Interactive Media Steer in Educational Television Programs

Author(s):  
Burçin Ispir

Most distance education institutions still use traditional media such radio, television, printed materials to provide and support education. The educational materials are designed according to the students' individual necessities. So, students can maintain their own learning. The most important property of digital media is interactivity. Traditional media provide interactivity with the support of digital media. To provide a transparent learning and teaching activity in cyber space can be accomplish with interactive opportunities to all learners. In this case the most effective environment should have open access to everyone, easy to follow, unlimited information access. These specialties can be seen in web-based environments. In these days we can eliminate the noninteractive structure of traditional media with the support of web based environments. With the development of Web 2.0 technology, social media applications have gained great popularity in recent years. This chapter will explain, the contribution of Web 2.0 on television in distance education systems.

2018 ◽  
pp. 1111-1122
Author(s):  
Burçin Ispir

Most distance education institutions still use traditional media such radio, television, printed materials to provide and support education. The educational materials are designed according to the students' individual necessities. So, students can maintain their own learning. The most important property of digital media is interactivity. Traditional media provide interactivity with the support of digital media. To provide a transparent learning and teaching activity in cyber space can be accomplish with interactive opportunities to all learners. In this case the most effective environment should have open access to everyone, easy to follow, unlimited information access. These specialties can be seen in web-based environments. In these days we can eliminate the noninteractive structure of traditional media with the support of web based environments. With the development of Web 2.0 technology, social media applications have gained great popularity in recent years. This chapter will explain, the contribution of Web 2.0 on television in distance education systems.


2012 ◽  
pp. 182-199
Author(s):  
Henk Huijser ◽  
Michael Sankey

This chapter outlines the potential benefits of incorporating Web 2.0 technologies in a contemporary higher education context, and identifies possible ways of doing this, as well as expected challenges. It uses the University of Southern Queensland (USQ), primarily a distance education provider, as the context for many of its case study examples. In particular, it addresses the important role of the allowances of particular learning management systems (LMSs) in pedagogical applications of Web 2.0 technologies. Overall, this chapter argues that the goals and ideals of Web 2.0/Pedagogy 2.0 can be achieved, or at least stimulated, within an institutional LMS environment, as long as the LMS environment is in alignment with such goals and ideals. It uses the implementation of Moodle at USQ as a case study to reinforce this argument and explore which factors potentially influence a shift in thinking about learning and teaching in a Web 2.0 context.


Author(s):  
Monika Steinberg

The availability of Social Media has changed the way we handle requested resources in interactive media contexts and how we operate with each other on the Web. New challenges in the area of information management, Digital Media processing, and knowledge engineering have arisen such as, how to query or effectively embed Social Media into information and knowledge management concerns effectively. In addition, interactivity and the focus on interaction between users and resources in Social Media contexts create new ways of enriching and annotating content collectively following the wisdom of crowds and helpful intelligent automatic analysis. In this chapter the impact of Social Media concepts and distributed resources in web-based information management, knowledge engineering, and Digital Media applications is introduced. The relation between traditional web application design, distributed resource utilization, changes, and challenges in current interactive Digital Media systems will be regarded.


2021 ◽  
Vol 1 (2) ◽  
pp. 137-150
Author(s):  
Gabrielle Princessa Wulaningratri ◽  
Mitra Istiar Wardhana ◽  
Yon Ade Lose Hermanto

Abstract: Nusantara Wedding Expo is one of the businesses that has been affected by the Minister of Health regulation during the COVID-19 pandemic. So that the exhibition can be held safely, interactive media is required to connect wedding businesses with the bride and groom. Therefore, a website is chosen as the media for the virtual exhibition, as it can provide what the user needs and can be accessed easily. The purpose of this design is to create web-based media that can be used as a tool for the virtual exhibition of the Nusantara Wedding Expo. This design uses Suyanto’s design method, with the stages of formulating the background, formulating problems, collecting data from library data to field data, analyzing data, making syntheses, determining site goals, making work schedules, sitemap, sketches to producing the final design. The result of this design is interactive media in the form of a website. This website has a dimension of 1366 x 768 px with some supporting media such as video tutorials on how to use the website and a banner on digital media. Keywords: web design; interactive media; wedding expo Abstrak: Nusantara Wedding Expo adalah salah satu bisnis yang terdampak oleh peraturan dari Menteri Kesehatan tentang PSBB di tengah pandemi COVID-19. Supaya pameran tetap dapat diselenggarakan secara aman, penyelenggara Nusantara Wedding Expo memerlukan sebuah media interaktif untuk menghubungkan bisnis pernikahan dan para calon pengantin. Maka dari itu situs web dipilih agar dapat memenuhi kebutuhan pengunjung serta dapat diakses dengan mudah dan aman. Dari tujuan tersebut, perancangan ini berfungsi untuk membuat media berbentuk situs web yang dapat digunakan sebagai sarana pameran virtual Nusantara Wedding Expo. Perancangan ini menggunakan metode perancangan Suyanto, dengan tahapan berupa merumuskan latar belakang, merumuskan masalah, mengumpulkan data dari data pustaka dan data lapangan, menganalisis data, membuat sintesis, menentukan tujuan situs, membuat jadwal kerja, sitemap, sketsa hingga menghasilkan desain final. Hasil dari perancangan ini adalah media interaktif berupa situs web untuk pameran virtual Nusantara Wedding Expo. Situs web ini berdimensi 1366 x 768 px dan dilengkapi dengan media pendukung berupa video tutorial cara penggunaan situs web serta banner pada media digital. Kata kunci: desain web, media interaktif, pameran pernikahan


