Journal articles on the topic 'Interactive multimedia – Social aspects'

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1

Marlisa, Lusi, and Sigit Purnama. "Pengembangan Multimedia Interaktif Pengenalan Salat untuk Meningkatkan Aspek Perkembangan Anak Usia Dini." JURNAL PENELITIAN 12, no. 2 (August 1, 2018): 403. http://dx.doi.org/10.21043/jp.v12i2.4142.

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<p>The aims of the reaserch was: (1) to know how the development of interactive multimedia in praying introduction; (2) to know the effectiveness of the use of interactive multimedia the introduction of prayer for aspects of child development in integrated isamic kindergarten Mutiara Banguntapan, Bantul Yogyakarta. The method that used in this research was Research and Development (R&amp;D) R&amp;D used for measuring the feasibility of interactive multimedia product by refering to development style of Borg &amp; Gall through 6 stages of development, namely: (1) potential and problem; (2) data collection; (3) design product; (4) validation product; (5) revision product; (6) trials product. The result of the research showed that: (1) interactive multimedia of prayer introduction was developed based on the development prosedure Borg and Gall. The appropriateness of product based on the validation of media experts and material experts with an overall rating of 3.83 in the good category. So that, can be concluded that multimedia developed was suitable to use in the learning media of prayer introduction, then; (2) Application of multimedia interactive prayer performed on 15 child in the class A2 abu sufyan bin harist, by conducting experimental trials by looking at the effectiveness of the use of interactive multimedia introduction of pre and post prayers on aspects of child development. Average effectiveness before use interactive multimedia introduction prayer on aspects child development 36,54% and Average effectiveness after use interactive multimedia introduction prayer on aspects child development 76,66% with motoric physical development 73,33%, language 80%, cognitive 80%, social emotional 73,33%. So it can be concluded that by using interactive multimedia the introduction of prayer to aspects of development is more effective than not using interactive multimedia recognition of prayer on aspects of development.</p>
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Dewi, Utari, Alim Sumarno, Hirnanda Dimas, and Andi Kristanto. "Student Responsibilities Towards Online Learning in Interactive Multimedia Courses." Journal of Education Technology 6, no. 1 (March 1, 2022): 38. http://dx.doi.org/10.23887/jet.v6i1.41522.

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In online learning, an attitude of responsibility is needed in the learning process. Today, the attitude of responsibility in students is reduced. This study aims to look at the student's responsible attitude towards online learning in the interactive multimedia development course. This research is descriptive, namely research to describe the symptoms, phenomena, or facts studied by describing the independent variables, without intending to connect or compare. Data collection techniques using a Google Form questionnaire. The population in this study were students who were taking Interactive Multimedia courses totaling 167 respondents. The data obtained were analyzed using a descriptive percentage technique. The results of this study indicate that a very good attitude of responsibility in online interactive multimedia learning is related to aspects of punctuality in collecting assignments and knowing the lecture schedule, aspects of revising work and doing all assignments independently, aspects of using original ideas, and do not do plagiarism works. While the attitude of responsibility that is still lacking in online interactive multimedia learning is related to aspects of participation in online class forum discussions and providing suggestions or input on the work of colleagues, aspects of using illustrations/drawings themselves. So that we get the results that there are aspects of the attitude of responsibility related to social responsibility that is still lacking, while individual responsibility is quite good.
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Savkina, Svetlana V., and Julia V. Zhegulskaya. "Multimedia Interactive Products as Means of Attracting Children to Reading." Bibliotekovedenie [Library and Information Science (Russia)] 68, no. 4 (August 27, 2019): 363–73. http://dx.doi.org/10.25281/0869-608x-2019-68-4-363-373.

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The decrease in children’s interest in reading is a global and national problem, which causes noticeable social risks in the children personal development and their further social integration. The paper considers popularization of books and formation of reading culture as important tasks of contemporary library-information activities. The authors emphasize that modern library visitors prefer electronic sources of information that actualizes the development and use of electronic information products in the practice of library services for children and youth. The purpose of the article is to determine the possibilities of using multimedia library products in attracting children to reading. The paper presents the results of the analysis of publication activity in 2014—2018 devoted to the attracting children to reading, including the use of multimedia. The authors draw attention to 33 publications, reflecting various aspects of reading promotion in children’s audience, as well as reveal the tendency of decrease in publication activity on this subject. The sociological survey of 150 children of primary school age allowed to determine their basic reading preferences and confirmed the importance of reading in the life of modern children. The paper notes that the results of study of reading interests of younger schoolchildren should be taken into account in the implementation of different forms of library work with users and should be used in the creation of information products aimed at popularization of books. The authors explain the relevance of using interactive multimedia products to attract children to reading: preference to children playing activities, combination of multimedia multiple information types and available interactivity. The paper considers the types of multimedia library products, approbated in the course of activities to attract children to reading, analyses their opportunities in involving children in reading and reveals their advantages and features. The authors characterize different types of interactive activities, give the examples of their use, as well as describe multimedia product abilities in attracting children to reading, their advantages and disadvantages. The paper concludes that the use of interactive multimedia products contributes to attract children to reading and can serve as a supplement to traditional library activities, as well can be used independently.
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Suwarti, Suwarti, Restu Restu, and Hidayat Hidayat. "Interactive Multimedia Development in Social Sciences Subject of Disaster Material at Grade IV SDN. (Public Elementary School) No.024183 East Binjai on 2017/2018." Budapest International Research and Critics in Linguistics and Education (BirLE) Journal 2, no. 1 (March 5, 2019): 216–32. http://dx.doi.org/10.33258/birle.v2i1.211.

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This research deals with Interactive Multimedia Development in Social Sciences Subject of Disaster material in Grade IV SDN.(Public Elementary School) no. 024183 East Binjai on 2017/2018. As a product, interactive media is the result of solving a problem based on an audio-visual communication approach. The design of an interactive multimedia-based learning media is a visual communication design that is displayed through a monitor that can be presented at a certain time. The unavailability of learning media and the relevant learning models to be used because learning is not optimal, so the main focus of this research is the development of interactive multimedia-based learning media as an alternative in overcoming the problem of learning outcomes. This research was conducted from August 21 to November 20, 2017 in even semester at SDN (Public Elementary School) No. 024183 East Binjai having his address at Danau Laut Tawar Street, Sumber Mulyo Rejo, Binjai City, North Sumatra Province. Feasibility of using interactive multimedia on social studies subjects Disaster materials based on the results of validation from material experts and instructional media experts show that the average overall is categorized as "good" and is worthy of being used as social media learning media. The qualifications of Material experts are 82.30% with 84% percentage of guides and information, 81% multimedia material and 82.5 evaluations. The qualification of Media experts are 78% with a percentage of the assessment of each aspect namely 73% guidance and information, 82% operating software and 76% Systematic, aesthetics and media principles. Based on the results of the validation, it was concluded that the interactive multimedia of social studies subjects developed included very good criteria so that they could be accepted and used in the learning process.
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Priadko, Oleksandr, Serhii Bordeniuk, Oleksandr Lishafai, Natalia Lytvynenko, Tetiana Maslova, and Zoriana Kryvoruchko. "Special Aspects of Using Modern Multimedia Technologies within the Educational Process." International Journal of Information and Education Technology 12, no. 12 (2022): 1436–42. http://dx.doi.org/10.18178/ijiet.2022.12.12.1769.

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The use of modern multimedia technologies during the educational process is becoming more and more specific due to the multimedia penetration into different learning processes. This article aims to identify the special aspects of using multimedia technologies within the educational process in a distance learning environment. The research methodology is based on the stakeholders' theory, which identified the following participants in the educational process: education departments, the educational institutions' administration, students and pupils, and teachers. The content analysis method of the official websites of innovative educational platforms and services was used to study the specifics of multimedia applications. Results. The study identified the following special aspects of using multimedia technology within the educational process. Firstly, multimedia is actively integrated into platforms and services that are a virtual educational environment, ensuring the interests of all stakeholders. Secondly, multimedia performs not only traditional functions in learning, motivation, communication, and interactivity but also innovative functions (learning management, analytics, establishing social contacts, providing students' reflexion, communication, interaction, conducting surveys). Hence, it forms a full-fledged digital educational process in a virtual learning environment. Thirdly, multimedia technologies are actively used both in teaching students/pupils and also for the training and professional development of teachers and educators. The courses and training are offered to them via educational platforms. The other features of using multimedia include: performing many real-time education functions by technologies; providing personalization of the educational process, which is a foundation for developing an individual education route for each student and pupil.
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Tyson, Gareth, Yehia Elkhatib, Nishanth Sastry, and Steve Uhlig. "Are People Really Social in Porn 2.0?" Proceedings of the International AAAI Conference on Web and Social Media 9, no. 1 (August 3, 2021): 436–44. http://dx.doi.org/10.1609/icwsm.v9i1.14601.

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Social Web 2.0 features have become a vital component in a variety of multimedia systems, e.g., YouTube, Last.fm. Interestingly, adult video websites are also starting to adopt these Web 2.0 principles, giving rise to the term "Porn 2.0". This paper examines a large Porn 2.0 social network, through data covering 563k users. We explore a number of unusual behavioural aspects that set this apart from more traditional multimedia social networks. We particularly focus on the role of gender and sexuality, to understand how these different groups behave. A number of key differences are discovered relating to social demographics, modalities of interaction and content consumption habits, shedding light on this understudied area of online activity.
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Casalegno, Federico. "Exploring the notion of presence in remocollaborative learning environments." Revista FAMECOS 11, no. 24 (April 12, 2008): 84. http://dx.doi.org/10.15448/1980-3729.2004.24.3268.

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In this paper we discuss issues related to communication and social dynamics characterizing remote collaboration between distant communities. These observations emerge from ethno-graphic researches conducted in collaborative workshop involving MIT -Massachusetts Institute of Technology students with other universities or private companies. The focus of the paper is the notion of presence. This notion is analyzed through three different related aspects: the presence of information, the presence of communication tools and, finally, the presence of people. These analysis give indications on how better design space for learning and remote collaboration using interactive multimedia communication tools.
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KHALABUZAR, O. A., and V. G. KHALABUZAR. "THE MULTIMEDIA CONTENT AND INTERACTIVE EDUCATIONAL ACTIVITY AS THE WAYS OF INTENSIFICATION OF THE DISTANCE LEARNING." Scientific papers of Berdiansk State Pedagogical University Series Pedagogical sciences 1, no. 3 (December 30, 2021): 213–22. http://dx.doi.org/10.31494/2412-9208-2021-1-3-213-222.

