New Narrative Spaces

Author(s):  
Ico Migliore

In exhibition design, and in the museum field in particular, the challenge of the designer consists of facing the complexity of reality by interweaving contents that they must reshape, giving them a narrative pace. The result of this recasting is a narrative museum. This is a concept that the author has developed through in-depth research and has implemented in actual museum projects in recent years. Conceived as a reaction against and opposition to the type of design used in the cases of the nail-in-the-wall museum and the funfair museum, the narrative museum makes the user the active protagonist of an interactive multimedia diorama. Presenting his perspective on this issue, the author argues the possibility of a polyphonic project, in which spaces are defined beyond forms with the aim of activating new usage patterns, placing an emphasis on the narrative quality of the place in directing the project.

2018 ◽  
Vol 2 (4) ◽  
pp. 105-109
Author(s):  
Hasnul Fikri ◽  
Ade Sri Madona ◽  
Yetty Morelent

Development of interactive multimedia is one solution to problem unsatisfactory Indonesian language learning outcomes. This research is a research and development, especially the development phase, namely a wide-scale tryout. From the data analysis, it's found that the media is very practical seen from the students and teachers' responses. The media are also very effective from two aspects, namely the students’ learning outcomes and the students’ activities. Thus, the developed media can be applied and disseminated for Indonesian language learning in 5th elementary schools.


2019 ◽  
Vol 3 (1) ◽  
pp. 106
Author(s):  
Muhammad Sabir Ramadhan

ABSTRACT- This study aims to design interactive multimedia for computer client server programming with Android-based so that it can be accessed via smartphone. Client server programming course is one of compulsory subjects in Informatics Engineering course. With the realization of multimedia is expected to shorten the learning time of students, and students can more easily understand the material of client server programming rather than through the tutorial tutorial as usual, and is expected to improve learning achievement. This multimedia realization chose to use the Android operating system to be accessible through smartphone that is currently widely used by the students. This interactive multimedia presents theories, simulations and problems as the evaluation of client server programming learning. The results of this interactive multimedia will be tested through the test instrument to the students on the study program of Informatika Technique of Asahan University. Instrument test used to know student achievement. Test instrument used is a questionnaire instrument to determine the quality of interactive multimedia computer network courses. Multimedia is designed using the main software such as Macromedia Flash, Macromedia Director, and Macromedia Authorware and Eclipse 4.2 along with supporting applications. The material to be delivered on interactive multimedia is tailored to the syllabus of client server programming courses on Strata 1 level. The expected research output is in the form of teaching materials for the enrichment of client server programming subjects and multimedia technology and will be socialized through the national seminar in the field of informatic engineering. Keywords - interactive multimedia, Android, client server programming


2020 ◽  
Vol 2 (2) ◽  
pp. 104
Author(s):  
Fitria Nur Hasanah

This study aims 1) to determine the index of species abundance, characteristics, morphology of ferns in the nature reservearea of Donoloyo, Watusomo, slogohimo 2) to obtain an alternative source of learning biology in high school about the abundance of ferns based on interactive multimedia in the form CD 3) to find out the multimedia validation of interactive learning biology of ferns. This research method is descriptive quantitative exploration, the instrument used is a direct observation technique with the quadrat method and validation sheet. The results of the study showed that in the Donoloyo nature reserve, 12 species of ferns were found in 2 classes and 5 families which showed in the medium category. Observations of ferns are used as learning resources in the form of interactive multimedia learning. The quality of interactive media assessed by 3 validators namely material experts, media experts, and biology teacher get a percentage >80% (very valid) interactive multimedia is ready to be used as a learning media for biology in high school.


2019 ◽  
Vol 4 (3) ◽  
pp. 88
Author(s):  
Liya Husna Risqiyain ◽  
Edi Purwanta

Abstract: Adolescence is a crucial phase of life where individuals need to choose a particular career. In choosing a career, many individuals experience problems. This study aims to: (1) create an interactive multimedia product containing career information to improve vocational high school students’ career maturity; (2) reveal the quality of interactive multimedia containing career information in improving vocational high school students’ career; and (3) understand the effectiveness of interactive multimedia containing career information in improving vocational high school students’ career maturity. This research development referred to Borg & Gall’s development research. In the feasibility stage, data collection was conducted by distributing multimedia feasibility test questionnaires to media experts and material experts; assessment questionnaires to students; and career maturity scale. Results indicated that the use of interactive multimedia containing career information effectively increased vocational high school students’ career maturity.Abstrak: Masa remaja merupakan fase kehidupan yang sangat penting dimana individu perlu menetapkan pilihannya pada suatu karier tertentu. Dalam memilih karier, banyak individu mengalami permasalahan. Penelitian ini bertujuan untuk: (1) menghasilkan sebuah produk multimedia interaktif yang berisi informasi karier untuk meningkatkan kematangan karier siswa sekolah menengah kejuruan (SMK); (2) mengungkap kualitas kelayakan multimedia interaktif yang berisi informasi karier untuk meningkatkan kematangan karier siswa SMK; dan (3) mengetahui keefektifan multimedia interaktif yang berisi informasi karier untuk meningkatkan kematangan karier siswa SMK. Penelitian pengembangan ini mengacu pada langkah penelitian pengembangan Borg & Gall. Pada tahap uji kelayakan, pengumpulan data dilakukan dengan menyebar angket uji kelayakan multimedia kepada ahli media; ahli materi; dan angket penilaian untuk siswa serta skala kematangan karier. Hasil penelitian menunjukkan bahwa penggunaan multimedia interaktif informasi karier efektif meningkatkan kematangan karier siswa SMK.


