scholarly journals GAME PENGENALAN ORGAN TUBUH MANUSIA BERBASIS MULTIMEDIA MENGGUNAKAN STRUKTUR ALUR MULTIMEDIA HIERARKI

Author(s):  
Hamdan Hamdan ◽  
Umar Mansyuri ◽  
Beni Junedi

Natural science is the study of nature and all its contents in it, one of which studies the human body organs which are divided into two parts, namely internal organs and human external organs. The delivery of learning materials in schools is still conventional, namely using the media of printed books. The delivery media that is still conventional and many terms on the material of human organs cause students to have difficulty in understanding the material. There are many media that can be applied in learning human organs, one of which is by using learning game media. Game is a medium of delivery that is widely enjoyed by all people. So it is necessary to create an application system or multimedia-based learning game, as a solution to solving the problem of students' difficulties in understanding the material. Multimedia has aspects that are of interest to students because of its appearance in the form of images, animations, audio, and video. In designing this game, the human body uses a hierarchical multimedia flow structure, while the software used to build this game is Adobe Photoshop, Adobe Flash, and CorelDraw. The results of the game design will be implemented into a multimedia-based human organ recognition game using a multimedia hierarchy structure which is expected to be an effective way of delivering material in overcoming various problems that occur in learning human organs

1861 ◽  
Vol 151 ◽  
pp. 241-262 ◽  

These Tables have been compiled from notes of 2086 examinations made at St. Marylebone Infirmary, between 1839 and 1847; and of 528 examinations in cases of insanity made at the Somerset Lunatic Asylum, between 1848 and the end of December 1860, comprehending in all a period of twenty-one years. The calculations alone have been the labour of many months; a task, which, owing to the pressure of daily duties in a large establishment, I could not now have completed but for the able assistance of my relative Major Boyd. The Tables are submitted with a hope that they may aid in forming a standard of the weight of the human organs from early infancy to old age. The cases are arranged at eighteen periods of life, under eighteen different heads, showing the average height and weight of the body (the measurement of the head, and weight of the spinal marrow in. No. 2), the average weight of the encephalon and its several parts; also of each lung, of the heart, and of all the abdominal viscera. The assigned causes of death are given in the margin; also the variations in weight of the lungs, heart, and liver.


2019 ◽  
Vol 25 (1) ◽  
pp. 129-139
Author(s):  
Moh Fery Fauzi

Abstract: This research is generally aimed on producing a cellphone-based digital learning quiz for Tathbiq Sharfi I course in Arabic Department, Faculty of Letters, State University of Malang. Specifically, this research aimed at describing (1) the characteristic of a cellphone-based digital learning quiz for Tathbiq Sharfi I course, (2) degree of properness of a cellphone-based digital learning game for Tathbiq Sharfi I course, (3) the model of using of a cellphone-based digital learning quiz for Tathbiq Sharfi I course. The development of this media is using Sadiman & Rahardjo’s development design. The data collection is done by observation and giving questionnaire. The softwares used on developing this media are adobe flash CS 3, action script 2, and flash player. Based on the scoring by the material expert, it is known that this digital learning quiz is highly valid. Meanwhile, based on the scoring done by the media expert, the result shows that this digital learning game is valid to use. On the small-group tryout, it is known that this digital learning game is highly valid, and the field test also shows that this digital learning game is highly valid to use. Therefore, this cellphone-based digital learning game for Tathbiq Sharfi I course is highly valid to be used.Keywords: Digital Quiz, Cellphone, Learning Tathbiq Sharf I


Lex Russica ◽  
2020 ◽  
pp. 100-107
Author(s):  
D. S. Ksenofontova

Modern breakthrough scientific ideas in the field of introduction and development of biomedical technologies have led to a significant objectification of the human body. The paper analyzes the trend of commodification of the human body and its parts from the standpoint of bioethics and law, which determines the consideration of these as goods that participate in economic turnover and have their own price. The problems of insufficiency of human organs suitable for transplantation, the risk of rejection of the transplant by the recipient’s immune system, as well as the need to ensure the safety of donor organs and tissues can be leveled by creating artificial human organs and tissues, including through the use of advanced additive technologies (3D bioprinting), creating a three-dimensional model of a human organ on a cellular basis, which is subject to subsequent transplantation to a recipient in need. The development of 3D-bioprinting allows us to resolve bioethical and legal contradictions caused by the actual inclusion of human organs and tissues in civil (economic) turnover, while international acts enshrine the principle of inadmissibility of commercialization of the human body, by virtue of which the human body and its parts should not be a source of financial benefit. The author summarizes that 3D bioprinting is able to significantly smooth out the negative manifestations of the human body commodification trend. The peculiarity of applying the principle of non-commercialization of the human body is due to the fact that in this case the emphasis is placed on obtaining cellular material for creating a bioprinted human organ. First of all, the principle of non-commercialization of the human body should remain in effect when providing cell material by a third party (donor), even if only in terms of determining the legal regime of cell material and created bioprinted human organs and tissues. If the recipient’s own cells are used, this principle loses its meaning.