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Article deals with the burning problems of omplementing of the multi-media content in to the edicational process withi the distant learning. There are given notions of the distant leaning. The autores presemted some practical educational tasks which were effectively realized during the educational process. It is underlined that within modern conditions of the global pandemic processes which caused the quarantine at different levels of educational system, the distant learning became one of the most appropriate ways of teaching due to its ability not to endanger the participants of the educational process. According to the fact of the popularity of various multimedia content among the layers of primary school’s pupils, secondary school’s pupils we state the goal of this research work as the determination of the importance of the multimedia content as the way of the intensification of the distant learning. Along with the development of modern technologies, the distance learning has gained new wide opportunities and distinct features. Some scientists (V. Kukharenko, V. Oliynik, V. Ribalko, P. Stefanenko) have underlined the main features of the distance learning: educational mobility, which provides the opportunity to study and to work in parallel; social equality, which provides the equal opportunities for the education regardless the place of living, the condition of the student’s health, the social status of the student; interactivity which provides the active communication of the participants of the educational process; module system, which gives opportunity to create the individual or group program of education which oriented on the mastering certain knowledge and skills according to the developed educational plan; flexibility, which gives the opportunity to study during the chosen and comfortable time and place for each of the students; effectiveness of work with great amount of students; technological component which is popular with modern applicants: Ukrainian scholars underline that the pedagogue’s role was transformed and expanded because the teacher must be able to become the coordinator, organizer. This transformation makes the teacher to work creatively, to coordinate the cognitive educational process, to improve educational courses, to increase the quality of the educational content, to cooperate with the student, to join the modern society. Actually, the multimedia content can be varied from a still screenshot which was taken from a film to the whole movie or Cartoons, TV show, Weather forecasts, advertisement, announcement, slogan, Vlogs, TV program, documentary or educational film. You just have to be student-oriented and take into account their preferences during the realization of your pedagogical purpose. We suggest you to organize the discussions, surveys which could be done with the help of Google tools. For example, during the work with the theme «English Folklore within modern reality» you are able to ask your students to watch at home some videos, films, based on English folklore. Suggest them to create and to discuss presentations which would be able to reveal and to underline the motives of English folklore which could be found in modern prose of film industry. The conducted work proved that that the implementation of distance forms of teaching provides individualization of the process of professional development of the future teacher. However we should determine the required and perfect balance of online and offline studies which would be useful and adequate for the realization of all educational goals within the modern global society. This aspect will be the prospect of our further scientific activity. Key words: multi-media content, distant learning, educational goals.
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Kharitonova, Svetlana. "Content Strategies of Belarusian Media for Children in Social Networks." Philology & Human, no. 3 (September 9, 2022): 179–87. http://dx.doi.org/10.14258/filichel(2022)3-15.

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The article identifies the main types of content strategies used by children's media in Belarus on public Internet sites. The advertising, engaging, developing and combined content strategies of Belarusian media for children in social networks are distinguished through differentiating the target nature of the broadcast content, the formats used and the presence of a direct reference to the main media platform (magazine, newspaper, website). The most effective content strategies of Belarusian children's media are established based on the calculated index of Internet subscribers' engagement demonstrated by three indicators of user reactions (the number of "like" marks (likes), reprints (reposts) and comments). The factors influencing the degree of loyalty of the target audience to social children's media and their content strategies are determined. In a comparative aspect, the article describes multifunctional specialized media projects of the Children's Runet, which offer a variety of interactive multimedia formats aimed at development, education and entertainment of children of all age groups in the web environment
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Hudoshnyk, Oksana, and Liliia Temchenko. "Discussion aspects of interdisciplinary interaction of journalism and oral history." Synopsis: Text Context Media 28, no. 2 (2022): 95–103. http://dx.doi.org/10.28925/2311-259x.2022.2.7.

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The article presents the context of modern scientific debates on the boundaries of interdisciplinarity. The subject of the study is the common procedure of the use of oral history practices in the mass media space. The oral history itself is changing rapidly under the pressure of digital platforms such as StoryCorps (USA), Listening Project (UK), The Story Project (Australia), and The Tale of a Town (Canada). Another key thing is the fact that the changes affected not only the technological process of archiving and dissemination of information but also the basic foundations of oral history, which is its methodology. The in-depth interview is replaced by the “rapid response collecting” method and historical storytelling. The purpose of the article is to outline the discussion field of the modern scientific discourse of the problem, to present the most significant interdisciplinary interaction using the example of world and Ukrainian media, namely: coverage of contradictory and ambiguous interpretations of historical facts; narrative; prolonged communication; multimedia and multiplatform. The research methods are traditional empirical methods of observation and description, as well as paradigmatic analysis of the functional features of oral history practices in journalism. Results of the research. Basic characterological directions proposed in the study allowed us to present the main points of discussion in various aspects: the use of oral historical materials, especially “hidden history” through the eyes of eyewitnesses, become an additional source of journalistic clarifications, investigations and expansion of the information agenda; addressing marginal themes of history, giving a voice to terrorist groups and participants in genocides poses extremely complex and ethically controversial questions to the audience; multimedia and multiplatform give new life to oral history information, while performance, theatre and participation are added to the usual practices of new media. The most expressive manifestation of changes in this interdisciplinary discourse is the practice of digital storytelling; its media use is illustrated by the BBC’s Capture Wales digital storytelling project. As part of the scientific discussion that has continued for the last few years, the issues of democratization of history, mass inclusion in digital archives, the creation of powerful social projects, and attempts to distance oral history as a separate discipline have been actualized. Moreover, it is recognized that, like any creative practice, interdisciplinarity remains a wide field for experimentation and creativity.
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Koivunen-Niemi, Laura, and Masood Masoodian. "Visualizing narrative patterns in online news media." Multimedia Tools and Applications 79, no. 1-2 (October 11, 2019): 919–46. http://dx.doi.org/10.1007/s11042-019-08186-9.

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Abstract News media play an important role in shaping social reality, and their multimedia narrative content, in particular, can have widespread repercussions in the public’s perception of past and present phenomena. Being able to visually track changes in media coverage over time could offer the potential for aiding social change, as well as furthering accountability in journalism. In this paper, we explore how visualizations could be used to examine differences in online media narrative patterns over time and across publications. While there are existing means of visualizing such narrative patterns over time, few address the aspect of co-occurrence of variables in media content. Comparing co-occurrences of variables chronologically can be more useful in identifying patterns and possible biases in media coverage than simply counting the individual occurrences of those variables independently. Here, we present a visualization, called time-sets, which has been designed to support temporal comparisons of such co-occurrences. We also describe an interactive prototype tool we have developed based on time-sets for analysis of multimedia news datasets, using an illustrative case study of news articles published on three online sources over several years. We then report on a user study we have conducted to evaluate the time-sets visualization, and discuss its findings.
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Zemengue, J. "Educational technologies in the professional training of librarian specialists of the Republic of Cameroon." Bibliosphere, no. 2 (June 30, 2018): 9–16. http://dx.doi.org/10.20913/1815-3186-2018-2-9-16.

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To improve the library education in the Republic of Cameroon, the author analyzes current pedagogical technologies, which are considered as a kind of social technologies, and included various aspects and levels. In the absence of a generally accepted classification of educational technologies, nevertheless, five main groups are revealed by a type of training: contextual, problematic, project, game, interactive ones. The paper shows technologies used for each kind, as well as the possibility of using different groups of pedagogical technologies in the library staff training in the Republic of Cameroon. A separate group of education technologies is distance learning such as multimedia technologies, electronic textbooks, teleconferences and webinars. The author emphasizes that the movement forward the innovative culture development, forming pedagogical skills and professional and personal competencies of library workers in Cameroon today is associated with innovative educational technologies. They open up new opportunities for the manifestation of creative initiative both teachers and students, give a chance to see a unique collective result, which together stimulates the process of professional training.
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Costal, Tomás. "Why is that creature grunting?" Translation and Translanguaging in Multilingual Contexts 4, no. 1 (April 24, 2018): 151–77. http://dx.doi.org/10.1075/ttmc.00008.cos.

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Abstract Video games today are highly complex audiovisual products. Their nature is not only multisemiotic but also interactive. Their potential audience has certain expectations and, especially in the case of digital blockbusters, final users need the advantage of knowledge and the force of numbers. A faux pas in design, continuity or playability will most likely be conducive to social media outrage, and will see official apologies be released presently. Conversely, accessibility shortcomings rarely or never have the same impact. The present study puts forward the advantages of including Subtitles for the Deaf and Hard of Hearing (SDH) in popular video games and offers an in-depth analysis of a selection of recent multimedia titles. Drawing on the work of Bernal Merino (2015), O’Hagan and Mangiron (2013) and Trabattoni (2014) on the special characteristics of video games, the main elements around which they are structured and the aspects that determine their success or failure, the author will endeavour to advance a convincing argument in favour of the introduction of SDH subtitling conventions.
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Zuhaeriah, Zuhaeriah. "MANAJEMEN MODERNISASI PENDIDIKAN ISLAM BERWAWASAN LINGKUNGAN DI PONDOK PESANTREN NURUL HARAMAIN NARMADA LOMBOK BARAT." JURNAL SCHEMATA Pascasarjana UIN Mataram 8, no. 1 (June 21, 2019): 79–106. http://dx.doi.org/10.20414/schemata.v8i1.1035.

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The current situation is a modern era that cannot be released. Thus it certainly becomes a challenge for the current Islamic education system in developing its institution. Therefore, concrete efforts are needed in contextualizing conditions that are in accordance with the guidance of his time. Thus the management of Islamic education modernization with an environmental perspective of thinking with a pattern that refers to social change. This study is a field research with a qualitative approach in which the researcher tries to describe the research subject. Data collection methods, researchers used the method of observation, interviews / interviews and documentation. As for the analysis, researchers used a qualitative analysis of interactive models. The results of this study Management of Modernization of Islamic Education with Environmental Insight in Nurul Haramain Narmada Islamic Boarding School in West Lombok is through four aspects including: (1) Pesantren based on IT / Multimedia in the Literacy Aspect of Environment, (2) Waste Management with Appropriate Technology Approach, (3) ) Modernization of Education with Environmental Sanitation Aspects (4) Hidden Curriculum Approach for Personal Religious Studies. While the efforts made in implementing the Modernization of Islamic Education Management with Environmental Insights namely; (1) environmental care approach / eco-pesantren program (2) Haramain green management perspective (3) Improving environmental conservation management models (4) Applying volunteer spirit (Philanthropy). This study also concludes that the management of modernization of Islamic education with an environmental perspective on Islamic education is a framework for thinking with the model of locality development or the development of local communities from aspects of local wisdom. Such values are the principle of an approach in creating public awareness to preserve the environment and models in the approach to protecting the environment.
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Sabella, Nabella, and Hasan Hasan. "Arabic Teacher Creativity Towards The Use Of Information Technology In Distance Learning." Al Qalam: Jurnal Ilmiah Keagamaan dan Kemasyarakatan 16, no. 2 (February 8, 2022): 431. http://dx.doi.org/10.35931/aq.v16i2.875.

