scholarly journals INTERACTIVE MULTIMEDIA USE OF GAMES MODEL ON IPS SCHOOL STUDY LIST

2017 ◽  
Vol 1 (1) ◽  
pp. 17
Author(s):  
Febby Fajar Nugraha

The development of information and communication technologies have a major impact in many areas of life, one of which is education. Learning use the media, is a strategy favored by students, particularly those related to technology. Because no denying that the interest of students to current technologies is huge. It can be seen from the children of school age, who loss of learning time because they are pre occupied with the world of technology, such as playing games, mobile phones and computers. Indonesian Internet Service Provider Association (APJII) conducted a survey of online game players active in Indonesia, the result is there are about 6 million online game players. This proves that Indonesian children have an interest in the game.  The change of curriculum in Indonesia from 2006 curriculum (Curriculum Education Unit) into a curriculum 2013, providing a wide range of implications for the learning process, one of which is the subject of Information and Communication Technology (ICT). In curriculum 2013, ICT subjects be erased, it’s means not stand alone but rather merged or combined with other subjects. In elementary school curriculum needs  subjects that are combined with computer lessons (Guha &Leonard, 2002). Therefore, teachers must be able to create methods that can capitalize on technology such as computer media in the learning process.Keywords: Computer, Interactive multimedia games model, Social Studies, Elementary school , and Understanding of concepts.

2020 ◽  
Vol 11 (87) ◽  
Author(s):  
Lyudmyla Romanenko ◽  
◽  
Kateryna Romanenko ◽  
Anastasia Ventseslavska ◽  
◽  
...  

The present article deals with the idea of information and communication technologies, game technologies and is about basic possibilities of using GEOBOARD Internet service for studying Mathematics in elementary school. The scientific approaches to the concept of information and communication technologies, game technologies are described and the potential possibilities of using the GEOBOARD Internet service in elementary education as an option of educational technologies, the influence of the GEOBOARD Internet service on the development of primary school students, advantages and directions of application are analyzed. The important aspect of using GEOBOARD Internet service is the ability to use it both from a personal computer and a Google Chrome web page. Also, users can download the app from the App Store to work with Apple products. The peculiarities of using GEOBOARD Internet service on mathematics lessons are systematization of material, strict logic, the interdisciplinary nature of the service, the learning process systematization, mastering the basics of spatial imagination, mathematical knowledge usage in solving educational, cognitive and educational and practical problems and depiction of geometric shapes. The use of the GEOBOARD Internet service in mathematics lessons promotes the complex development of elementary school children; the formation of a holistic picture of the world, knowledge of the world; the development of constructive skills, spatial relations and spatial thinking, vision of geometric figures, numbers, arithmetic, etc. Working with the GEOBOARD Internet service application allows an elementary school student to learn a lot of important information, prepares students for further study of the geometry course at school and develops their skills of being a socially active, creative person who generates new ideas and makes non-standard decisions. And it all happens in the form of a cognitive game. The GEOBOARD Internet service that is made by The Math Learning Center (MLC) has a wide range of functional and didactic capabilities and will fully meet the needs of elementary school teachers to cover many topics in mathematics lessons. The visualization allows elementary school students to summarize, systematize and discard redundant information just playing a game, so this is the way to improve the educational process. The service is important because it actively involves elementary school students in the process of learning geometric material.


2020 ◽  
Vol 23 (1-2) ◽  
pp. 40-48
Author(s):  
Sergey Dovgal ◽  
Oksana Buturlina

The article analyzes the main socio-philosophical problems of the transformation of modern global media in the development of information and communication technologies, which involves the active emergence of new generation communication channels. The main factors substantiating the process of intensive structural and functional transformation of the entire media system are disclosed. Various approaches to the definition of the concept of "media space" are analyzed. The main features of modern media space as such and media space in its connection with social space are determined. It is proved that the development and transformation of media is carried out under the influence of new technological trends, which determine the main vector of development of society as a whole. Analyzing the main technological trends of the near future, a forecast is provided on how the media space and society are being transformed, in particular, attention is focused on the emergence of cyberspace with elements of virtual and augmented reality, as well as artificial intelligence as new interactive types of media.Particular attention in this publication is given to the problem of the creation and functioning of artificial intelligence. It is considered that the problem of artificial intelligence in modern science has embraced a wide range of studies. Modern philosophical reflections on artificial intelligence represent a wide problem field that is constantly changing and refined, and in the context of artificial intelligence, not only problems such as the prospects of self-organizing computer systems are studied, but also the ethical aspects of the application of artificial intelligence technologies. It is noted that an understanding of the concept of artificial intelligence does not exist today, and therefore further reflections on it can not only specify these areas of research, but also radically change the currently prevailing idea of the possibility and potential of artificial intelligence.


