91.3% by teachers and 93.5% by students, which mean that the media was very appropriate. Hence, the interactive multimedia of science-edutainment on earth topic for the 7th graders of Junior High Schools is considered appropriate and valid.

Subject terms:

learning media - interactive multimedia - science-edutainment - earth - Science - Physics - QC1-999

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Interactive multimedia in education and training / [edited by] Sanjaya Mishra, Ramesh C. Sharma
PRINTED MATL | 2005
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The Effectiveness of Using Interactive Multimedia Based on Motion Graphic in Concept Mastering Enhancement and Fashion Designing Skill in Digital Format
Winwin Wiana;M. Syaom Barliana;Arifah A. Riyanto
Academic Journal Academic Journal | International Journal of Emerging Technologies in Learning (iJET), Vol 13, Iss 02, Pp 4-20 (2018) Please log in to see more details
This research is related to the effort to design a more representative learning system... more
The Effectiveness of Using Interactive Multimedia Based on Motion Graphic in Concept Mastering Enhancement and Fashion Designing Skill in Digital Format
International Journal of Emerging Technologies in Learning (iJET), Vol 13, Iss 02, Pp 4-20 (2018)
This research is related to the effort to design a more representative learning system to improve the learning result of digital fashion design, through the development of interactive multimedia based on motion graphic. This research is aimed to know the effect of interactive multimedia application based on motion graphic to increase the mastery of the concept and skill of the students to making fashion designing in digital format. The research method used is quasi experiment with research design of Nonequivalent Control Group Design. The lectures are conducted in two different classes, namely class A as the Experimental Class and class B as the Control Class. From the calculation result after interpreted using Normalize Gain, there is an increase of higher learning result in student with interactive learning based on motion graphic, compared with student achievement on conventional learning. In this research, interactive multimedia learning based on motion graphic is effective toward the improvement of student learning in concept mastering indicator and on the aspect of making fashion design in digital format.

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interactive multimedia, motion graphic, fashion design in digital format - Education - Information technology - T58.5-58.64

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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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The development of student worksheet assisted by interactive multimedia of photoelectric effect to build science process skills
Payudi Payudi;Chandra Ertikanto;Noor Fadiawati;Agus Suyatna
Academic Journal Academic Journal | International Journal of Science and Applied Science: Conference Series, Vol 2, Iss 1, Pp 273-282 (2017) Please log in to see more details
This research aims to produce student worksheet based on interactive multimedia on pho... more
The development of student worksheet assisted by interactive multimedia of photoelectric effect to build science process skills
International Journal of Science and Applied Science: Conference Series, Vol 2, Iss 1, Pp 273-282 (2017)
This research aims to produce student worksheet based on interactive multimedia on photoelectric effect to grow science process skills that are attractive, easy, useful, and study to improve students learning out comes. The development design used in this research by Sugiono which implemented in 8 stages, they are potential and problem, data collecting, product design, validation design, revision design, product trial, product, and trial usage. Trial usage of the product was conducted at SMA Negeri 2 Bandar Lampung in October 2016 to November 2016 and the research subject was twelve grade classes. The sampling technique of product trial subjects done by purpose sampling, it took two same classes. One class used as an experimental class and the other class as a control class. Trial product design used Matching-Only Pretest-Post test Control Group Design method. Data collecting technique used questionnaire and test (pretest and post test). The data were analyzed by using a descriptive quantitative method. The conclusions of the research are: (1) Student worksheet to build scientific process skills on photoelectric effect should include predicting and hypothesizing activities, planning the experiment, doing the practicum, interpreting the observation, and communicating. (2) Student worksheet of development result has an attractiveness level with the average score is 3.27 or 81.74% with “interesting” category, ease level with the average score is 3.25 or 81.32 with “simple”, and usefulness level with the average score is 3.21 or 80.13% of “useful” category. (3) Student worksheet of development result is effective to improve students learning outcomes in science process skills with N-gain average is 0.63 with the medium.