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<p class="acmabstract"><em><span>The main problem in this study, along with the COVID-19 pandemic, which has plagued Indonesia for more than a year, has caused various problems and impacted various aspects of life, especially in education. To reduce the spread of COVID-19, the government enforces distance learning, which also impacts learning Arabic and requires teachers to develop creativity in learning. Using a qualitative field research method, this study aims to determine the creativity of Arabic language teachers in utilizing information technology for distance learning during the covid-19 pandemic. As for some of the media used, such as. Create video content, take advantage of social media, use video conferencing applications such as Zoom and Google Meet, to take advantage of educational website services in the form of Google Classroom and Wordwall games. Based on the results of the analysis conducted by the researchers, this study proved that there are various kinds of teacher creativity in learning Arabic online, such as interactive multimedia, quizzes with google forms, word wall games, and so on. Second, eliminating student learning boredom by developing teacher creativity based on information technology. Third, it is still necessary to conduct information technology-based creativity development training, especially in learning Arabic, because not all Arabic language teachers can develop information technology-based teaching skills. This study proved that there are various kinds of teacher creativity in learning Arabic online, such as interactive multimedia, quizzes with google forms, word wall games. Second, eliminating student learning boredom by developing teacher creativity based on information technology.</span></em><span></span></p><p class="acmparagraph"><em><strong><span>Keywords: </span></strong></em><span>Creativity, Arabic Teacher, Distance Learning, Information Technology.</span></p>
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Sabella, Nabella, Hasan Hasan, and Muh Haris Zubaidilah. "ARABIC TEACHER CREATIVITY TOWARDS THE USE OF INFORMATION TECHNOLOGY IN DISTANCE LEARNING." Al Mi'yar: Jurnal Ilmiah Pembelajaran Bahasa Arab dan Kebahasaaraban 4, no. 2 (November 22, 2021): 321. http://dx.doi.org/10.35931/am.v4i2.721.

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<p><em>The main problem in this study, along with the COVID-19 pandemic, which has plagued Indonesia for more than a year, has caused various problems and has an impact on various aspects of life, especially in education. To reduce the spread of COVID-19, the government enforces distance learning (PJJ), which also impacts learning Arabic and requires teachers to develop creativity in learning. Using a qualitative field research method, this study aims to determine the creativity of Arabic language teachers in utilizing information technology for distance learning (PJJ) during the covid-19 pandemic. As for some of the media used, such as. Create video content, take advantage of social media, use video conferencing applications such as Zoom and Google Meet to take advantage of educational website services in the form of Google Classroom and Wordwall games. Based on the results of the analysis conducted by the researchers, this study proved that, first, there are various kinds of teacher creativity in learning Arabic online such as interactive multimedia, quizzes with google forms, word wall games, and so on. Second, being able to eliminate student learning boredom by developing teacher creativity based on information technology. Third, it is still necessary to conduct information technology-based creativity development training, especially in learning Arabic, because not all Arabic language teachers can develop information technology-based teaching skills. This study proved that, first, there are various kinds of teacher creativity in learning Arabic online such as interactive multimedia, quizzes with google forms, word wall games, and so on. Second, being able to eliminate student learning boredom by developing teacher creativity based on information technology. </em></p><p><strong><em>Keywords: </em></strong><span data-preserver-spaces="true">Creativity, Arabic Teacher, Distance Learning, Information Technology.</span></p><p> </p>
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Area-Moreira, Manuel, and Maria Teresa Ribeiro-Pessoa. "From Solid to Liquid: New Literacies to the Cultural Changes of Web 2.0." Comunicar 19, no. 38 (March 1, 2012): 13–20. http://dx.doi.org/10.3916/c38-2012-02-01.

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This paper proposes a model for developing new literacies of citizenship in the digital society. Using Baumman’s metaphor, we contrast the 'solid' culture of the 19th and 20th centuries to the ‘liquid’ information culture of the 21st century in which Web 2.0 plays a fundamental role and affects many aspects of our culture. We first review the main features of Web 2.0 through six major dimensions: as a universal library, global market, as a giant hypertext jigsaw puzzle, a public space for social communities, a territory for multimedia and audiovisual expression, and as a space for multiple virtual interactive environments. In the second part, we propose an integrated theoretical model of literacy for the citizen. This model is based on two pillars: the areas or dimensions of literacy, and the competences (instrumental, cognitive-intellectual, socio-communicative, emotional and axiological) to be developed in citizens. Finally we contend that the new literacies amount to a civic right and a necessary condition for social development and a more democratic society in the 21st century.En este artículo se propone un modelo de nuevas alfabetizaciones para la formación de la ciudadanía de la sociedad digital. Usando la metáfora de Baumman se hace referencia a la oposición entre la cultura «sólida» predominante en los siglos XIX y XX con la cultura de la información «líquida» en la que la Web 2.0 tiene efectos muy relevantes sobre múltiples planos de nuestra cultura actual. En un primer momento, se examinan las principales características de la Web 2.0 definiéndola en relación a seis grandes dimensiones o planos que se entrecruzan y son simultáneos: la Web 2.0 como la biblioteca universal, como mercado global, como un puzzle gigante de hipertextos, como una plaza pública de comunicación e interacción social, como un territorio de expresión multimedia y audiovisual, y como múltiples entornos virtuales interactivos. En una segunda parte, se propone un modelo teórico de la alfabetización del ciudadano ante esta cultura digital que consta de dos ejes o planos básicos: el primero referido a los ámbitos o dimensiones de la alfabetización, y el segundo a las competencias de aprendizaje (instrumentales, cognitivo-intelectuales, sociocomunicacionales, emocionales y axiológicas) a desarrollar en los sujetos. Por último, se defiende que las nuevas alfabetizaciones son un derecho de los individuos y una condición necesaria para un desarrollo social y democrático de la sociedad en el siglo XXI.
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Lebedieva, Alla. "Media Environment as Factor of Realization of Creative Potential of Future Teachers` in the Mountain Schools of the Ukrainian Carpathians." Journal of Vasyl Stefanyk Precarpathian National University 1, no. 2-3 (December 22, 2014): 139–43. http://dx.doi.org/10.15330/jpnu.1.2-3.139-143.

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The article shows up “media environment” as a factor of future teachers` creativepotential realization in the mountainous schools of the Ukrainian Carpathians. The problem ofusing media environment as a factor of future teachers` creative potential in the mountainousschools of the Ukrainian Carpathians and the ways of its optimization is the main point of thisresearch. Highlights ways to modernize social and professional orientation training of students inthe creative process of nature is situates in information education and educational environment ofhigh school. We consider the causal link use media environment as a factor of future teachers`creative potential and complexity of the teacher in the mountainous schools of the UkrainianCarpathians. The basic function of the media environment are extensity, instrumental,communicative, interactive, multimedia. Reveals some aspects of training students to creativelyactive teaching process we describe subjects with objective possibilities in the formation ofprofessional skills of future teachers` and which directly affect the realization of creative potential –“Ukrainian folk art”, “Basic recitation and rhetoric”, “The basis of pedagogical creativity”. Thenecessity of creating a full-fledged media environment in higher education is important conditionof successful education as an important factor that allows the efficiency of the creative potential offuture teachers` in the mountainous schools of the Ukrainian Carpathians.
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Galati, Ilaria, Ferruccio Manfieri, Andrea Montorio, Gisella Riva, and Elena Romagnolo. "Storiaindustria.it: un progetto a piů dimensioni." MEMORIA E RICERCA, no. 31 (September 2009): 177–87. http://dx.doi.org/10.3280/mer2009-031011.

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- The article illustrates the process of conceiving and developing the multimedia project Storiaindustria.it, born as a tool with principally didactic aims to offer free access to educational web resources on the history of industry and work in Piemonte, Liguria and the Valle d'Aosta since 1850. The analysis shows the evolution of the narrative structure of the portal, examining the historical content and the language in relation to a wider consideration of writing practices in digital history: it also examines the technological solutions inspired by Web 2.0 and used to involve the users in the research, publication and sharing of micro-content, evaluating it in a dynamic context that has profoundly changed the cultural uses of the Net in recent years.We also deal with the didactic aspects of the portal, inquiring into teaching and learning models for contemporary history with the aid of the new technologies and, in particular, into the requisites that make ‘surfing' a research activity and the availability of sources a ‘didactically equipped knowledge'. The article concludes with an evaluation of the relationship between Storiaindustria.it and the world of scientific research, in relation to the practices of economic and social history, in order to understand the innovative possibilities - but also the methodological problems - that online multimedia tools like the portal bring to the construction and diffusion of historical knowledge.Parole chiave: storia industriale, storia digitale, didattica della storia, ambienti di apprendimento, multimedialitŕ, interazione industrial history, digital history, teaching history, learning environments, multimedia, interaction
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Konakchieva, Petya. "THE ECOLOGICAL EDUCATION OF THE 5- TO 6- YEAR-OLD CHILDREN IN THE CONTEXT OF THE COMPETENCE PARADIGM." Knowledge International Journal 28, no. 3 (December 10, 2018): 1085–91. http://dx.doi.org/10.35120/kij28031085p.

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The elaboration presents conceptual and content aspects of an author’s model for educating ecological culture in introducing 5- to 6- year-old children into the natural world. The need for new interactive systems for environmental education in childhood is being defended. The vectors of pre-school ecological education and schooling are brought forth, they are addressed through the cognitive-information, personal, cultural and competence paradigms. The structure of the competence conceptual idea in pre-school ecological education is specified. In the context of the European educational priorities for early preparation and presentation of natural science competences, the basic principles that make up the model of “Molivko – I play and I know. Environmental studies” are brought out; it is designed to introduce 5- to 6-year-olds into the world of nature. They require cognitive and informational stimulation of personal experience in orientation in the natural world, empirically-active behavioural and communication regulation in the socio-environmental surroundings, model-situational systematization of ideas for maintaining a sustainable environment, reflexive-emotional attitude to the picture of the world of nature of the individual. Accordingly, the goal of the pedagogical interaction “child – nature”, which is referred to the initial stage of compulsory pre-school education, is set out. The integrative aspects of the author’s model related to game, socialization, knowledge, communication, safety, health, physical culture, labour and artistic creativity are set. The content accents of the model system, built up by adapting key concepts and skills related to bio-ecology, social and applied ecology, which in their unity guarantee the cognitive basis of the children’s ecological culture, are specified. Methodological ideas and solutions, laid down in the applied-educational provision of the author’s system are interpreted. Emphasis is placed on the inclusion of an accessible practice-transforming research activity, participation in modelling activities, children’s presentation and discussion with environmental content, collection, project activity. They are achieved through viewing, demonstration, multimedia presentations, talk, storytelling, reading of artistic works, didactic games, exercises, elementary experiments, modelling, staging, etudes, cases, etc. They are guaranteed by educational interaction, which presupposes the achievement of educational trends for key natural-science competences in the third age group, theoretically set and covered in applied-education field.
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Suryana, Dadan, Novi Engla Sari, Winarti, Lina, Farida Mayar, and Sri Satria. "English Learning Interactive Media for Early Childhood Through the Total Physical Response Method." JPUD - Jurnal Pendidikan Usia Dini 15, no. 1 (April 30, 2021): 60–80. http://dx.doi.org/10.21009/jpud.151.04.