2021 ◽  
Vol 7 (1) ◽  
pp. 87
Author(s):  
Syahriani Yulianci ◽  
Nurjumiati Nurjumiati ◽  
Asriyadin Asriyadin ◽  
Adi Apriadi Adiansha

One of the innovations in physics learning needs to be done by using creative learning media, namely interactive multimedia. This is done so that physics learning becomes more effective and not monotonous towards the delivery of material by the teacher. In addition to media factors, factors from within students need to be studied to improve the quality of learning physics. This study aims to test the effectiveness of interactive multimedia on students' creative thinking skills in physics. In addition, this study aims to influence learning styles on creative thinking skills and to see the interaction between interactive multimedia and learning styles in influencing creative thinking skills. This research is included in the quasi-experimental research. The total sample consisted of 74 tenth grade students, who were divided into two groups, namely the experimental class and the control class. The sample was determined by purposive sampling. Data on creative thinking skills were tested using N-Gain, and learning styles were analyzed quantitatively. To see the effectiveness of the research variables, an Anava test was performed. The results showed that interactive multimedia had an effect on students 'creative thinking skills, while the learning styles and interactions of the two independent variables did not affect students' creative thinking skills


2018 ◽  
Vol 3 (10) ◽  
pp. 178-186
Author(s):  
Shamsidar Ahmad ◽  
Mohamed Yusoff Abbas ◽  
Mohd. Zafrullah Mohd. Taib ◽  
Mawar Masri

The primary objective of museum management in shaping of knowledge can be achieved by a communication of meaning through quality displays of the permanent collection or temporary exhibitions, the specimens of a continent or the interactive apparatus of science. This paper looks at research derived primarily from the museum scholars and experts with academics working in the field of visitor studies towards developing exhibits that facilitated visitor learning. These findings are recast the approach in order to offer an integrated framework for visitor behavior has implications for service management of the service encounter at the museum in Malaysia. Keywords: Museum exhibitions design; communication of meaning; shaping of knowledge; quality of life. eISSN 2514-751X © 2018. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open-access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/aje-bs.v3i10.325  


2020 ◽  
Vol 17 (5) ◽  
pp. 364
Author(s):  
Joo-hyon Kim ◽  
Moon-young Hwang ◽  
Myunghee Kwon

Environmental contextSafeguarding the quality of residential indoor air depends on exposure assessment of potential contaminants. Using online survey responses from households in Korea, and focusing on those households containing preschoolers, we created a database of exposure, characterising household insecticide usage patterns. Evaluating the combined inhalation exposure to insecticides available in retail markets will support efforts to improve residential indoor air quality and the health and safety of all inhabitants. AbstractTo accurately assess the health risks associated with the use of retail insecticides, we developed a database for the combined inhalation exposure to insecticides available in retail markets of preschoolers and children based on household usage patterns. This database presents the usage characteristics for each product, which includes its use frequency, per application duration, per application quantity and concurrent use with other insecticidal products as useful exposure factors. The 1932 household insecticides identified in the online product survey contained 184 different active ingredients, which included deltamethrin, d-phenothrin, phthalthrin, hydramethylnon, permethrin, chloropyrifos and cyhalothrin. A total of 5015 survey respondents, which included 385 respondents with 416 infants, 688 respondents with 809 toddlers and 821 respondents with 1040 children were surveyed. Among the insecticides included in the subset, 224 products contained deltamethrin and 205 products contained d-phenothrin as the predominant active ingredient. Among the families with infants, multiple insecticidal products were used in combination to eliminate or control mosquitos, cockroaches and house flies (88/385 respondents or 22.9%). For families with infants, toddlers and children, the total mean exposure amounts for all household insecticides were 4622.5, 5537.3 and 3515.0g month−1 in the summer. The results of the present study substantially contribute to the state of knowledge regarding the combined inhalation exposure to retail insecticides of preschoolers and children.


2021 ◽  
Vol 8 (2) ◽  
Author(s):  
Mohamad Bayi Tabrani ◽  
Puput Puspitorini ◽  
Beni Junedi

Multimedia interaktif berbasis android merupakan salah satu sistem operasi yang mendukung program   pembelajaran, memiliki karakteristik dalam mendorong mahasiswa untuk dapat melakukan belajar secara mandiri tanpa harus dibimbing. Multimedia interaktif berbasis android perlu dikembangkan di setiap jenjang pendidikan merupakan inovasi dalam penyajian materi pembelajaran. Tujuan penelitian adalah mengembangakan multimedia interaktif berbasis android yang valid pada materi kualitas instrumen evaluasi. Metode penelitian yang digunakan merupakan penelitian dan pengembangan (research & development) dengan model pengembangan 4D Thiagarajan terdiri dari pendefenisian (define), perancangan (design), pengembangan (develop), dan penyebaran (disseminate). Hasil pengembangan multimedia interaktif berbasis android memperoleh respon positif dari ahli materi, media serta bahasa dengan kategori kevalidan tinggi dan sudah layak digunakan.Development of Android-based interactive multimedia on the quality of mathematics learning evaluation instruments AndroidAndroid-based interactive multimedia is an operating system that supports learning programs, has characteristics in encouraging students to be able to study independently without having to be guided. Android-based interactive multimedia needs to be developed at every level of education as an innovation in the presentation of learning materials. This research aims to develop a valid Android-based interactive multimedia on the quality material of the evaluation instrument. The research method used is research and development with the Thiagarajan 4D development model consisting of definition, design, development, and dissemination. The results of the development of interactive multimedia based on Android received a positive response from the material, media, and language experts with categories suitable for use.


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