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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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Design and Development of an Interactive Multimedia Simulation for Augmenting the Teaching and Learning of Programming Concepts
Baloyi, Leonah L.;Ojo, Sunday O.;Van Wyk, Etienne A.
Thumbnail | International Association for Development of the Information Society, Paper presented at the International Association for Development of the Information Society (IADIS) International Conference on Educational Technologies (5th, Sydney, Australia, Dec 11-13, 2017). 10 pp. Please log in to see more details
Teaching and learning programming has presented many challenges in institutions of hig... more
Design and Development of an Interactive Multimedia Simulation for Augmenting the Teaching and Learning of Programming Concepts
International Association for Development of the Information Society, Paper presented at the International Association for Development of the Information Society (IADIS) International Conference on Educational Technologies (5th, Sydney, Australia, Dec 11-13, 2017). 10 pp.
Teaching and learning programming has presented many challenges in institutions of higher learning worldwide. Teaching and learning programming require cognitive reasoning, mainly due to the fundamental reality that the underlying concepts are complex and abstract. As a result, many institutions of higher learning are faced with low success rates in programming courses. This paper presents the design and development of an interactive multimedia simulation (IMS) prototype for augmenting the teaching and learning of programming concepts. An initial requirements elicitation was conducted with the purpose of obtaining the perceptions of programming lecturers and students regarding the programming concepts that present teaching and learning difficulties. The results of this requirements elicitation informed the design and development of an IMS prototype. A design-based research methodology was used which resulted in both a practical and theoretical contribution, i.e. a fully-functional IMS and an evaluation framework for the evaluation of such simulations. [For the complete proceedings, see ED579282.]

Subject terms:

Computer Science Education - Programming - Instructional Design - Interaction - Multimedia Instruction - Multimedia Materials - Computer Simulation - College Students - Models - Instructional Effectiveness - Usability - Heuristics - Problem Solving - Mixed Methods Research

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ERIC

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Interactive multimedia in education and training / [edited by] Sanjaya Mishra, Ramesh C. Sharma
PRINTED MATL | 2005
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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 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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ERIC

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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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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.

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

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ERIC

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Interactive multimedia documents : modeling, authoring, and implementation experiences / Michalis Vazirgiannis
PRINTED MATL | 1999
Available at NMMU South Open Shelves (QA76.76.I 59V39 1999)
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Hypervideos and Interactive Multimedia Presentations.
MEIXNER, BRITTA
Academic Journal Academic Journal | ACM Computing Surveys. Mar2017, Vol. 50 Issue 1, p1-34. 34p. 3 Charts, 1 Graph. Please log in to see more details
Hypervideos and interactive multimedia p... more
Hypervideos and Interactive Multimedia Presentations.
ACM Computing Surveys. Mar2017, Vol. 50 Issue 1, p1-34. 34p. 3 Charts, 1 Graph.
Hypervideos and interactive multimedia presentations allow the creation of fully interactive and enriched video. It is possible to organize video scenes in a nonlinear way. Additional information can be added to the video ranging from short descriptions to images and more videos. Hypervideos are video-based but also provide navigation between video scenes and additional multimedia elements. Interactive multimedia presentations consist of different media with a temporal and spatial synchronization that can be navigated via hyperlinks. Their creation and description requires description formats,multimediamodels, and standards-- as well as players. Specialized authoring tools with advanced editing functions allow authors to manage all media files, link and arrange them to an overall presentation, and keep an overview during the whole process. They considerably simplify the creation process compared to writing and editing description documents in simple text editors. Data formats need features that describe interactivity and nonlinear navigation while maintaining temporal and spatial synchronization. Players should be easy to use with extended feature sets keeping elements synchronized. In this article, we analyzed more than 400 papers for relevant work in this field. From the findings we discovered a set of trends and unsolved problems, and propose directions for future research. [ABSTRACT FROM AUTHOR]

Subject terms:

INTERACTIVE multimedia - HYPERLINKS - SYNCHRONIZATION - FUTURES studies - VIDEO editing

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Business Source Premier

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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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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... 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)

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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
Available at NMMU South Cataloguing (Z695.37.I 57 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 instruction / Richard A. Schwier, Earl R. Misanchuk
PRINTED MATL | 1993
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International Journal of Interactive Multimedia and Artificial Intelligence
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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.

Subject terms:

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

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IMCE: Interactive Multimedia for Consumer Electronics
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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.

Subject terms:

Creative thinking skills - Interactive multimedia (Macromedia Flash) - Education - Education (General) - Science - Physics

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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.

Subject terms:

nteractive multimedia, motion graphic, fashion design in digital format - Education - Information technology

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IEE Colloquium on Emerging Interactive Multimedia Services (Digest No. 1997/025)
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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.

Subject terms:

Multimedia technology

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IEE Colloquium on Interactive Multimedia: A Review and Update for Potential Users
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