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Although there are several approaches and strategies for teaching foreign languages, the Total Physical Response (TPR) approach is the most suitable for young learners. TPR is a way of teaching language that is based on the synchronization of speech and behaviour, or in other words, teaching language through movement. This study aims to develop English learning media for children through the Total Physical Response (TPR) method. This study uses a Research and Development (R & D) approach. The development model used is the ADDIE development model (analysis, design, development, implementation, and evaluation). Data collection techniques in this study were based on the results of expert validation tests, media practicality tests, and media effectiveness tests on children aged 5-6 years in Kindergarten. The results showed that the validity test of developing interactive media for children's English learning through the TPR method by media expert was declared valid with the result of 93%. The validity test on the material aspect shows the result is 98%. In the language aspect, the language expert gave the results of the feasibility of the language used in the media with a value of 96%. Likewise, with the practicality test, the results showed that the media had an average value of practicality with a percentage of 94%. The most important result in media development is determined by the results of the effectiveness test, and this media gets an average percentage score of 77.8% on the media tested on children. Therefore, interactive media for children's English learning through the Total Physical Response method deserves to be used as interactive and quality learning media that is practical and effective for early childhood. Intervention in introducing how to develop interactive media for learning English to teachers can be carried out in further research. Keywords: Early Childhood, English Learning Media, Total Physical Response (TPR) method References: Amri, S. (2013). Pengembangan & Model Pembelajaran Dalam Kurikulum. Prestasi Pustakarya. Andi. (2013). Kupas Tuntas Adobe Flash CS6. Gramedia. Ariani, N. & H. (2010). Pembelajaran Multimedia di Sekolah Pedoman Pembelajaran Inspiratif, Konstruktif, dan Prospektif. Prestasi Pustakarya. Arsyad, A. (2011). Media Pembelajaran. Raja Grafindo Persada. Asher, J. J. (1969). The Total Physical Response Approach to Second Language Learning. The Modern Language Journal, 53(1), 3. https://doi.org/10.2307/322091 Astutik, Y., & Aulina Choirun, N. (2017). Total Physical Response (Tpr) Pada Pengajaran Bahasa Inggris Siswa Taman Kanak-Kanak. Jurnal Pendidikan Bahasa Dan Sastra, 17(2), 196–2017. Chaer, A. (2009). Psikolinguistik Kajian Teoretik. Rineka Cipta. Cheng, G. (2009). Using Game Making Pedagogy to Facilitate Student Learning of Interactive Multimedia. Australasian Journal Educational Technology, Vol. 25 (2, 204–220. Danim. (2008). Media Komunikasi Pendidikan. Bumi Aksara. Dardjowidjojo, S. (2010). Psikolinguistik: Pengantar Pemahaman Manusia Edisi Kedua. Yayasan Obor Indonesia Unika Atma Jaya. Darmawan, D. (2012). Inovasi Pendidikan. Remaja Rosdakarya. Daryanto. (2011). Media Pembelajaran. PT. Sarana Tutorial Nurani Sejahtera. Depdiknas. (2009). Peraturan Menteri Pendidikan Nasional Republik Indonesia Nomor 58 Tahun 2009 tentang Standar Pendidikan Anak Usia dini. Er, S. (2013). Using Total Physical Response Method in Early Childhood Foreign Language Teaching Environments. Procedia - Social and Behavioral Sciences, 93, 1766–1768. https://doi.org/10.1016/j.sbspro.2013.10.113 Fauzi, C., & Basikin. (2020). The Impact of the Whole Language Approach Towards Children Early Reading and Writing in English. JPUD - Jurnal Pendidikan Usia Dini, 14(1), 87–101. https://doi.org/10.21009/jpud.141.07 Hanafiah, Nanang & Cucu, S. (2010). Konsep Strategi Pembelajaran. Refika Aditama. Jackman Hilda, L. (2010). Childhood Education Curriculum: A Child’s Connection to The world. Nelson Education Ltd. Jared, K., & Grace, O. (2009). Technology Interaction Profeesional Development Model for Practicing Teachers. Journal Technology and Early Childhood Education, 37, 209–218. Komalasari, K. (2010). Pembelajaran Kontekstual: Konsep dan Aplikasi. Refika Aditama. Larsen-Freeman, D., & Anderson, M. (2011). Techniques and principles in language teaching (3rd ed). Oxford University Press. Lase, F. (2017). Hakikat Pendidikan Berdasarkan Kebutuhan Usia. . . Jurnal PPKn & Hukum, 12(1). Mayesky. (2012). Creative Activities for Young Children. Nelson Education. Mohamad Syarif Sumantri. (2015). Strategi Pembelajaran: Teori dan Praktik di Tingkat Pendidikan Dasar. PT Raja Grafindo Persada. Ghani, N. H. H. M. G. (2014). The Effectiveness of Total Physical Response (TPR ) Approach in Helping Slow Young Learners With Low. International Journal of Research in Social Sciences, 4(6). Mulia Dewi. (2016). Thesis the Role of Play in Teaching English as A Foreign Language in Early Childhood Settings in Indonesia. Australia: Deakin University. Munir. (2009). Multimedia Konsep dan Aplikasi dalam Pendidikan. Alfabeta. Munir. (2012). Multimedia Konsep dan Aplikasi dalam Pendidikan. Alfabeta. Nuraeni, C. (2019). Using Total Physical Response (TPR) Method on Young Learners English Language Teaching. Metathesis: Journal of English Language, Literature, and Teaching, 3(1), 26. https://doi.org/10.31002/metathesis.v3i1.1223 Paturan Menteri Pendidikan Repuberlik Indonesia Nomor 137. (2014). Tentang Standar PAUD. Peraturan Menteri Pendidikan dan Kebudayaan RI No. 146 Tahun 2014 Tentang Implementasi Kurikulum 2013 PAUD. (2014). Pinter, A. (2006). Teaching young language learners. Oxford University Press. Pranowo, G. (2011). Kreasi Animasi Interaktif dengan Action Script 3.0 pada Flash CS6. Graha Ilmu. Priscilla, C. (2009). Supporting Children Learning English as Second Language in the Early Years (Birth to Six Years). Australia: Victorian Curriculum and Assessment Authority. Purwanti, R. (2020). Pembelajaran Bahasa Inggris Untuk Anak Usia Dini Melalui Metode Gerak dan Lagu. Potensia, Jurnal Ilmiah, 5(2), 91–105. Putro, W. E. (2013). Teknik Penyusunan Instrumen Penelitian. Pustaka Pelajar. Rahmat, A. (2010). Implementasi Kurikulum Bahasa Asing di Taman-Kanak (TK) DKI Jakarta. Jurnal Kajian Linguistik Dan Sastra, 22(77–10), 1. Richards, J. C., & Rodgers, T. S. (2001). Approaches and methods in language teaching. Cambridge University Press. Riduwan. (2012). Skala Pengukuran Variabel-Variabel Penelitian. Alfabeta. Sanjaya, W. (2009). Strategi Pembelajaran. Kencana. Santrock, Jhon. W. (2011). - Span Development: Perkembangan Masa Hidup. Erlangga. Sari, N. E., & Suryana, D. (2019). Thematic Pop-Up Book as a Learning Media for Early Childhood Language Development. JPUD - Jurnal Pendidikan Usia Dini, 13(1), 43–57. https://doi.org/10.21009/10.21009/jpud.131.04 Savic, V. (2014). Total Physical Response Activities in Teaching English to Young Learners. Journal of Physical Culture and Modern Society, 17, 447–454. Setiawan Deni dkk. (2017). Pengaruh Media Pembelajaran Dan Motivasi Belajar Terhadap Hasil Belajar Desain Sistem Instruksional Pendekatan Tpack. Jurnal Teknologi Dan Informasi Dalam Pendidikan, Vol 4 No 2, 141–146. Stakanova E., & Tolstikhina, E. (2014). Different Approaches to Teaching English As A Foreign Language to Young Learner. . . Journal of Procedia Social and Behaviour Science, Vol. 146, 456–460. Suryana, D. (2016). Stimulasi dan Aspek Perkembangan Anak. Kencana. Suyadi. (2013). Konsep Dasar PAUD. Rosdakarya. Suyanto. (2008). Evolutionary Computation. Informatika. Tarigan, H. G. (2009). Pengajaran kedwibahasaan. Angkasa. Wijayatiningsih, & Mulyadi. (2014). Pemanfaatan model total physical response dan repetition untuk pengembangan pembelajaran bahasa Inggris anak usia dini / TK. Jurnal Penelitian Pendidikan, 31(1), 63–66. Wiyani, N. A. (2014). Perkembangan Anak Usia Dini: Panduan Orang Tua dan Pendidik PAUD Dalam Memahami serta mendidik Anak Usia Dini. Gava Media.
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Gale, Stephen. "Human aspects of interactive multimedia communication." Interacting with Computers 2, no. 2 (August 1990): 175–89. http://dx.doi.org/10.1016/0953-5438(90)90022-a.

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Magrini, Massimo, Olivia Curzio, Andrea Carboni, Davide Moroni, Ovidio Salvetti, and Alessandra Melani. "Augmented Interaction Systems for Supporting Autistic Children. Evolution of a Multichannel Expressive Tool: The SEMI Project Feasibility Study." Applied Sciences 9, no. 15 (July 31, 2019): 3081. http://dx.doi.org/10.3390/app9153081.