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interactive multimedia, photoelectric effect, science process skills - Science

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Interactive multimedia documents : modeling, authoring, and implementation experiences / Michalis Vazirgiannis
PRINTED MATL | 1999
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DEVELOPMENT OF MOBILE LEARNING BASED- INTERACTIVE MULTIMEDIA IN PROGRAMMING LANGUAGE CLASS AT STAIN BATUSANGKAR
Lita Sari Muchlis
Academic Journal Academic Journal | Ta'dib, Vol 20, Iss 1, Pp 72-84 (2018) Please log in to see more details
This study aims at developing mobile learning-based interactive media in programming l... more
DEVELOPMENT OF MOBILE LEARNING BASED- INTERACTIVE MULTIMEDIA IN PROGRAMMING LANGUAGE CLASS AT STAIN BATUSANGKAR
Ta'dib, Vol 20, Iss 1, Pp 72-84 (2018)
This study aims at developing mobile learning-based interactive media in programming language I subject. This research uses the ADDIE model, in which the proposed instructional media are tested to students of Informatics Management study program at STAIN Batusangkar, particularly in Programming Language course I. Data collection was done by distributing the questionnaires. At first, the need analysis was conducted by observing the related phenomena and previous research. Next, after the designing stage, the product was validated by three experts. As the result, the product, in terms of content, was 81,05 categorised very valid, besides in terms of design, it was valid with 85,6 score. In terms of practicality, the product was applied to the students. The result shows that the product was practical to use in Progamming Language course I. In order to find out its effectivity, the product was tested twice, before and after treatment. The mean score of post-test result was higher t “test” 0,001<0,05 than that of the pre-rest. Based on data analysis both design validation by experts and test results of the students, then the interactive online learning media is recommended to be developed for STAIN Batusangkar students.

Subject terms:

Development, Interactive media, Mobile learning. - Education (General) - L7-991

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The developer's handbook of interactive multimedia : a practical guide for educational applications / Rob Phillips
PRINTED MATL | 1997
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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) - R5-920

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Guidelines for bibliographic description of interactive multimedia / the Interactive Multimedia Guidelines Review Task Force, Laurel Jizba [and others]
PRINTED MATL | 1994
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THE USE OF INTERACTIVE MULTIMEDIA (MACROMEDIA FLASH) TO INCREASE CREATIVE THINKING ABILITY OF STUDENTS IN BASIC PHYSICS SUBJECT
M. Marnita;E. Ernawati
Academic Journal Academic Journal | Jurnal Pendidikan Fisika Indonesia, Vol 13, Iss 2, Pp 71-78 (2017) Please log in to see more details
Students were intellectuals who should have the ability to think critically, one of wh... more
THE USE OF INTERACTIVE MULTIMEDIA (MACROMEDIA FLASH) TO INCREASE CREATIVE THINKING ABILITY OF STUDENTS IN BASIC PHYSICS SUBJECT
Jurnal Pendidikan Fisika Indonesia, Vol 13, Iss 2, Pp 71-78 (2017)
Students were intellectuals who should have the ability to think critically, one of which is the creative thinking skills. However, the students' limited ability in basic physics as well as the limitations of using a variety of multimedia resulted in basic physics final exam results lower than 6 on average from maximum value of 10. This leads to the lower creative thinking skills of students in basic physics. This research is a Quasi Experiment research on students in the first semester of academic year 2014/2015 which amounted to 38 people. This research is expected to increase creative thinking skills as well as lecturers and students activities. Data obtained from this study is the data of creative thinking skills of students and data on the observation of activity of lecturers and students. The data were analysed by using formula percentage of completeness of learning outcomes, gain indexes and statistical t-test. Based on the results of data analysis it is showed that the use of interactive multimedia (Macromedia Flash) can improve creative thinking skills of students.