Author(s):  
Burcin Ispir

The development of digital technology has been highly accelerated since the 2000s. New media environments, which increase interactivity, have been provided to users. With technological convergence, all environments in the category of new media have had the opportunity to work together. With the support of digital technologies, traditional media have also started to include elements that will allow interaction. Support of digital technology does not allow us to see that traditional media is an interactive media but it permits interactive media guidance. Newspapers, books, and magazines, which are located in the category of traditional media, support readers by directing them to interactive media with augmented reality applications. Augmented reality applications in printed materials has been used in many fields. In particular, course books, which protects the existence as the basic learning material of distance learning, can support its content with augmented reality applications. The features of augmented reality applications that allow the presentation of additional information, such as visual, audio, animated text, are discussed in this chapter.


Author(s):  
Burcin Ispir

The development of digital technology has been highly accelerated since the 2000s. New media environments, which increase interactivity, have been provided to users. With technological convergence, all environments in the category of new media have had the opportunity to work together. With the support of digital technologies, traditional media have also started to include elements that will allow interaction. Support of digital technology does not allow us to see that traditional media is an interactive media but it permits interactive media guidance. Newspapers, books, and magazines, which are located in the category of traditional media, support readers by directing them to interactive media with augmented reality applications. Augmented reality applications in printed materials has been used in many fields. In particular, course books, which protects the existence as the basic learning material of distance learning, can support its content with augmented reality applications. The features of augmented reality applications that allow the presentation of additional information, such as visual, audio, animated text, are discussed in this chapter.


Author(s):  
Scott Motlik

The governments of China and South Korea have supported the development of distance education both legislatively and financially. The use of traditional media for this purpose has been successful in both countries, though the evolution to Internet-based education has been only partially successful. This report describes this process in terms of uncritical application of western distance education technology and methodology in environments that are unsuitable for them. Until these issues are addressed, it is suggested Web-based educational education approaches in South Korea and China will remain unreliable, and will fail to provide a complete service to students.


2018 ◽  
pp. 1293-1311
Author(s):  
Kamil Demirhan

This study focuses on scandal politics and political scandals in the era of digital interactive media. Scandals are the part of symbolic power struggles. Media is one of the main actors of these struggles. In fact, political scandals have a constructive function in democracies because they help releasing corruptions. After scandals, the public get the opportunity to discuss on the legitimacy of political-legal institutions and political system. However, this discussion is not possible in the conditions of scandal politics. This study is interested in scandal politics and political scandals in the era of digital interactive media. It evaluates the maintaining role of traditional media in the era of digital media, and the potentials of digital interactive media to utilize the constructive functions of political scandals in democracies. The cases of WikiLeaks and Ashley Madison affair are used to evaluate the scandal politics and political scandals in the era of digital interactive media.


Author(s):  
Nory Jones ◽  
Omar J. Khan

This chapter explores the use of Web-based technologies incorporating communities of practice and social networks to enhance the learning experience in hybrid and distance (online) classes. Research suggests that using a variety of technologies and methods to reach people with different learning styles improves overall learning in a class delivery though different methods are more effective in traditional vs. online classes. Moreover, using new, emerging Web-based technologies, including both Web 1.0 and Web 2.0 software, further enhances the engagement and value of the learning experience in these classes. This chapter examines the methods and technologies that can be potentially used to create excellence learning environments in traditional hybrid and online classes.


2021 ◽  
Vol 4 ◽  
pp. 9
Author(s):  
Rubén Ramírez

In this article, I argue that the concept of convergence, as is still applied to media theory, has become an insufficient way for examining the current state and future of media phenomena. This is substantiated by the fact that digital media continue to exponentially percolate into human experience in ways that transcend mere integration.  I contend that a recognition of post-convergence as a theoretical realization is crucial to future developments in media theory because it presumes that digital media are progressing toward a “digitization of life” in ways that are envisioned within the very logic of digitality. As post-convergence continues its way to become a theoretical realization, media theory should begin posing its questions about the digital not in terms of how traditional media and its attributes prevail in the digital, but of how digitality as an objective reality engenders experiences of the real requiring approaches that can only be formulated from the logic of post-convergence.  From such theorization, I propose a working typology for conceptualizing the possible nature and direction of post-convergent media: hyper-mediation, bio-digitality, hyper-connection, and hyper-simulation.


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