1862 ◽  
Vol 11 ◽  
pp. 124-126

These Tables have been compiled from notes of 2086 examinations made at St. Marylebone Infirmary between 1839 and 1847, and of 528 examinations in cases of insanity made at the Somerset Lunatic Asylum, between 1848 and the end of December 1860, comprehending, in all, a period of twenty-one years. The Tables are submitted with the hope that they may aid in forming a standard of the weight of the human organs at different stages of life from early infancy to old age. The cases are distributed under eighteen periods of life, and the Tables show the height and weight of the body, and the weight of the encephalon and its several parts, the right and left lung, the heart and all the abdominal organs; giving the maximum, minimum and average in each period.


2020 ◽  
Vol 6 (1) ◽  
Author(s):  
Biya Ebi Praheto ◽  
Andayani Andayani ◽  
Muhammad Rohmadi ◽  
Nugraheni Eko Wardani

Learning media always develops the following technological developments. Likewise, the media in learning is listening to Indonesian. The development of learning media is important. Adobe Flash-based media developed to facilitate lecturers and students in learning Indonesian listening skills in the Elementary School Teacher Education Study Program. Media that are designed to be interesting may not only train cognitive knowledge but also practice practical listening skills. Adobe Flash-based media for listening are designed by displaying several menus, namely the home menu, RPS (Semester Learning Plan), materials, practices, games, music, profiles, and references, as well as close menus appearing in accordance with the cross (x) to be used using the application. The hope media developed was able to assist lecturers in delivering learning material, as well as helping students learn well in the classroom and outside the classroom.


2018 ◽  
Vol XIV ◽  
pp. 233-249
Author(s):  
Jolanta Kozaczyńska

Today’s media disseminate a narcissistic cultivation of beauty and promote a focus mainly on appearance and satisfaction from its improvement. The human body assumes a form in the media that is often impossible to achieve without surgical intervention. When people are in frequent contact with a utopian vision of the perfect body, this can lead to many disorders in both social functioning and self-perception. In extreme cases, striving to preserve beauty and youth may lead to an addiction to aesthetic medicine treatments. It is an increasingly common phenomenon. People who are addicted to treatments improving their beauty or changing their body shapes are not aware of the problem that affects them. They lose their rational judgement and their assessment is far from the opinions of people around them and socially accepted norms. All signs of concern from others are perceived as an attack on their independence and this further deepens their sense of loneliness and isolation from society. With time, undergoing further beautifying procedures becomes the only way they know to achieve a momentary sense of happiness.


2011 ◽  
Vol 1 (1) ◽  
pp. 45-58 ◽  
Author(s):  
Michael D. Kickmeier-Rust ◽  
Elke Mattheiss ◽  
Christina Steiner ◽  
Dietrich Albert

One of the trump cards of digital educational games is their enormous intrinsic motivational potential. Although learning game design is often understood on a one-fits-all level, the actual motivational strength of an educational game strongly depends on the individual learners, their very specific goals, preferences, abilities, strength and weakness, personality, and experiences with gaming. Considering motivation being a fragile and constantly changing state, it is important to continuously assess learning and gaming processes and the oscillations of motivation and immersion within a game. With this premise in mind, the authors developed a psycho-pedagogical approach to a non-invasive embedded assessment of motivational states and learning progress, feeding into a dynamic, ontology-driven learner (and gamer) model. To evaluate the approach, the demonstrator games were subject to intensive quantitative and qualitative experimental research. Results show that a meaningful personalization and an individual support are key factors of the success of learning games.