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Creative thinking skills - Interactive multimedia (Macromedia Flash) - Education - Education (General) - L7-991 - Science - Physics - QC1-999

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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 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) - L7-991

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Interactive multimedia instruction / Richard A. Schwier, Earl R. Misanchuk
PRINTED MATL | 1993
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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 Interactive Multimed... 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) - L7-991

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IMCE: Interactive Multimedia for Consumer Electronics
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THE INFLUENCE OF INTERACTIVE MULTIMEDIA AUDIO TELLING MACHINE (IMATE) USE AND STUDENTS’ SELF REGU-LATED LEARNING LEVEL ON ENGLISH LANGUAGE GREET-INGS APPLICATION SKILLS (PENGARUH PENGGUNAAN INTERACTIVE...
Muhammad Ridwan Sutisna
Academic Journal Academic Journal | Edutech, Vol 16, Iss 3, Pp 380-395 (2018) Please log in to see more details
Abstract. New trends of technology and also the higher needs of English proficiency ha... more
THE INFLUENCE OF INTERACTIVE MULTIMEDIA AUDIO TELLING MACHINE (IMATE) USE AND STUDENTS’ SELF REGU-LATED LEARNING LEVEL ON ENGLISH LANGUAGE GREET-INGS APPLICATION SKILLS (PENGARUH PENGGUNAAN INTERACTIVE...
Edutech, Vol 16, Iss 3, Pp 380-395 (2018)
Abstract. New trends of technology and also the higher needs of English proficiency have encouraged the quality improvent of English instructions. The aim of this research is to deter-mine the effect of Interactive Multimedia Audio Telling Machine (iMATE) and self regulated learning level in English language greetings application skill of vocational school students. iMATE is an Interactive instructional media used in this research. While student’s self regulated learning is divided into high and low level. This research used experimental design. This re-search was held at SMK Pasundan 3 Bandung. Findings of this research were; (1) Generally students achieved better result when using iMATE. (2) There was an interaction between use of instructional media and students’ self regulated learning level. (3) Students with high self regu-lated learning achieved much better when using iMATE. (4) Students with low self regulated learning had a better result when not using iMATE. This Findings lead to the conclusion that students’ self regulated learning level may affect the succes of instructional media use, especially in teaching English language skills. Abstrak. Perkembangan teknologi dan kebutuhan akan kemampuan Bahasa Inggris yang lebih tinggi mendorong kualitas pembelajaran Bahasa Inggris juga mengalami perkem-bangan. Tujuan penelitian ini adalah untuk mengetahui pengaruh dari penggunaan Interactive Multimedia Audio Telling Machine (iMATE) dan tingkat self regulated learning terhadap ke-mampuan menerapkan greetings Bahasa Inggris siswa SMK. iMATE adalah multimedia inter-aktif pembelajaran yang digunakan dalam penelitian ini. Siswa sebagai subjek penelitian dibagi kedalam dua kelompok yaitu yang memiliki tingkat self regulated learning yang tinggi dan ren-dah. Penelitian yang dilaksanakan di SMK Pasundan 3 Bandung ini menggunakan desain ek-sperimen. Temuan dari penelitian ini adalah (1) Secara umum siswa memperoleh hasil yang lebih baik dengan menggunakan iMATE (2) Terdapat interaksi antara penggunaan media pem-belajaran dan tingkat self regulated learning siswa. (3) Siswa dengan tingkat self regulated learning tinggi memperoleh hasil yang lebih baik dengan menggunakan iMATE. (4) Siswa yang memiliki tingkat self regulated learning rendah memiliki hasil yang lebih baik ketika tidak menggunakan iMATE. Penemuan ini mengarahkan pada kesimpulan bahwa penggunaan media pembelajaran yang mempertimbangkan tingkat self regulated learning akan memberikan hasil yang lebih optimal.

