The Application of Interactive Multimedia Technologies in the Development of Instructional Media for Practice of Mechanical Technology

2017 ◽  
Vol 23 (12) ◽  
pp. 12168-12171
Author(s):  
I. Made Rajendra ◽  
Ida Ayu Anom Arsani ◽  
I. Made Sudana
2012 ◽  
Vol 5 (2) ◽  
Author(s):  
Harun Sitompul ◽  
Reni Astuti

Abstract: The Effect Of Instructional Media And Multiple Intelligences On Student’s Learning Achievement On Information And Comunication Technology (ICT) Of Primary Teacher Education,  State University Of Medan. The objectives of  this quasi – experimental research were to discover: 1) whether the students learning achievement of Primary Teacher Education (PTE) in ICT taught by using CD interactive multimedia interactive instructional media was higher than learning achievement of  PTE taught by using module instructional media, 2) whether the students learning achievement of  PTE in ICT with spasial visual multiple intelligences was higher than student’s with verbal linguistic multiple intelligences, and 3) the interaction between instructional media and multiple intelligences in affecting the student’s learning achievement in ICT. The population of the study was 180 students of PTE who took the ICT from 6 classes namely 2 regular classes, 3 extension classes from the city government Academic year 2010/2011.Based on cluster random sampling technique 4 clasess taken from 2 reguler classes and 2 extention classes. The A regular class and A extension class using CD interactive multimedia instructional media and module was used in B regular class and B extention class. The research findings showed that : (1) the students’ learning  achievement in ICT taught by using CD interactive multimedia instructional media was higher than the students’ taught by using module instructional media with Fcount = 11.65 > Ftables = 4.00 at the level of  significance α = 0.05; (2) the students’ learning achievement in ICT with multiple intelligences spatial visual was higher than students’learning achievement with multiple intelligences verbal linguistic with Fcount = 11.65 > Ftables = 4.00 at the level of  significance α = 0.05, and (3) there was an interaction between instructional media and multiple intelligences on students’ learning achievement in ICT where Fcount =  8,85  > Ftable =  4.00 at the level of  significance α = 0.05.         The conclusion of research is that application of the instructional media in the instructional process can improve the student’s learning achievement especially for PTE. Therefore, the implication is lecturers should be trained in order they can apply a more variative instructional process. So, it is the suggested that the lecturers should able use a variety of media for the success of the instructional process. Keywords : instructional media, multiple intelligences, interactive multimedia, module, spatial visual, verbal linguistic.


2016 ◽  
Vol 2016 ◽  
pp. 1-9 ◽  
Author(s):  
Lilac Al-Safadi

This study describes the design of a real-time interactive multimedia teleradiology system and assesses how the system is used by referring physicians in point-of-care situations and supports or hinders aspects of physician-radiologist interaction. We developed a real-time multimedia teleradiology management system that automates the transfer of images and radiologists’ reports and surveyed physicians to triangulate the findings and to verify the realism and results of the experiment. The web-based survey was delivered to 150 physicians from a range of specialties. The survey was completed by 72% of physicians. Data showed a correlation between rich interactivity, satisfaction, and effectiveness. The results of our experiments suggest that real-time multimedia teleradiology systems are valued by referring physicians and may have the potential for enhancing their practice and improving patient care and highlight the critical role of multimedia technologies to provide real-time multimode interactivity in current medical care.


Author(s):  
Kia Ng ◽  
Paolo Nesi

The MUSICNETWORK project was co-supported by the European Commission to bring music industry and related research areas into the interactive multimedia era. It represented a virtual Centre of Excellence during the period of the project and today an international association where music content providers, cultural institutions, industry, and research institutions work together, drawing on their collective assets and mutual interests, to exploit the potential of multimedia music contents with new technologies, tools, products, formats and models. Due to large gaps between needs and real products and solutions, many products in the market fail to exploit the potential of new multimedia technologies effectively. MUSICNETWORK helps research solutions to reach the market by seeking agreements between different actors and formats, by bringing together research institutions, industries, Small and Medium Enterprises (SMEs), and experts to build the required momentum to study and define multimedia music modelling and coding for the new age. MUSICNETWORK activities, actions and services are provided through the project website which can be found online at http://www.interactivemusicnetwork.org.


2011 ◽  
pp. 1157-1164
Author(s):  
Hakikur Rahman

Information is typically stored, manipulated, delivered and retrieved using a plethora of existing and emerging technologies. Businesses and organizations must adopt these emerging technologies to remain competitive. However, the evolution and progress of the technology (object orientation, high-speed networking, Internet, etc.) has been so rapid that organizations are constantly facing new challenges in end-user training programs. These new technologies are impacting the whole organization, creating a paradigm shift that in turn enables them to do business in ways never possible before (Chatterjee & Jin, 1997).