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Background: Over the past ten years, the authors have been designing, developing, and testing pervasive technology to support children with autism (ASD). Methods: In the present study, an integrated system based on multimedia and augmented interaction technologies have been tested on young subjects with ASD and dyspraxia in the age range of 6–10 years, in charge for rehabilitation treatments; a team of clinical psychologists has analyzed the results of the experimentation. The ten children involved in the project underwent an initial assessment of praxis skills and motor coordination. Subsequently, the subjects were subdivided into two subgroups: five children participated in the experimentation and five were evaluated as the control group (treatment as usual). Results: The evaluation showed an increased score in the several aspects considered, and particularly those related to motor coordination. An improvement in balancing tests and in hands-movement testing was found. Conclusion: The children involved in the sessions showed greater ability to self-control the movement as well as to select specific motor areas. The methods used seem to be promising to improve emotional and social skills too in a motivating and enjoyable climate. A high level of acceptance by professionals was observed and parents’ feedback was also positive.
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Petrovych, Olha B., Alla P. Vinnichuk, Oksana A. Poida, Viktoriia I. Tkachenko, Tetiana A. Vakaliuk, and Olena H. Kuzminska. "The didactic potential of cloud technologies in professional training of future teachers of Ukrainian language and literature." CTE Workshop Proceedings 9 (March 21, 2022): 259–77. http://dx.doi.org/10.55056/cte.119.

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The article deals with the peculiarities of the usage cloud technologies for the organization of students-philologists' individual and group work in studying the discipline ``Scientific Research Basics''. The relevance of the introduction of cloud technologies for formation the readiness of the future teachers of Ukrainian language and literature to the professional activity is substantiated. Analysis of the scientific sources suggested that the quality of professional training process of future teachers-philologists has reached a new level by the means of cloud technologies. The domestic and foreign experience of cloud technologies implementation into current educational practices is generalized. The features of blended learning organization for professional training students-philologists at the Mykhailo Stelmakh Faculty of Philology and Journalism of Vinnytsia Mykhailo Kotsiubynskyi State Pedagogical University during the studying the discipline ``Scientific Research Basics'' by using cloud technologies are described. The practical aspects and experience of preparation the future teachers of Ukrainian language and literature to a fluent usage of innovative cloud-based means are detailed. It is specified that the educational process is based on the communication by Gmail, Viber and Telegram messengers, store on Google Drive resource, work with educational video on YouTube, conducting online classes in Google Meet, creation publication in any of the social networks (Facebook, Instagram, TikTok), formation the different styles of references design on The Cite This for Me resource, conducting literature search on various search engines, namely Google Scholar, ScienceDirect, Web of Science, creating multimedia presentation at Prezi or Canva, making MindMaps on Mindomo, infographics on interactive board Google Jamboard or Padlet, on services for graphic design Canva and Visme, etc. Prospects for experimental studying the effectiveness of using cloud technologies in learning discipline ``Scientific Research Basics'' are determined.
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Anshari, Rio, and Akmam Akmam. "Improving the Competence of Junior High School Teachers In Designing Generative Learning-Based Learning Media." Pelita Eksakta 5, no. 1 (April 2, 2022): 42. http://dx.doi.org/10.24036/pelitaeksakta/vol5-iss1/177.

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Educators, hereinafter referred to as teachers, are essentially required to have competencies that include four competencies, namely pedagogic competence, professional competence, personality competence and social competence. In professional competence, teachers are required to master the subject area they teach and be able to make continuous improvements as a form of effort to increase their competence. One of the efforts is to make continuous improvements for independent teachers as well as in classroom learning activities to continuously increase the meaning of the learning process. One of the important aspects that must be considered by teachers is the use of appropriate (valid), precise, simple and reliable learning media to communicate the scientific concepts they teach. The facts show that there are still many teacher inaccuracies in choosing and using media in carrying out the learning process. The focus of the workshop carried out was on non-printed learning media types of presentation learning media and interactive learning videos based on generative learning. The initial data of the subject, namely the Science Teacher of SMP in Solok Regency, showed that 60% of the subjects were still unable to apply the proper use of Learning Media. As many as 67% of the subjects were constrained by access to communication and the internet because the area where the subject worked was still difficult to get a telephone signal or internet connection. Subjects have not received technical guidance / training related to the development of learning media even though 78% of the schools where they work already have multimedia facilities. After being given a workshop, mentoring and coaching on the subject under study, a significant change was seen. As many as 77% of the subjects studied have been able to overcome the obstacles faced related to the development of learning media, 85% of the subjects assessed that the workshop activities had been able to increase the creativity of teachers in producing work and 84% of the subjects studied felt more confident to be sustainable in producing work
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Zeng, Runxi, and Menghan Li. "Social Media Use for Health Communication by the CDC in Mainland China: National Survey Study 2009-2020." Journal of Medical Internet Research 22, no. 12 (December 2, 2020): e19470. http://dx.doi.org/10.2196/19470.

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Background In recent years, public health incidents that pose a serious threat to public life have occurred frequently in China. The use of social media by public health authorities has helped to reduce these threats by increasing effective risk communication between the government and the public. Objective The aim of this study is to reveal how China’s Center for Disease Control and Prevention (CDC) uses social media to improve three aspects of health communication between the government and the public: adoption, operation, and interaction. Methods To analyze the 134 CDC government Weibo accounts at the provincial- and prefecture-level administration regions in mainland China, we collected their account data and extracted 1215 Weibo tweets. We also supplemented the data to reveal the overall performance of the CDC’s government Weibo use during the COVID-19 crisis. Results The registration rate of the CDC’s government Weibo accounts increased year by year, and the local authorities registered Weibo accounts before the central government authorities. In total, 29.8% (n=134) of the 450 CDC facilities have registered an account. Among the 134 CDC facilities that have registered Weibo accounts, the registration rate in the eastern region (n=68, 50.7%) was higher than those in the central region (n=30, 22.4%) and the western region (n=36, 26.9%). Nearly 90.0% of these Weibo accounts had official certification, but there were dropouts in the specific operating process. One-third of the accounts have not been updated for more than 1 year, and the number of Weibo followers was polarized, with a maximum and minimum difference of 1 million. The response rate to users’ comments was less than 1%. Emergency information, multimedia content, and original content were more helpful in promoting communication between the government and the public. Such interaction was partially improved during the COVID-19 pandemic. The CDC updated the daily epidemic situation and provided popular science information for epidemic prevention and control for the public in a timely manner. Conclusions China’s CDC is using more social media to popularize daily health information and has taken the first step to improve communication between the government and the public. However, equal dialogue, two-way interactions, and effective communication with the public still need improvement.
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Tsui, Chi-Yan, and David F. Treagust. "Motivational Aspects of Learning Genetics with Interactive Multimedia." American Biology Teacher 66, no. 4 (April 1, 2004): 277–85. http://dx.doi.org/10.2307/4451670.

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Tsui, Chi-Yan, and David F. Treagust. "Motivational Aspects of Learning Genetics with Interactive Multimedia." American Biology Teacher 66, no. 4 (2004): 277. http://dx.doi.org/10.1662/0002-7685(2004)066[0277:maolgw]2.0.co;2.

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Makori, Elisha Ondieki. "Promoting innovation and application of internet of things in academic and research information organizations." Library Review 66, no. 8/9 (November 7, 2017): 655–78. http://dx.doi.org/10.1108/lr-01-2017-0002.

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Purpose The purpose of the study was to investigate factors promoting innovation and application of internet of things in academic and research information organizations. Design/methodology/approach Quantitative research design involved survey of selected academic and research information organizations in public and private chartered institutions. Information professionals, digital content managers, information systems and technologists that normally consume big data and technological resources were involved in the process of data collection using structured questionnaire and content analysis. Information organizations and information practitioners were selected from public and private academic and research institutions. Findings Innovation of internet of things has increasingly transformed and changed academic and research information organizations as the source of knowledge in addition to expanding access to education, data, information and communication anywhere anytime through hyperconnectivity and networking. Internet of things technologies such as mobile of things, web of things, digital information systems and personal devices are widely applied by digital natives in academic and research information organizations. Mobilization platform and devices is the single biggest provider of data, information and knowledge in academic and research organizations. Modern trends in education and knowledge practices in academic institutions and information organizations depends upon internet of things, digital repositories, electronic books and journals, social media interfaces, multimedia applications, information portal hubs and interactive websites, although challenges regarding inadequate information communication technology infrastructure and social computing facilities still persist. Research limitations/implications Information organizations in public and private chartered academic and research institutions were adopted in the study. Respondents handling and supporting information management, planning and decision-making provided the necessary data. Information professionals, digital content managers, information systems and technologists are proactively involved in data and information analytics. Practical implications Academic and research information organizations are powerhouses that provide knowledge to support research, teaching and learning for sustainable development and the betterment of humanity and society. Innovation of internet of things and associated technologies provides practical aspects of attaining sustainable information development practices in the contemporary knowledge society. Internet of things technologies, principles of economies of scale and investment and customer needs entail that information organizations and practitioners should provide appropriate and smart systems and solutions. Social implications Modern academic and research information organizations have the social corporate responsibility to offer technological innovations to heighten access to knowledge and learning in academic and research institutions. Economically, innovation and application of internet of things provide unlimited access to big data and information in organizations all the time anywhere anytime. Originality/value Data management is a growing phenomenon that information practitioners need to fully understand in the digital economies. Information professionals need to embrace and appreciate innovation and application of internet of things technologies whose role in sustainable development practices is critical in academic and research organizations.
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Widyatmojo, Galih, and Ali Muhtadi. "Pengembangan multimedia pembelajaran interaktif berbentuk game untuk menstimulasi aspek kognitif dan bahasa." Jurnal Inovasi Teknologi Pendidikan 4, no. 1 (April 28, 2017): 38. http://dx.doi.org/10.21831/jitp.v4i1.10194.