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Media Pembelajaran - self regulated learning - Pembelajaran Bahasa Inggris - iMATE - instructional media - English language learning - Education (General) - L7-991

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Value-Based Interactive Multimedia Development through Integrated Practice for the Formation of Students' Character
Komalasari, Kokom;Saripudin, Didin
Academic Journal Academic Journal | Turkish Online Journal of Educational Technology - TOJET, v16 n4 p179-186 Oct 2017. 8 pp. Please log in to see more details
This study aims to describe the development of value-based interactive multimedia thro... more
Value-Based Interactive Multimedia Development through Integrated Practice for the Formation of Students' Character
Turkish Online Journal of Educational Technology - TOJET, v16 n4 p179-186 Oct 2017. 8 pp.
This study aims to describe the development of value-based interactive multimedia through integrated practice for the formation of students' character. This study uses Research and Development Design at the Department of Social Sciences Education at Indonesia University of Education. Conceptually, the design in question is integration of living values and social studies learning materials into interactive multimedia by involving students through an integrated practice in schools (university and junior high school). Implementation of the design is realized through several steps: negotiation of subject matter and character, presentation of materials, group distribution based on social science topics, exploration of character values according to the topics, integrated practice (initial observation to school, multimedia scenario development, multimedia production, multimedia simulations in class, and multimedia utilization in school). Implementation of the interactive multimedia design significantly affects the formation of students' character.

Subject terms:

Foreign Countries - Multimedia Instruction - Multimedia Materials - Values Education - Student Development - College Students - Social Sciences - Social Science Research - Research Methodology - Instructional Design - Program Design - Integrated Curriculum - Research and Development - Interaction - Indonesia

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IEE Colloquium on Emerging Interactive Multimedia Services (Digest No. 1997/025)
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Application Design Of Interactive Multimedia Development Based Motion Graphic On Making Fashion Design Learning In Digital Format
Winwin Wiana
Academic Journal Academic Journal | International Journal of Scientific & Technology Research, Vol 06, Iss 05, Pp 102-108 (2017) Please log in to see more details
This study is a research and development aimed at developing multimedia interactive le... more
Application Design Of Interactive Multimedia Development Based Motion Graphic On Making Fashion Design Learning In Digital Format
International Journal of Scientific & Technology Research, Vol 06, Iss 05, Pp 102-108 (2017)
This study is a research and development aimed at developing multimedia interactive learning based animation as an effort to improve student learning motivation in learning Fashion Design Technology apart from this study also aims to design a learning program courses Fashion Design Technology with a focus on optimizing the use of interactive media in learning process. From this study showed 1 A preliminary study found that the problems faced by students when studying Fashion Design Technology is the student is not optimal when learning designing clothes based computer technology both in terms of learning content learning mechanisms that still uses a linear media and limitations of highly structured learning time. 2 Animation multimedia has the following characteristics a media of learning is convergent interactive self-contained in the sense of giving convenience to users without the guidance of others as multimedia applications can present the material to see more interesting and informative. 3 Design of multimedia learning software developed include the creation of flowcharts storyboards and drafting manuscript of interactive multimedia based animation. 4 Based on the results of validation by multimedia experts obtained an average percentage of 85.55 viability of the material experts obtained an average percentage of 90.84 viability and by students as users gained an average percentage of 96.38 eligibility so it can be said that the standard of the feasibility of interactive multimedia based animation developed is included in the category of Very High or Very Good. Furthermore experts agree that the development of interactive multimedia based animation on learning Fashion Design Technology can be used with some aspects that need to be improved to obtain higher levels of feasibility more optimal.

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Interactive Multimedia - Animation - Fashion Design Technology. - Science

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IEE Colloquium on Interactive Multimedia: A Review and Update for Potential Users
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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 e-learning aims to improve our understand... 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.

Subject terms:

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) - United Kingdom

Content provider:

ERIC

Additional actions:

IEE Colloquium on Neural Networks in Interactive Multimedia Systems (Ref. No. 1998/446)
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