Kybernetes ◽  
2019 ◽  
Vol 48 (7) ◽  
pp. 1463-1477
Author(s):  
Olga Marino ◽  
Jaime Andres Gutierrez ◽  
Sandra Aguirre

Purpose This paper aims to propose and evaluate a pedagogically sound and innovative strategy to teach a higher education course that prepares future professionals to intelligently use information and communication technologies (ICTs) in their personal and professional lives. Design/methodology/approach The conceptual framework used for the design of the course was the socio-constructivism and activity theories. The implementation of the course was evaluated using the intrinsic case study methodology by including several instruments. Findings The pedagogical strategy proposed proved to be sound, as the evaluation showed that students were able to describe, use and propose innovative uses of a wide range of cutting-edge technologies in their both everyday lives and professional settings; they also had the skills to analyse the opportunities and challenges that these presented. Moreover, students liked this innovative way of learning and ended with a positive attitude towards ICT. Originality/value Although several courses prepare students to be digital citizens or use ICT to enhance the teaching-learning process, millennials are ill prepared to use cutting-edge technologies in an innovative, responsible and critical way in their future professions. The course that was designed is original in that it goes beyond preparing digital citizens to prepare professionals in any domain to use ICT in an informed and responsible way. Moreover, it is a documented, successful example of an undergraduate universal course in a highly important current society dimension. The authors believe that its pedagogical proposal could be transferred to courses dealing with other global issues such as the environment, economy and peace.


2021 ◽  
Vol 9 (1) ◽  
pp. 31
Author(s):  
Lilis Diah Kusumawati ◽  
NFn Sugito ◽  
Ali Mustadi

Interactive multimedia is a technology that mediates the development of learning activities to make it more interesting and enjoyable so that it can motivate students to learn. This study aims to determine feasibility of interactive learning multimedia product in motivating student for fourth grade of elementary school to learn mathematics. The research method uses the concept of ADDIE models to develop products with five stages, 1) analyze; 2) design; 3) develop; 4) implement; and 5) evaluate. The result showed that the development of interactive learning multimedia is feasible used for motivating students in grade 4 to learn mathematics. The result of validation by material experts showed that the products developed reached a score of 43 so that it was included in the "very good" category, while the results of the validation by the media experts showed that the products developed reached a score of 59 so that it was included in the "very good" category. Teacher responses related to the practicality of product use reached a score of 113 so that it was included in the "very good" category, while student responses related to the practicality of using the product reached a score of 83 so that it was included in the "very good" category. In motivating students to learn mathematics, interactive learning multimedia can be applied to elementary school students in grade 4.AbstrakMultimedia interaktif adalah teknologi yang memediasi pengembangan kegiatan pembelajaran agar lebih menarik dan menyenangkan sehingga mampu memotivasi siswa dalam belajar. Penelitian ini bertujuan untuk mengetahui kelayakan produk multimedia pembelajaran interaktif dalam memotivasi siswa kelas IV sekolah dasar untuk belajar matematika. Metode penelitian menggunakan konsep model ADDIE untuk mengembangkan produk dengan lima tahap, 1) menganalisis; 2) desain; 3) berkembang; 4) mengimplementasikan; dan 5) mengevaluasi. Hasil penelitian menunjukkan bahwa pengembangan multimedia pembelajaran interaktif layak digunakan untuk memotivasi siswa kelas 4 dalam belajar matematika. Hasil validasi oleh ahli materi menunjukkan bahwa produk yang dikembangkan mencapai skor 43 sehingga masuk dalam kategori “sangat baik”, sedangkan hasil validasi oleh ahli media menunjukkan bahwa produk yang dikembangkan mencapai skor 59 sehingga masuk dalam kategori "sangat baik". Tanggapan guru terkait dengan kepraktisan penggunaan produk mencapai skor 113 sehingga masuk dalam kategori “sangat baik”, sedangkan respons siswa terkait dengan kepraktisan penggunaan produk mencapai skor 83 sehingga masuk dalam kategori “sangat baik”. Dalam memotivasi siswa untuk belajar matematika, multimedia pembelajaran interaktif dapat diterapkan untuk siswa sekolah dasar di kelas 4.


2021 ◽  
Vol 9 (6) ◽  
pp. 13-25
Author(s):  
Michail Angelopoulos ◽  
Yannis Pollalis

This research focuses on providing insights for a solution for collecting, storing, analyzing and visualizing data from customer energy consumption patterns. The data analysis part of our research provides the models for knowledge discovery that can be used to improve energy efficiency at both producer and consumer ends. Τhe study sets a new analytical framework for assessing the role of behavioral knowledge in energy efficiency using a wide range of Case Studies, Experiments, Research, Information and Communication Technologies (ICT) in combination with the most modern econometric methods and large analytical data taking into account the characteristics of the study participants (household energy customers).