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Penelitian ini bertujuan untuk: (1) menghasilkan produk multimedia pembelajaran interaktif berbentuk game, (2) mengetahui kelayakan produk multimedia pembelajaran interaktif, (3) mengetahui kebermanfaatan produk multimedia pembelajaran interaktif berbentuk game untuk menstimulasi aspek kognitif dan bahasa anak TK Kelompok B. Penelitian ini merupakan penilitian dan pengembangan (R&D) diadaptasi dari model Alessi dan Trollip. Prosedur pengembangan meliputi tahap perencanaan, desain, dan pengembangan. Pada uji alpha dilakukan penilaian oleh 2 ahli materi dan 2 ahli media untuk mengetahui kelayakan produk. Selanjutnya pada uji beta dilakukan terhadap 18 anak kelompok B5 sebagai subjek uji coba di TK Negeri 2 Yogyakarta. Penelitian ini menunjukkan hasil sebagai berikut: (1) produk yang dihasilkan memiliki karakteristik sebagai berikut: game dapat digunakan untuk menstimulasi aspek kognitif dan bahasa yang sesuai dengan kurikulum sekolah, terdiri atas 4 jenis permainan, bersifat portable dan standalone, dapat berjalan dengan komputer spesifikasi rendah. (2) produk yang dihasilkan memenuhi kriteria sangat layak digunakan, (3) produk yang dihasilkan sangat layak digunakan untuk menstimulasi aspek kognitif dan bahasa anak TK Kelompok B ditinjau dari kebermanfaatan.Kata kunci: multimedia pembelajaran interaktif, game, kognitif dan bahasa DEVELOPING INTERACTIVE TEACHING MULTIMEDIA IN THE FORM OF GAMES TO STIMULATE THE COGNITIVE AND LINGUISTIC ASPECTS OF KINDERGARTEN STUDENTSAbstractThis research study is aimed to: (1) produce interactive teaching multimedia in the form of games kindergarten students, and (2) identify the appropriateness of the developed interactive teaching multimedia. (3) identify the usefulness of the the developed interactive teaching multimedia to stimulate the cognitive and linguistic aspects of group B.This study was a research and development (R&D) study adapting Alessi and Trollip’s model. The procedures of the study were planning, design, and development. In the alpha test, two materials experts and two media experts examined the product to determine its appropriateness. Then, in the beta test, 18 students of group B5 TK Negeri 2 Yogyakarta participated. The results of the study are as follows (1) The developed interactive teaching multimedia in the form of games have the following characteristics: the games can be used to stimulate the cognitive and linguistic aspects of the students, they match the school curriculum, there are four kinds of game, they are portable and standalone, and they can be operated by computers with low specifications. (2) The developed interactive teaching multimedia in the form of games fulfill the appropriateness criterion so that they are appropriate to be used, (3) the developed interactive teaching multimedia are useful to stimulate the cognitive and lingustic aspects of Group B kindergarten students, viewed from its usefulness.Keywords: interactive teaching multimedia, game, cognitive and linguistic
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Hotimah, Hotimah, and Ali Muhtadi. "Pengembangan multimedia pembelajaran interaktif IPA untuk meningkatkan pemahaman siswa pada materi Mikroorganisme SMP." Jurnal Inovasi Teknologi Pendidikan 4, no. 2 (April 3, 2018): 201–13. http://dx.doi.org/10.21831/jitp.v4i2.15047.

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Penelitian ini bertujuan: (1) untuk menghasilkan multimedia pembelajaran interaktif IPA pada materi mikroorganisme yang layak di SMP, dan (2) untuk mengetahui kelayakan multimedia pembelajaran interaktif IPA dalam peningkatan pemahaman siswa pada materi mikroorganisme. Penelitian pengembangan ini mengacu pada langkah yang dikembangkan oleh Alessi & Trollip. Desain pengembangan dikelompokkan menjadi tiga tahapan prosedur pengembangan, yang meliputi: (a) perencanaan, (b) desain, dan (c) pengembangan. Hasil penelitian menunjukkan hasil sebagai berikut. (1) Ahli materi menilai aspek pembelajaran dan aspek materi dengan kategori baik (skala 4,15), ahli media menilai aspek media dengan kategori baik (skala 4,2), dan siswa (pengguna) menilai aspek pembelajaran, aspek materi, dan aspek media dengan kategori sangat baik (skala 4,5), sehingga dapat disimpulkan bahwa produk multimedia pembelajaran interaktif ini dinilai layak digunakan siswa SMP. (2) Hasil uji coba lapangan (hasil pretes dan postes) menunjukkan bahwa multimedia interaktif IPA ini dapat meningkatkan pemahaman siswa pada materi mikroorganisme.Kata kunci: multimedia pembelajaran interaktif, mikroorganisme DEVELOPING INTERACTIVE MULTIMEDIA TO IMPROVING LEARNERS' UNDERSTANDING ON THE MICROORGANISMS TOPIC IN JUNIOR HIGH SCHOOLAbstractThis research aims to: (1) to produce an appropriate interactive learning multimedia of science for teaching on the microorganisms topic, for Junior High School students, and (2) to reveal the appropriate of interactive learning multimedia of science designed for teaching, toward the students understanding on the microorganisms topic. This development research refers to the stages developed by Alessi & Trollip. The development design used in this research is divided into 3 stages namely: (a) planning, (b) designing, and (c) developing. The results show the following results. (1) The material expert assessed the aspects of learning and material aspects with good category (scale 4.15), the media experts judged the aspects of the media in good category (scale 4.2), and students (user) assessed the aspects of learning, material, and media aspects with very good category (scale 4.5). Results suggest that interactive learning multimedia are considered good as a learning material for junior high school students. (2) The results of field trials (pretest and post test results) show that this medium is appropriate for improving learners' understanding on the microorganism topic.Keywords: interactive learning multimedia, microorganisms
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Budi Pramono, Aji Joko, and Samlan Ahmad. "Developing Interactive Multimedia in Learning Animal Among Early Childhood." PAUD Lectura: Jurnal Pendidikan Anak Usia Dini 1, no. 2 (April 2, 2018): 159–68. http://dx.doi.org/10.31849/paudlectura.v1i2.1174.

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Abstract This research aims to produce interactive multimedia in learning Animal among Early Childhood in terms of aspects of the material, learning aspects, aspects of the display and programming aspects. This research was conducted in Kindergarten RA Ternate, Dufa-dufa Ternate Norts Maluku by using the method of research and development (R & D). The developing model is using ADDIE. Stages in this study consisted of: (1) planning, (2) design and (3) development (4 )Implementation (5)Evaluation The results show the resulted product is a multimedia learning to recognize Animal for early childhood, multimedia products produced viable as a medium of learning recognize Animal based on validation by matter experts and media experts. Feasibility of products based validation matter experts with excellent assessment results (4.0), validation by expert assessment of media with very good results (4.0) and assessment by a child on a trial-one, small group testing and operational test with results very good.
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Pujawan, Kadek Agus Hendra, and I. Gede Jaka Mahendr. "DEVELOPMENT OF INTERACTIVE MULTIMEDIA BASED ON BALINESSE CULTURE CONTEXTUAL IN GRAPHIC DESIGN LEARNING AT CLASS X MULTIMEDIA IN SMK NEGERI 1 SAWAN." Journal of Education Research and Evaluation 2, no. 3 (January 25, 2019): 126. http://dx.doi.org/10.23887/jere.v2i3.15768.

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The objectives to be achieved in this study were (1) to describe the design of interactive multimedia development based on Balinese culture on graphic design learning at class X Multimedia in SMK Negeri 1 Sawan. (2) to describe the responses of content experts, design experts and media experts to the development of interactive multimedia based on Balinese Culture contextual on graphic design learning at Class X Multimedia in SMK Negeri 1 Sawan. (3) to describe the response of the user / teacher teaching graphic design subjects to the development of interactive multimedia based on Balinese contextual culture on graphic design learning at Class X Multimedia in SMK Negeri 1 Sawan. (4) to describe the response of students in the form of individual trials, small group trials and field trials on the development of interactive multimedia based on Balinese Culture contextual on graphic design learning in Class X Multimedia in SMK Negeri 1 Sawan. The interactive multimedia development model based on Balinese cultural contextual learning graphic design used Dick & Carey model. In the process of designing multimedia products, content experts are required to adjust the material presented in interactive multimedia with the material provided at school, in this case the teacher is appointed as content expert, so the teacher's contribution in this study is to provide a syllabus of graphic design material. In addition to content experts, media experts and design experts are also needed to test the validity of interactive multimedia developed. After being valid, it will be implemented in school by giving a questionnaire to students whether the interactive multimedia developed in this study is suitable for use or not. The following are tests on aspects of display, graphics, program operation and grammar performed by media experts obtaining 85% of the calculation results in good qualifications. Tests on aspects of learning, curriculum and interface design conducted by learning design experts obtain a calculation of 89% in good qualifications. User/teacher responded well. Individual trials carried out received good responses. Small group trials obtained calculation results of 90% are in very good qualifications. Field trials that were carried out obtained a calculation of 87% in good qualifications.
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Ng, Kia. "Sensing and mapping for interactive performance." Organised Sound 7, no. 2 (August 2002): 191–200. http://dx.doi.org/10.1017/s1355771802002091.

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This paper describes a trans-domain mapping (TDM) framework for translating meaningful activities from one creative domain onto another. The multi-disciplinary framework is designed to facilitate an intuitive and non-intrusive interactive multimedia performance interface that offers the users or performers real-time control of multimedia events using their physical movements. It is intended to be a highly dynamic real-time performance tool, sensing and tracking activities and changes, in order to provide interactive multimedia performances.From a straightforward definition of the TDM framework, this paper reports several implementations and multi-disciplinary collaborative projects using the proposed framework, including a motion and colour-sensitive system, a sensor-based system for triggering musical events, and a distributed multimedia server for audio mapping of a real-time face tracker, and discusses different aspects of mapping strategies in their context.Plausible future directions, developments and exploration with the proposed framework, including stage augmenta tion, virtual and augmented reality, which involve sensing and mapping of physical and non-physical changes onto multimedia control events, are discussed.
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Febiola, Anggie, Syamswisna Syamswisna, and Andi Besse Tenriawaru. "Validitas Multimedia Interaktif Lectora Inspire pada Submateri Pemanfaatan Keanekaragaman Hayati Berbasis Tumbuhan Kerajinan." Bioscientist : Jurnal Ilmiah Biologi 10, no. 1 (June 30, 2022): 445. http://dx.doi.org/10.33394/bioscientist.v10i1.4821.

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In assessing the availability of the local potentials, learning biology has a vital role. By the support of interactive multimedia, the delivery of materials and a sense of caring for the environment can be built by students easily. This research aims to find out the feasibility of interactive multimedia lectora inspire as a learning media in biodiversity sub-material. Research methods use quantitative descriptive and data analysis using RTVTK calculations. Lectora inspire validation is conducted by three material experts with three aspects and 11 assessment criteria and three media experts with six aspects and 13 assessment criteria. Validation results get an average of total validation (RTVTK) material experts of 3.89 and media experts of 3.65. The interactive multimedia Lectora inspires the sub-material of the use of biodiversity for class X HIgh School is considered appropriate to be used as learning media.
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Sartono, E. Kus Eddy, Ria Ambarsari, and Herwin Herwin. "Interactive multimedia based on Indonesian cultural diversity in Civics learning in elementary schools." Cypriot Journal of Educational Sciences 17, no. 4 (April 30, 2022): 1192–203. http://dx.doi.org/10.18844/cjes.v17i4.7136.