Reviews: History and the Media, Writing Biography: Historians and Their Craft, Selected Writings: Volume 4, 1938–1940, Benjamin Now: Critical Encounters with ‘The Arcades Project’, Illustrating the Past in Early Modern England: The Representation of History in Printed Books, Shakespeare's Culture in Modern Performance, Shakespeare's Early History Plays: From Chronicle to Stage, Secret Shakespeare, Theatre and Religion: Lancastrian Shakespeare, Language and Politics in the Sixteenth-Century History Play, the Bible in English: Its History and Influence, John Selden: Measures of the Holy Commonwealth in Seventeenth-Century England, William Blake and the Impossible History of the 1790s, William Blake's Comic Vision, Rural Englands: Labouring Lives in the Nineteenth Century, Victorian Shakespeare, 2 Vols, Vol. 1, Theatre, Drama and Performance; Vol. 2, Literature and Culture, Consumerism and American Girls' Literature, 1860–1940, Twentieth-Century Writing and the British Working Class, Psychoanalysis, Psychiatry and Modernist Literature, Postcolonial Animal Tale from Kipling to Coetzee, Shakespeare and the American NationCannadineDavid (ed.), History and the Media , Palgrave Macmillan, 2004, pp. vii + 175, £19.99.AmbrosiusLloyd E. (ed.), Writing Biography: Historians and their craft , University of Nebraska Press, 2004, pp. xiii + 166, £34.50.BenjaminWalter, Selected Writings: Volume 4, 1938–1940 , trans. JephcottEdmund, ed. EilandHoward and JenningsMichael W., Harvard University Press, 2003, pp. vi + 477, £26.50McLaughlinKevin and RosenPhilip (eds), Benjamin Now: Critical Encounters with ‘The Arcades Project‘ , Duke University Press, 2003, pp. 219, £10.50.KnappJames A., Illustrating the Past in Early Modern England: The Representation of History in Printed Books , Ashgate Publishing, 2003, pp. xvi + 274, £35.JonesMaria, Shakespeare's Culture in Modern Performance , Palgrave Macmillan, 2003, pp. xii + 213, £45.Goy-BlanquetDominque, Shakespeare's Early History Plays: From Chronicle to Stage , Oxford University Press, 2003, pp. viii + 312, £63.WilsonRichard, Secret Shakespeare , Manchester University Press, 2004, pp. viii + 26, £15.99 pbDuttonRichard, FindlayAlison and WilsonRichard (eds), Theatre and Religion: Lancastrian Shakespeare , Manchester University Press, 2003, pp. xii + 267, £16.99 pb.CavanaghDermot, Language and Politics in the Sixteenth-Century History Play , Early Modern Literature in History, Palgrave, 2003, pp. x + 197, £45.DaniellDavid, The Bible in English: Its History and Influence , Yale University Press, 2003, pp. xx + 900. £29.95.BarbourReid, John Selden: Measures of the Holy Commonwealth in Seventeenth-Century England , University of Toronto Press, 2003, pp. x + 417, £42.MakdisiSaree, William Blake and the Impossible History of the 1790s , University of Chicago Press, 2003, pp. xviii + 394, $22 pbRawlinsonNick, William Blake's Comic Vision , Palgrave Macmillan, 2003, pp. xiv + 292, £42.50.ReayBarry, Rural Englands: Labouring Lives in the Nineteenth Century , Palgrave Macmillan, 2004, 25 illustrations, 7 figs., pp. x + 274, £16.99 pb.MarshallGail and PooleAdrian (eds), Victorian Shakespeare , 2 vols, Vol. 1, Theatre, Drama and Performance; Vol. 2, Literature and Culture , Palgrave Macmillan, 2003, pp. xv + 213 and pp. xiv + 228, £90.StoneleyPeter, Consumerism and American Girls' Literature, 1860–1940 , Cambridge University Press, 2003, pp. x +167, £40.KirkJohn, Twentieth-Century Writing and the British Working Class , University of Wales Press, 2003, pp. 224, £35.ValentineKylie, Psychoanalysis, Psychiatry and Modernist Literature , Palgrave Macmillan, 2003, pp. 224, £45.NymanJopi, Postcolonial Animal Tale from Kipling to Coetzee , New Delhi, Atlantic Publishers and Distributor, 2003, pp. vi + 176, Rupees 375.00SturgessKim C., Shakespeare and the American Nation , Cambridge University Press, 2004, pp. x + 234, £45.

2005 ◽  
Vol 14 (2) ◽  
pp. 74-96
Author(s):  
R.C. Richardson ◽  
David Watson ◽  
Gary Farnell ◽  
John N. King ◽  
M. J. Jardine ◽  
...  

The Analyst ◽  
2020 ◽  
Vol 145 (22) ◽  
pp. 7380-7387 ◽  
Author(s):  
Huming Yan ◽  
Fangjun Huo ◽  
Yongkang Yue ◽  
Jianbin Chao ◽  
Caixia Yin

The excellent water solubility of hydrazine (N2H4) allows it to easily invade the human body through the skin and respiratory tract, thereby damaging human organs and the central nervous system.


2020 ◽  
Vol 8 (1) ◽  
pp. 24
Author(s):  
Hasbi Azis ◽  
Mutia Risma ◽  
Sinta Yolanda ◽  
Desnita Desnita ◽  
Usmeldi Usmeldi

This research aimed to analyze the types of media and the characteristics of physics materials that are suitable for use in the development of physics learning media, using Adobe Flash software. The research uses a meta-analysis method, which is a method for analyzing many of the research that has been done. This research uses secondary data obtained from previous research in the form of journals related to the media using Adobe Flash software for senior high school physics subjects. The journals examined in this research consisted of 20 research articles that developed an adobe flash-based interactive learning media for physics learning in senior high schools. The number of articles reviewed consisted of 3 articles from international journals and 17 articles from national journals. Based on the results of the analysis that has been done, found 13 physics materials obtained from 20 journals analyzed, where the concepts of temperature, heat, and transfer are the most widely used material as content in the development of physics learning media based on Adobe Flash software. While the type of media that is widely used in computer-based learning media.


Sign in / Sign up

Export Citation Format

Share Document