scholarly journals Development of the Interactive Multimedia Software “Inquiry Play-Room” as an Electronic Learning Resource for Rotation and Equilibrium Topic

Author(s):  
Verinda Shavira Sari ◽  
Endang Purwaningsih ◽  
Winarto Winarto ◽  
Nugroho Adi Pramono

This study reports the development of the interactive electronic multimedia “Inquiry Play-Room” for use in rotation and equilibrium topics. This was designed following the steps of a guided inquiry laboratory model, containing video problems, feedback, virtual laboratories, student worksheets, animations, practical applications, and quizzes. The tests are offered at two levels, one to grasp the concept and the second to be incorporated into actual life. This difference in learning can spur student confidence that will allow them to concentrate. The teacher can also enhance the content quality and patterns of movement through classes and online learning, as this technology is designed for face-to-face use. This interactive media is developed using the SWiSHMax framework and the ActionScript 2.0 programming language. The architecture of this media production model follows these steps: 1) analysis, 2) design, 3) development, 4) implementation, and 5) evaluation. At a 90.3 percent positive rate, the expert testing results indicate feasibility. The results of 27 students showed that the students responded positively to multimedia design. Therefore, the use of interactive multimedia was shown to be possible. The results of this study open avenues for digital creation in other fields of physics

Author(s):  
Derek T. Reamon ◽  
Sheri D. Sheppard

Abstract This paper provides a rigorous statistical analysis of the educational effectiveness of a curriculum module pertaining to direct current (DC) motors and motorized systems. Educational interactive multimedia software played an important role in the module, which also included lectures, a design project and other more traditional pedagogics. Pre- and post-tests were administered to measure learning during the module and individual test questions targeted specific areas of the curriculum to determine the contribution of the various resources to the entire learning environment. The data indicate that the module was indeed educationally successful and that the software contributed to the curriculum’s success. The module was particularly effective for promoting learning by female engineering students in the course and mitigated some discrepancies in prior knowledge. Students were also grouped into four preference groups based on analysis of students’ preference questionnaire responses. The data indicate that each preference group responded differently to the various teaching techniques employed in the curriculum.


Author(s):  
Tommi Daniel Hutajulu ◽  
Sriadhi .

Abstract This development research generally aims to (1) develop interactive multimedia-based learning media for Private Vocational School Imelda Medan, (2) to know the assessment of media experts and material experts on learning media, and (3) to know the feasibility of learning media based on the assessment of media experts and material experts. The method used in this research is Research and Development. This research was conducted at Imelda Private Vocational School Medan. Research and Development Results: (1) This development research process is carried out with several stages adapted from the borg and gall version development research model simplified into 4D. There are stages such as: Define, Design, Development, and Disseminate. Define stage includes definition, design stage includes storyboarding, development stage includes development of interactive multimedia-based learning media, validation of media experts and material experts, as well as revision of learning media from media experts and material experts and disseminate stage covering the trial stage. The target of this research is the Expert Lecturer of Medan State University. Testing of interactive multimedia by material validators showed that multimedia learning resulted both in material validation with an average score of 4.52 and for media validation with an average score of 4.59. Then obtained the conclusion that developed media is worth to use. Keywords : Interactive Media, Interactive Multimedia Abstrak Penelitian pengembangan ini secara umum bertujuan untuk (1) mengembangkan media pembelajaran berbasis multimedia interaktif untuk SMK Swasta Imelda Medan, (2) mengetahui penilaian ahli media dan ahli materi terhadap media pembelajaran, dan (3) mengetahui kelayakan media pembelajaran berdasarkan penilaian ahli media dan ahli materi . Metode yang digunakan pada penelitian ini adalah penelitian pengembangan (Research and Development ) . Penelitian ini dilakukan di SMK Swasta Imelda Medan. Hasil Penelitian  dan Pengembangan : (1) Proses Penelitian pengembangan ini dilaksanakan dengan beberapa tahapan yang diadaptasi dari model penelitian pengembangan versi borg and gall yang disederhanakan menjadi 4D. Adapaun tahapan tersebut yaitu : Define, Design, Development, dan Disseminate. Tahap define meliputi pendefenisian , tahap design meliputi pembuatan storyboard, tahap development meliputi pengembangan media pembelajaran berbasis multimedia interaktif ,validasi ahli media dan ahli materi, serta revisi media pembelajaran dari ahli media dan ahli materi dan tahap disseminate meliputi tahap uji coba. Sasaran penelitian ini adalah Dosen Ahli Universitas Negeri Medan. Pengujian terhadap multimedia interaktif oleh validator materi menunjukan bahwa multimedia pembelajaran  yang dihasilkan baik pada validasi materi dengan skor rata-rata 4.52 dan untuk validasi media dengan skor rata-rata 4.59. Maka diperoleh kesimpulan media yang dikembangkan layak untuk digunakan. Kata kunci : Media Interaktif, Multimedia Interaktif