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This study aims to develop interactive multimedia based on Indonesian cultural diversity as a learning media for Civics in grade IV elementary schools and to determine the feasibility of the product from the material and display aspects. Product development uses the Borg & Gall. Data collection instruments in the form of interviews and questionnaires. The results of the validation by media experts indicate that the feasibility of interactive multimedia is in the "very feasible" category and the validation of the material experts shows that the feasibility of multimedia is in the "very feasible" category. Meanwhile, the results of the teacher and student responses in the field trial showed the "very feasible" category. These results indicate that the interactive multimedia developed is suitable for use in learning activities and as an alternative learning media for Civics, especially for class IV on the material of Indonesian cultural diversity. Keywords: Elementary school, Indonesian culture, diversity, interactive multimedia, civic.
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Dwirahayu, Gita Kartika. "INTERACTIVE POWERPOINT MULTIMEDIA INFLUENCE IN SOCIAL STUDIES LEARNING ON CONCEPT UNDERSTANDING OF STUDENT SOCIAL MOBILITY." International Journal Pedagogy of Social Studies 4, no. 1 (November 20, 2019): 51–56. http://dx.doi.org/10.17509/ijposs.v4i1.16096.

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One of the objectives of social studies is to recognize concepts related to people's lives and the environment. Social mobility is one of the material discussed in social studies learning and requires a more comprehensive understanding of students. One effort to improve the understanding of concepts in social studies learning is to use interactive multimedia PowerPoint. Through interactive multimedia PowerPoint, students are expected to be able to observe the concepts contained in learning material by absorbing as much information as possible through their senses so that they can improve the understanding of the concept of social mobility of students in social studies learning. The purpose of this study is to identify understanding of students' concepts when using interactive multimedia PowerPoint in social studies learning at Tasikmalaya 3rd Junior High School. The research method used a quasi experimental method with a nonequivalent control group design design pattern. The subjects of this study were Tasikmalaya 3rd Junior High School students there are class VIII B as the experimental class and class VIII C as the control class. The technique of collecting data is through tests of understanding the concepts of the pretest and posttest. Data analysis techniques using the normality test using chi square, homogeneity test using the F-test, and hypothesis testing using the t-test. The results showed an increase in the experimental class gain score on the three indicators, there are translation, interpretation, and extrapolation were higher than the control class. So that it can be concluded, social studies learning by using interactive PowerPoint multimedia is more effective in improving students' concepts understanding.
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Aulia, Garin Akbar, Syahnan Daulay, and Malan Lubis. "THE DEVELOPMENT OF INTERACTIVE MULTIMEDIA WRITING EXPOSITIONAL TEXT BY IMPLEMENTING PROJECT BASED LEARNING IN STUDENT OF MTSN 1 MEDAN." Sensei International Journal of Education and Linguistic 1, no. 1 (April 5, 2021): 107–29. http://dx.doi.org/10.53768/sijel.v1i1.11.

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This study aims to determine the result of the development of interactive multimedia writing expositional text in Students MTsN 1 Medan. The media being developed is in the form of interactive multimedia. This type of research is development research based on the 4-D development model. The trial subjects consisting of design experts, material experts, Indonesian language teachers, and class VIII students of MTsN 1 Medan. The results showed that (1) the validation of the material experts included the eligibility of the content of 88.0% in the good category, the feasibility of the presentation of the learning module in 93.7% of the very good category, 95.8% of the interactive multimedia aspects of the very good category, 92 aspects of language assessment, 5% very good category, and project based learning aspects 83.3% good category (2) design expert validation includes initial design 89.2% with good category, content design 83.9% good category, media typography 83.3 good category, and illustration 87.5% good category. (3) the limited trial obtained a score of 82.79% with good criteria (4) The extended trial obtained a score of 80.04% in good category. Results of learning to produce a text exposition s Before the use of interactive multimedia to the model of project-based learning at 62 , 9 while the learning outcomes produced expositional texts using interactive multimedia with project based learning models gained 80.8. The difference obtained was 18 from before and after using digital media with the application of project based learning . This study have the implication that media is being developed will practically contribute especially in the implementation of the learning process for teachers as supplementary teaching materials to ease the burden on the material being taught to be independent and classical. Furthermore, students can improve the quality of learning, especially in expositional writing text activities with the content of learning interactive multimedia in it with project based learning model . Related to activities of working together and motivating each other to complete an expositional text.
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Yasmar, Renti. "Multimedia Interaktif Pembelajaran Bahasa Arab Untuk Siswa Madrasah Aliyah." Arabiyatuna : Jurnal Bahasa Arab 1, no. 2 (December 29, 2017): 199. http://dx.doi.org/10.29240/jba.v1i2.325.

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This study aims to produce appropriate Arabic Learning Media for Madrasah Aliyah students viewed from the validation results of material experts, media experts and teacher and student responses to the developed Arabic Learning Interactive CD. This research is based on the lack of Arabic language learning media in Madrasah Aliyah Muhammadiyah Yogyakarta so that the teacher difficulties in dalm explain Arabic materials. This research type is research and development with stages consist of (1) needs analysis, (2) instructional design 3) product development, (4) Validation (5) Product assessment of teachers and students, (6) Final Product. The validation process is done by 1 media expert and 1 material expert. The subjects of the study were the teachers of Arabic Madrasah Mu'allimaat Muhammadiyah Yogyakarta at the level of Aliyah amounting to 2 people and the students of Madrasah Mu'allimaat Muhammadiyah Yogyakarta amounted to 30 students. The data were obtained using questionnaires for media experts and material experts as well as students' responses or responses to media developed on the aspects of learning, material aspects, display aspects and programming aspects. Data were analyzed by quantitative descriptive analysis. The result of the research shows that the material expert judgment on the feasibility of Interactive CD of Arabic Learning from the learning aspect with the average 4,17 (good) and the material aspect with the average 4,00 (good). Assessment of media expert on the feasibility of Interactive CD of Arabic Learning from aspect of display with average 4,15 (good) and programming aspect with average 4,00 (good). Teachers' responses to Interactive CDs Arabic learning shows that teachers give positive responses to Interactive CD of Arabic Learning seen from learning aspect with average 4,12 (good), material aspect with average 4,16 (good), aspect of display with average 4 , 19 (good), and programming aspect with average 4,21 (good). The result of responses or students' responses to Interactive CDs The learning of Arabic shows that students give positive responses to Interactive CD of Arabic Learning seen from learning aspect with average 4,12 (good), material aspect with average of 4.10 (good), aspect of display average 4,07 (good), and programming aspect with a mean of 4.12 (good). The results of this study conclude that the Interactive CD of learning Arabic language developed feasible to be used for Madrasah Aliyah students
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Li, Kam Cheong, Linda Yin-King Lee, Suet-Lai Wong, Ivy Sui-Yu Yau, and Billy Tak Ming Wong. "Mobile learning in nursing education: catering for students and teachers’ needs." Asian Association of Open Universities Journal 12, no. 2 (November 6, 2017): 171–83. http://dx.doi.org/10.1108/aaouj-04-2017-0027.

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PurposeThe purpose of this paper is to evaluate the implementation of mobile learning in a nursing course at The Open University of Hong Kong, and identify the potentials of, and constraints on, introducing mobile technologies in the instructional design of nursing education. The paper also considers the pedagogical implications of the expansion of mobile learning in the field of nursing.Design/methodology/approachThe research adopts a qualitative approach to obtain the students’ and teacher’s experiences, opinions, and expectations on mobile learning. Two focus groups with 20 student participants were conducted and an in-depth interview with the course teacher was arranged. The Framework for the Rational Analysis of Mobile Education (FRAME) model was used as the research framework to support data collection and analysis.FindingsThe aspects of device usability, interaction learning, and social technology as suggested in the FRAME model were partly fulfilled in the study. Mobile technology enhanced the portability and accessibility of learning information, and networking tools facilitated interaction among students and between students and the teacher. However, the readability of text was limited due to constraints on the user interface and screen size, and concerns over the reliability of learning content were also raised, given the abundance of unfiltered online information. The difficulty in updating the content of multimedia materials and sourcing videos of an appropriate level, together with the problem of device networking, also limited the usefulness of mobile learning. Attention should also be paid to the perceptual differences between students and the teacher on the nature and functions of mobile learning.Originality/valueThis empirical study provides a detailed evaluation of the delivery of mobile learning in a nursing course. The findings reveal the strengths and limitations of using mobile technologies to support the nursing education.
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Bookhagen, Alan D., David P. Wegenast, and Richard J. McCowan. "Multimedia Interactive Training Development–Journey: Discovering Social ServicesCD-ROM." Journal of Technology in Human Services 20, no. 3-4 (June 2002): 333–43. http://dx.doi.org/10.1300/j017v20n03_08.

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Kurniawati, Annisa, Ratnawulan a, and Ahmad Fauzi. "INTERACTIVE MULTIMEDIA VALIDATION OF INTEGRATED NATURAL SCIENCE WITH THE THEME OF MOTION IN LIFE USING AN INTEGRATED SCIENTIFIC APPROACH TO 21ST CENTURY LEARNING." International Journal of Advanced Research 9, no. 01 (February 28, 2021): 01–06. http://dx.doi.org/10.21474/ijar01/12410.

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Learning with interactive multimedia integrated natural science is expected to improve students 21st-century skills so that it can help students face the challenges of the 21st century.This study aims to determine the validation of the product developed, namely interactive multimedia integrated natural science with the theme of motion in life using an integrated scientific approach to 21st-century learning. Integrated natural science interactive multimedia is assessed from the aspects of the feasibility of content, constructs, graphics, and language. The validation was carried out by three validators. The instrument used was a validation instrument in the form of a questionnaire.The results of the research are interactive multimedia integrated natural science with the theme of motion in life using an integrated scientific approach to 21st century learning with valid criteria so that it can be used by educators in the natural science learning process in schools.
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Sudarmanto, Dwi, Yetty Widya KS, and Yuni Ekawati. "MULTIMEDIA INTERAKTIF SEBUAH TEROBOSAN PEMBELAJARAN PAKET B." JIV 1, no. 1 (June 30, 2006): 46–56. http://dx.doi.org/10.21009/jiv.0101.6.