Author(s):  
Hakikur Rahman

Information is typically stored, manipulated, delivered and retrieved using a plethora of existing and emerging technologies. Businesses and organizations must adopt these emerging technologies to remain competitive. However, the evolution and progress of the technology (object orientation, high-speed networking, Internet, etc.) has been so rapid that organizations are constantly facing new challenges in end-user training programs. These new technologies are impacting the whole organization, creating a paradigm shift that in turn enables them to do business in ways never possible before (Chatterjee & Jin, 1997).


EDUTECH ◽  
2018 ◽  
Vol 16 (3) ◽  
pp. 380
Author(s):  
Muhammad Ridwan Sutisna

Abstract. New trends of technology and also the higher needs of English proficiency have encouraged the quality improvent of English instructions. The aim of this research is to deter-mine the effect of Interactive Multimedia Audio Telling Machine (iMATE) and self regulated learning level in English language greetings application skill of vocational school students. iMATE is an Interactive instructional media used in this research. While student’s self regulated learning is divided into high and low level. This research used experimental design. This re-search was held at SMK Pasundan 3 Bandung. Findings of this research were; (1) Generally students achieved better result when using iMATE. (2) There was an interaction between use of instructional media and students’ self regulated learning level. (3) Students with high self regu-lated learning achieved much better when using iMATE. (4) Students with low self regulated learning had a better result when not using iMATE. This Findings lead to the conclusion that students’ self regulated learning level may affect the succes of instructional media use, especially in teaching English language skills.Abstrak. Perkembangan teknologi dan kebutuhan akan kemampuan Bahasa Inggris yang lebih tinggi mendorong kualitas pembelajaran Bahasa Inggris juga mengalami perkem-bangan. Tujuan penelitian ini adalah untuk mengetahui pengaruh dari penggunaan Interactive Multimedia Audio Telling Machine (iMATE) dan tingkat self regulated learning terhadap ke-mampuan menerapkan greetings Bahasa Inggris siswa SMK. iMATE adalah multimedia inter-aktif pembelajaran yang digunakan dalam penelitian ini. Siswa sebagai subjek penelitian dibagi kedalam dua kelompok yaitu yang memiliki tingkat self regulated learning yang tinggi dan ren-dah. Penelitian yang dilaksanakan di SMK Pasundan 3 Bandung ini menggunakan desain ek-sperimen. Temuan dari penelitian ini adalah (1) Secara umum siswa memperoleh hasil yang lebih baik dengan menggunakan iMATE (2) Terdapat interaksi antara penggunaan media pem-belajaran dan tingkat self regulated learning siswa. (3) Siswa dengan tingkat self regulated learning tinggi memperoleh hasil yang lebih baik dengan menggunakan iMATE. (4) Siswa yang memiliki tingkat self regulated learning rendah memiliki hasil yang lebih baik ketika tidak menggunakan iMATE. Penemuan ini mengarahkan pada kesimpulan bahwa penggunaan media pembelajaran yang mempertimbangkan tingkat self regulated learning akan memberikan hasil yang lebih optimal.


Author(s):  
Armiadi . ◽  
Muktar . ◽  
Samsidar Tanjung

Abstrak: Tujuan penelitian dan pengembangan ini adalah (1) menghasilkan media pembelajaran intaraktif berbasis budaya pada mata pelajaran matematika yang layak digunakan. (2) mengetahui efektifitas media pembelajaran intaraktif berbasis budaya pada mata pelajaran matematika. Metode pengembangan dalam penelitian ini menggunakan model pengembangan dari Thiagarajan yang lebih dikenal dengan nama model 4D, yaitu :Define (definisi), Design (Design), Develop (Pengembangan), Dissemnate (penyebaran). Hasil penelitian menunjukkan, (1) validasi ahli materi (86%) dengan kategori sangat baik, (2) validasi ahli desain instruksional (85%) dengan kategori sangat baik, (3) validasi ahli media pembelajaran (89%). (4) ujicoba perorangan berada pada kualifikasi sangat baik (89%), (5) ujicoba kelompok kecil berada pada kualifikasi sangat baik (86,3%), (6) ujicoba lapangan berada pada kualifikasi sangat baik (81%).Sehingga dapat disimpulkan bahwa produk pengembangan penelitian media pembelajaran interaktif berbasis budaya pada mata pelajaran matematika layak digunakan. Pada tahap penyebaran di empat sekolah berbeda menunjukkan adanya kenaikan rata-rata dari nilai pretesdan posttest yaitu dari 63,65 menjadi 86,9. Serta persentase rata-rata hasil penilaian terhadap produk multimedia interaktif berbasis budaya memburoleh nilai 83,56% dengan kriteria sangat baik. Sehingga dapat disimpulkan bahwa produk pengembangan penelitian media pembelajaran interaktif berbasis budaya pada mata pelajaran matematika sangat efektif. Kata Kunci: pengembangan multimedia interaktif, berbasis budaya, matematika Abstract: The objectives of this research and development are (1) to produce culture-based interactive learning media on mathematical subjects that are appropriate to be used. (2) knowing the effectiveness of culture-based interactive learning media in mathematics. The development method in this study uses a development model from Thiagarajan, better known by the name of the 4D model, namely: Define, Design, Develop, Dissemnate (deployment). The results showed, (1) the validation of material experts (86%) with a very good category, (2) the validation of instructional design experts (85%) with a very good category, (3) the validation of instructional media experts (89%). (4) individual trials are in very good qualifications (89%), (5) small group trials are in very good qualifications (86.3%), (6) field trials are in very good qualifications (81%). it was concluded that the product development of culture-based interactive learning media research on mathematics subjects was appropriate to use. At the stage of distribution in four different schools showed an increase in the average value of the pretest and posttest that is from 63.65 to 86.9. And the average percentage of the results of the assessment of culture-based interactive multimedia products scored 83.56% with very good criteria. So it can be concluded that the product development of interactive culture-based learning media research in mathematics is very effective. Keywords: interactive multimedia development, culture based, mathematics