Author(s):  
Ngo Thi-Thu Trang

Being passed from generation to generation, indigenous knowledge is unique and confined to a particular culture or society. This knowledge is generated and transmitted through communities, over time, in an effort to cope with their own agro-ecological and socio-economic environments (Fernandez, 1994). Vietnamese residents in the Mekong Delta during the development of cultivation activities have accumulated a lot of folk experiences, creating a large amount of indigenous knowledge in daily life and farming production. This knowledge has supported the Vietnamese people to adapt themselves to survive for several hundred years. However, throughout the time, under the strong impact of scientific knowledge, indigenous knowledge nowadays is no longer applied as much as before. In the context of increasing climate change, understanding and reevaluating the correct value of this knowledge, besides preserving, also contribute to public policy implications in environmental change adaptation strategies in the near future. With an interdisciplinary approach to geography and anthropology, via long fieldwork methods, face-to-face meetings with farmers and group discussions, 10 in-depth interviews were conducted on issues related to this current production model and production experience. Indigenous knowledge has been and is being applied in flooded areas with representatives being An Giang and Hau Giang provinces. The author has systematized the indigenous knowledge of Vietnamese people on cultivating to better adapt to nature.


Author(s):  
Try Ade Jumita Wulandari ◽  
Abdul Muin Sibuea ◽  
Sahat Siagian

Abstrak: Penelitian ini bertujuan untuk :”menghasilkan produk media pembelajaran berbasis multimedia interaktif yang layak digunakan, mudah dipelajari pebelajar dan dapat dipakai untuk pembelajaran individual”. Jenis penelitian pengembangan menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model desain pembelajaran Dick dan Carey. Subjek uji coba terdiri dari dua ahli materi pelajaran Biologi, dua ahli desain pembelajaran, dua ahli media pembelajaran, tiga orang siswa untuk uji coba perorangan, Sembilan siswa untuk uji coba kelompok kecil dan 69 orang siswa untuk uji lapangan terbatas. Hasil penelitian produk akhir menunjukkan: (1) uji ahli materi berada pada kualifikasi sangat baik (83,08%), (2) uji ahli desain pembelajaran berada pada kualifikasi sangat baik (84,12%), (3) uji ahli media pembelajaran berada pada kualifikasi sangat baik (83,51%), (4) uji coba perorangan berada pada kualifikasi sangat baik (91,67%), (5) uji coba kelompok kecil berada pada kualifikasi sangat baik (93,00%), dan (6) uji coba lapangan terbatas berada pada kualifikasi sangat baik (94,24%), dan layak untuk digunakan dalam proses pembelajaran Biologi. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran berbasis multimedia interaktif dengan hasil belajar siswa yang dibelajarkan dengan menggunakan konvensional. Hal ini ditunjukkan dengan hasil pengolahan data diperoleh thitung = 25,08 > ttabel= 2,0105, dengan dk = (n1+n2-2) pada taraf signifikansi α =0,05. Disimpulkan efektivitas penggunaan media interaktif sebesar 78,32% sedangkan media konvensional 67,00%. Kata Kunci: Media Pembelajaran Interaktif, hasil belajar biologi Abstract: This study aims to: "produce interactive multimedia-based learning media products that are feasible to use, easily learned by students and can be used for individual learning". This type of development research uses the Borg and Gall product development model combined with Dick and Carey's learning design models. The trial subjects consisted of two experts on Biology subject matter, two learning design experts, two instructional media experts, three students for individual trials, nine students for small group trials and 69 students for limited field testing. The final product research results show: (1) the material expert test is in very good qualification (83.08%), (2) the learning design expert test is in very good qualification (84.12%), (3) learning media expert test are in very good qualifications (83.51%), (4) individual trials are in very good qualifications (91.67%), (5) small group trials are in very good qualifications (93.00%), and (6) limited field trials are in very good qualifications (94.24%), and are suitable for use in the Biology learning process. The results of hypothesis testing prove that there are significant differences between student learning outcomes learned by using interactive multimedia-based learning media with student learning outcomes that are taught using conventional learning. This is indicated by the results of data processing obtained by t = 25.08> t table = 2.0105, with dk = (n1 + n2-2) at the significance level α = 0.05. It was concluded that the effectiveness of interactive media use was 78.32% while conventional media was 67.00%. Keywords: Interactive Learning Media, biology learning outcomes