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Due to a signicant increase of learning achievement using B Package using ICT it’s strongly recomended to use multimedia in teaching mathetmaticts. Information and communication technology (ICT), is developing so fast. Its development is not easy to predict. Now a days, ICT is utilized by almost all aspects of human life including education. The research conducted was regarding the use of ICT to teach math. It was how influential interactive media can be used to facilitate instructional program of B Package to teach mathematics. Rasearch findings indicate that there is significant increase in learning achievement of B Package program participants by using interactive multimedia. This article recommends, therefore, using ICT based instructions with variety of interactive multimedia.
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Kustiati, Triana. "Pengembangan multimedia interaktif sebagai media pembelajaran IPA." Wiyata Dharma: Jurnal Penelitian dan Evaluasi Pendidikan 10, no. 1 (November 21, 2022): 81–92. http://dx.doi.org/10.30738/wd.v10i1.7894.

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Penelitian ini bertujuan untuk: (1) mengetahui seberapa jauh dalam pembelajaran IPA kelas IX SMP, guru menerapkan Media Pembelajaran dengan multimedia interaktif (2) mengetahui kelayakan media pembelajaran dengan media interaktif untuk mata pelajaran IPA terutama pada materi Listrik Statis ditinjau dari bentuk atau komponen Multimedia Interaktif dan dari tampilan bentuk, warna , tulisan dan isi serta melakukan Uji Kelayakan media Pembelajaran IPA dengan Multimedia Interaktif (4) mengetahui efektifitas media yang dihasilkan dalam meningkatkan hasil belajar siswa. Penelitian ini merupakan penelitian dan pengembangan. Validasi multimedia dilakukan oleh ahli materi dan ahli media. Subjek uji coba penelitian ini adalah siswa kelas IX di SMP negeri 1 Tegalrejo, SMP Negeri 2 Tegalrejo dan SMP Negeri 3 Pakis. Kesimpulan dari penelitian ini adalah: (1) produk multimedia pembelajaran interaktif dengan materi Listrik Statis layak digunakan; (2) kualitas multimedia interaktif ini dilihat dari (1) penilaian ahli media tentang aspek bentuk baik (2) aspek warna baik, (3) penilaian ahli materi aspek isi sangat baik karena sudah sesuai dengan Kompetensi Dasar dan langkah-langkah pembelajaran.Sedangkan hasil dari penilaian peserta didik uji coba keterbacaan dan uji coba agak luas baik dilihat dari tingkat penggunaan yang mudah, materi mudah dipahami dan materi sesuai dengan Kompetnesi Dasar,. Rata-rata penilaian hasil belajar siswa ketika pretest kelas kontrol adalah 28,49 dan kelas eksperimen 30,41. Sedangkan rata-rata nilai posttest kelas kontrol sebesar 52,54 dan kelas eksperimen adalah sebesar 69,42. Development of interactive multimedia as science learning media Abstract: This study aims to: (1) find out the extent of science learning in grade IX junior high school teachers apply Learning Media with interactive multimedia, (2) find out the feasibility of instructional media with interactive media for science subjects, especially in Static Electricity material in terms of Multimedia forms or components Interactive and from the appearance of shapes, colors, writing and content as well as conducting the Feasibility Test of Learning Media with Interactive Multimedia (4) find out the effectiveness of the resulting media in improving student learning outcomes. This research is research and development. Multimedia validation is carried out by material experts and media experts. The subjects of this research trial were grade IX students in SMPN 1 1 Tegalrejo, SMPN 2 Tegalrejo, and SMPN 3 Pakis. The conclusions of this study are: (1) interactive learning multimedia products with Static Electricity materials are appropriate to use; (2) the quality of interactive multimedia is seen from (1) the assessment of media experts about aspects of good form (2) aspects of good color, (3) expert judgment of content aspects is very good because it is in accordance with Basic Competence and learning steps. the assessment of students' readability and try-out trials are rather broad both in terms of the level of use that is easy, the material is easy to understand, and the material is in accordance with the Basic Competency. The average assessment of student learning outcomes when the control class pretest was 28.49 and the experimental class 30.41. While the average value of the control class post-test was 52.54, and the experimental class was 69.42.
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Sukarmin, Sukarmin. "DEVELOPMENT OF CHEMICAL ON HOUSEHOLD INTERACTIVE MULTIMEDIA AND KIT FOR HEARING IMPAIRMENT STUDENTS OF JUNIOR HIGH SCHOOL FOR DISABILITIES." JPPS (Jurnal Penelitian Pendidikan Sains) 8, no. 2 (August 12, 2019): 1727. http://dx.doi.org/10.26740/jpps.v8n2.p1727-1734.

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This study aims to describe the feasibility of interactive multimedia and the developed kits, the activities of students, the understanding of students' concepts, and students' responses. Interactive multimedia and kits were developed with Writing to Learn strategies. Feasibility criteria consist of content, presentation, language, and graphics. This type of research was developed with the Research and Development (R & D) method. The research subjects are interactive multimedia and developed kits. The research instruments consisted of validation sheets, student activity observation sheets, concept understanding test sheets, and student response questionnaire sheets. Data sources were obtained from chemistry lecturers, Special Education lecturers, Special School teachers, and five students from Blitar State Special Junior High School. Data were analyzed descriptively. The results of the study show that interactive multimedia and kits are very feasible to be used as learning media with a percentage of eligibility ≥ 61%. Percentage of students student activities were in range 66,66% - 100% for each activities. Students’ score and Students’ concept understanding were increased after trial. The results of student responses indicate that interactive multimedia and kits get a positive response because they get a percentage of ≥ 61% for each aspects.
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Siahaan, Arta Uly, Lailatul Fitri, and Fandy Neta. "MULTIMEDIA INTERAKTIF MATEMATIKA MATERI PECAHAN PADA SDIT FAJAR ILAHI 2." JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) 2, no. 02 (October 1, 2019): 99–108. http://dx.doi.org/10.30871/deca.v2i02.1521.

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The developmet of technology are increasingly advanced changing aspects of education for the students’ teaching and learning process. Based on the 2013 curriculum in mathematics learning for SDIT Fajar Ilahi 2 class IV there are fraction materials. The subject matter of mathematics learning in school is still less interesting with learning method such as lectures. This interactive multimedia fraction material is used as an alternative learning media equipped with fractions in the form of text, images, and animations. The interactive multimedia is made using the MDLC (Multimedia Development Life Cycle) method with 6 stages. Namely concept, design, material collecting, assembly, testing, and distribution. The interactive multimedia testing consists of validating media experts and material experts, testing normality, and testing paired sampel t-tests. The results of the interactive multimedia material fractions with the assessment of media experts get 89,7% percentage in the category of very decent. The assessment from material experts get a percentage of 94,81% in the very feasible category. While the paired sample t-test found a significance value of 0,000 < 0,05, the use of interactive multimedia fraction material is very useful in grade IV elementary school. It is clear that this product can achieve the objcetives of this research.
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Sepriana, Rina, Rini Sefriani, Indra Wijaya, and Pipit Lestari. "PENGUJIAN VALIDITAS MODUL INTERAKTIF SIMULASI DAN KOMUNUKASI DIGITAL BERBASIS MACROMEDIA DIRECTOR MX." EDUKATIF : JURNAL ILMU PENDIDIKAN 1, no. 3 (October 12, 2019): 120–26. http://dx.doi.org/10.31004/edukatif.v1i3.25.

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This study aims to determine the level of product validity testing in the form of Interactive Multimedia Learning Media Based on Macromedia Director MX for Class X in SMK-SMAK Padang. This research uses research and development research and development (R&D) methods. Validation is carried out by validators, media experts, material experts and multimedia experts. Evaluation from validator for Learning Media Interactive Multimedia Module Based on Macromedia Director MX in terms of aspects (1) Content worthiness is obtained by an average of 90.4%; (2) the linguistic component is obtained an average of 91.00%; (3) Presentation Components obtained an average of 89.5%; (4) The components of the graphics are 90.3% on average. . Overall validator test assessment of Interactive Multimedia Module Learning Media Based on Macromedia Director MX obtained an overall average of 90.35%, so that the level of validity can be interpreted very validly used so that Learning Media Interactive Multimedia Module Based on Macromedia Director MX for Class X in Padang Vocational High School is interpreted to be very valid in use. Based on the assessment along with expert input and the results of the field testing of learning media Interactive Multimedia Module Based on Macromedia Director MX, it can be concluded that the feasibility has been tested.
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Li, Pan, and Chunyan Li. "Construction of Multimedia Teaching Platform for Community Nursing Based on Teaching Resource Library Technology." International Journal of Emerging Technologies in Learning (iJET) 12, no. 07 (July 12, 2017): 68. http://dx.doi.org/10.3991/ijet.v12i07.7215.

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with the development of information technology, multimedia teaching appears in college education and brings great convenience for college teaching. The teaching resource library is the core part of multimedia teaching. This paper started from the establishment of 3D interactive model in teaching resource library, then discussed the construction of a new multimedia teaching platform and constructed the multimedia teaching platform from the aspects of picture library establishment, animation library and video library establishment, interactive 3D animation library establishment, overall structure of the platform and interface display. Then, the teaching platform was applied in teaching practice to test its effect. The contrastive analysis shows the application of teaching resource library in multimedia teaching of Community Nursing can effectively improve students’ learning interest and optimize the teaching effect.
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Permata Sari, Dhita Ayu, Wahono Widodo, Muhamad Arif Mahdiannur, Ernita Vika Aulia, Hasan Subekti, and Siti Nurul Hidayati. "Feasibility Analysis of Interactive Multimedia on Intercation of Living Things Topic to Promote Scientific Literacy Skills." SHS Web of Conferences 149 (2022): 01020. http://dx.doi.org/10.1051/shsconf/202214901020.

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This study aims to determine the feasibility of interactive multimedia storyboard of Smart Apps Creator (SAC) based on scientific literacy on transfer energy material. Feasibility is described in terms of content, construction, understanding, and multimedia aspects. This research is research and development (R&D) based on understanding by design framework to design learning media. This design is a backward design focused on learning goals as a result of instruction before plan for learning activities and teaching method. The research instrument is a validation sheet that is used to assess the feasibility of the storyboard.Validation sheets were given to 3 experts in science education, multimedia, and have doctoral degrees. The results showed that the SAC interactive multimedia storyboard developed was categorized as valid and very valid because the results of the validator’s assessment reached a value of more than 3. It can be concluded that the developed storyboard is suitable for making the interactive multimedia by using SAC application on the topic of interaction of living things.
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Li, Zhen, and Yan Li. "On the Implementation of Cross-Layer Structure for the Interactive Teaching in Information System Course." Advanced Materials Research 756-759 (September 2013): 2086–89. http://dx.doi.org/10.4028/www.scientific.net/amr.756-759.2086.

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Abstract:
with regards the interactive teaching as a complete system, the paper tends to investigate the application of the hierarchical and interactive teaching mode for the management information system course under the multimedia environment from two aspects-interpersonal interaction and knowledge interaction between individuals.
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