2017 ◽  
Vol 1 (2) ◽  
pp. 111 ◽  
Author(s):  
Ismail Darimi

Adapting to the technological era, learning activities are required to reduce the use of lecture methods and can be enriched in the use of instructional media, the role of learning media becomes increasingly important. ICT is a program, for tools, manipulation and convey information. The learning process of PAI can further facilitate the search for information, manipulation, management and transfer of science or transfer of information, so that the integration of ICT in the learning process becomes an important role in developing students' thinking ability, developing skills in the field of ICT to smooth the learning process, ICT especially in PAI lessons, and transforming schools into creative and dynamic learning institutions so that students are motivated, always curious in PAI learning. Broadly speaking media can be classified into graphics, audio, silent projections, games and simulations. Effective learning requires good planning of one of the media that will be used in the learning process. ICT is a very effective medium in learning PAI in the era of technology


2021 ◽  
Vol 7 (3) ◽  
pp. 111-118
Author(s):  
Murad Madzhumayev

Collective actions, particularly organization, promotion, encouragement, and incitement to civil disturbances, are hard to imagine without use of information and communication technologies (ICTs). Recent events such as the Arab Spring, the colour revolutions (e.g. in former Eastern Bloc and the Balkan countries), the unrest in Minneapolis in 2020 which subsequently spread to other US cities, and the US Capitol riots 2021 present significant evidence in this regard. The dissemination of information online inciting to riots involves internet service providers (ISPs) alongside the author. The aim of the paper is to specify the actors in accordance with their functions and determine their eligibility to be prosecuted in cases of incitement to riots using ICTs. Formulated a conclusion about the onset of intermediary liability of ISPs, holding the organizational and technical capacity to influence the information social relations of their users at any time.


Author(s):  
Jengchung V. Chen ◽  
Yu-Hsiang Wang

Since the Internet and other IT technologies have become more popular than ever before, the amount of time people spend with computers and IT products, such as Internet and online games, has increased tremendously. The continuing boom of information and communication technology is causing the Internet to become a part of everyone’s life. People use the Internet not only as a tool for their jobs, but also to participate in virtual communities. Even if the rate of Internet uptake slows considerably (Weisenbacher, 2002), the trend still remains growing. There were 275.5 million people using the Internet in February 2000. That number had changed to 605.60 million in September 2002 (Nua Ltd., 2002). According to Horrigan’s study (2001), 84 percent of Internet users in America have participated in a virtual community. Moreover, apart from the number of people using Internet, the average time spent doing any activity online is increasing.


Author(s):  
Óscar García ◽  
Ricardo S. Alonso ◽  
Dante I. Tapia ◽  
Juan M. Corchado

Ambient Intelligence (AmI) promotes the integration of Information and Communication Technologies (ICT) in daily life in order to ease the execution of everyday tasks. In this sense, education becomes a field where AmI can improve the learning process by means of context-aware technologies. However, it is necessary to develop new tools that can be adapted to a wide range of technologies and application scenarios. Here is where Agent Technology can demonstrate its potential. This chapter presents CAFCLA, a multi-agent framework that allows developing learning applications based on the pedagogical CSCL (Computer-Supported Collaborative Learning) approach and the Ambient Intelligence paradigm. CAFCLA integrates different context-aware technologies so that learning applications designed, developed, and deployed upon it are dynamic, adaptive, and easy to use by users such as students and teachers.


Author(s):  
J. B. Ogunremi ◽  
P. Abraham

The study evaluated the accessibility and problems associated with the use of information and communication technologies in rural areas of Ondo State. Total sampling was used to select 92 rural fish farmers from three riverine Local Governments in the state between February and April. Questionnaire was used in data collection. Data were analyzed by the use of frequency, percentage, mean and Chi-square test. It was found that radio (96.7%), television (84.4%) and mobile phone (95.7%) were most accessible ICTs to fish farmers of which radio is the most effective (62.0%). Problems associated with the use of ICTs were electric power supply (96.7%), lack of access to ICTs (62.0%) and inadequate information on ICTs (59.8%). There were significant relationship (P<0.05) between problems associated with the use and accessibility of ICTs by fish farmers. It is recommended that the government should allow a wide range of radio broadcast options by giving opportunities for private competition provision of radio content which will allow for development input from relevant agencies.


Sign in / Sign up

Export Citation Format

Share Document