1995 ◽  
Vol 11 (04) ◽  
pp. 264-268
Author(s):  
Ralph E. Matlack ◽  
Edward R. Matlack

This paper provides a brief overview of the role of interactive multimedia (IM) in corporate training, and will discuss the relevant factors in making wise business decisions regarding the implementation of interactive multimedia within U.S. shipyards. Despite the numerous studies and reports citing the efficiencies of delivering instructions in a multisensory format via a computer, shipyards have been slow to implement this technology into their business practices. The reasons for this are twofold: first, the technology is still viewed as nascent and unproven, and second, the business benefits are not well understood by decision-makers. This paper focuses on understanding the business benefits of implementing interactive multimedia in a shipyard environment. Case studies and success stories are referenced for the purpose of understanding how IM training works within the shipyard The main thrust of discussion is towards how to properly analyze the expected return on investment and strategy for implementation of interactive media within a typical shipyard.


Author(s):  
Anca-Elena David ◽  
Costin-Răzvan Enache ◽  
Gabriel Hasmațuchi ◽  
Raluca Stanciu

The antivax movement is now a constant phenomenon with increasing social implications. This study explores how the antivax movement is articulated in Romania on the basis of qualitative analysis applied to interviews. Our pilot study focuses on the opinions of 100 persons who oppose vaccination interviewed between 2017 and 2020. We conducted both face-to-face and online semistructured interviews to trace the factors determining attitudes against vaccination. To the best of the authors’ knowledge, this is the first such extended study to target individuals rather than groups or media discourse. We strive to provide a multifaceted view on how the antivax phenomenon is taking shape. Responses varied in style and length, so we needed to systematize the narratives. We filtered the answers using the interpretive net described by Entman (1993), thereby grouping the main narratives into four sections. We then reconstructed the implicit frames used by individuals in interpreting their position. We consider content quality analysis to be a relevant method to reveal the facets and depth of the antivax phenomenon, thereby enabling more complex explanations. We compare the results of this study with rationales stemming from similar investigations conducted around the world and then highlight opinions specific to the Romanian public.


Author(s):  
Indu Singh ◽  
Avinash Reddy Kundur ◽  
Yun-Mi Nguy

Recent advances in the field of digital technology have had a significant role in changing the concept of learning and teaching for both students and teachers. These developments have enabled educational systems to move from their traditional classroom-based teaching models to a more enhanced blended/e-learning approach including an array of electronic learning tools such as digital microscopy, electronic cell counter, 3D virtual reality, and demonstration videos. An integration of these digital tools along with contemporary face-to-face teaching can significantly improve student learning outcomes and provide convenient and flexible access to education and training. This model demonstrated a positive impact on laboratory-based courses such as Laboratory Medicine at Griffith University. The objective of this chapter is to highlight the impact and advantages of this particular model from the student- and teacher-based perspective. This chapter will also discuss some of the challenges of implementing this mode of teaching and provide future directions.


Author(s):  
Indu Singh ◽  
Avinash Reddy Kundur ◽  
Yun-Mi Nguy

Recent advances in the field of digital technology have had a significant role in changing the concept of learning and teaching for both students and teachers. These developments have enabled educational systems to move from their traditional classroom based teaching models to a more enhanced blended/E-learning approach including an array of electronic learning tools such as digital microscopy, electronic cell counter, 3D-virtual reality and demonstration videos. An integration of these digital tools along with contemporary face to face teaching can significantly improve student learning outcomes and provide convenient and flexible access to education and training. This model demonstrated a positive impact on laboratory based courses such as Laboratory Medicine at Griffith University. The objective of this article is to highlight the impact and advantages of this particular model from the student and teacher based perspective. This article will also discuss some of the challenges of implementing this mode of teaching and provide future directions.


2012 ◽  
Vol 3 (3) ◽  
pp. 1-15 ◽  
Author(s):  
Ilias Hotzoglou

This paper deals with the process followed by undergraduate students in designing an interactive multimedia application during their final capstone course “Multimedia Software Development Project” at Deree College. It focuses on the steps taken in the design of this application, the information technology used, the problems they faced as well as the solutions offered.


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