2018 ◽  
pp. 1087-1110
Author(s):  
Aditya Khamparia ◽  
Babita Pandey

Multimedia-based technologies have significant impact on our daily life learning activities as they have shifted the education from teacher centered to learner centered. E-learning provides opportunities to people to take course online and provide a virtual classroom environment on the web through teacher learner interactions, course material distribution based on interactive multimedia. Interactive multimedia offers learners different forms of media to match their learning style, provides personalization of adaptive content delivery which enhanced learners learning effectiveness. In this chapter, we have discussed how information quality can be improved by multimedia based authoring tools and approaches, also identified the negative and positive effects of using interactive multimedia for learners in E-learning. Finally, focus was given on current E-learning multimedia technologies, their research challenges and future trends on social networking based technologies.


Author(s):  
Hakikur Rahman

Information is typically stored, manipulated, delivered, and retrieved using a plethora of existing and emerging technologies. Businesses and organizations must adopt these emerging technologies to remain competitive. However, the evolution and progress of the technology (object orientation, high-speed networking, Internet, and so on) has been so rapid, that organizations are constantly facing new challenges in end-user training programs. These new technologies are impacting the whole organization, creating a paradigm shift which, in turn, enables them to do business in ways never possible before (Chatterjee & Jin, 1997). Information systems based on hypertext can be extended to include a wide range of data types, resulting in hypermedia, providing a new approach to information access with data storage devices, such as magnetic media, video disk, and compact disk. Along with alphanumeric data, today’s computer systems can handle text, graphics, and images, thus bringing audio and video into everyday use. DETF Report (2000) refers that technology can be classified into noninteractive and time-delayed interactive systems, and interactive distance learning systems. Noninteractive and time-delayed interactive systems include printed materials, correspondence, one-way radio, and television broadcasting. Interactive distance learning systems can be termed as “live interactive” or “stored interactive,” and range from satellite and compressed videoconferencing, to standalone computer-assisted instruction with two or more participants linked together, but situated in locations that are separated by time and/or place. Different types of telecommunications technology are available for the delivery of educational programs to single and multiple sites throughout disunited areas and locations. Diaz (1999) indicated that there are numerous multimedia technologies that can facilitate self-directed, practice-centered learning and meet the challenges of educational delivery to the adult learner. Though, delivering content via the WWW has been tormented by unreliability and inconsistency of information transfer, resulting in unacceptable delays and the inability to effectively deliver complex multimedia elements, including audio, video, and graphics. A CD/Web hybrid, a Web site on a compact disc (CD), combining the strengths of the CD-ROM and the WWW, can facilitate the delivery of multimedia elements by preserving connectivity, even at constricted bandwidth. Compressing a Web site onto a CD-ROM can reduce the amount of time that students spend interacting with a given technology, and can increase the amount of time they spend learning. University teaching and learning experiences are being replicated independently of time and place via appropriate technology-mediated learning processes, like the Internet, the Web, CD-ROM, and so on. However, it is possible to increase the educational gains possible by using the Internet while continuing to optimize the integration of other learning media and resources through interactive multimedia communications. Among other conventional interactive teaching methods, Interactive Multimedia Methods (IMMs) seems to be adopted as another mainstream in the path of distance learning system.


Sign in / Sign up

Export Citation Format

Share Document