multimedia model
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2021 ◽  
Author(s):  
Zhiwei Hao ◽  
Yong Luo ◽  
Han Hu ◽  
Jianping An ◽  
Yonggang Wen

Author(s):  
Jacob Kvasnicka ◽  
Elaine A. Cohen Hubal ◽  
Timothy F. M. Rodgers ◽  
Miriam L. Diamond
Keyword(s):  

2021 ◽  
Vol 26 (1) ◽  
pp. 1-11
Author(s):  
Marvin Chandra Wijaya ◽  
Zulisman Maksom ◽  
Muhammad Haziq Lim Abdullah

Multimedia authoring is the process of assembling various types of media content such as audio, video, text, images, and animation into a multimedia presentation using tools. Multimedia Authoring Tool is a useful tool that helps authors to create multimedia presentations. Multimedia presentations are very widely used in various fields, such as broadcast digital information delivery, digital visual communication in smart cars, and others. The Multimedia Authoring tool attributes are the factors that determine the quality of a multimedia authoring tool. A multimedia authoring tool needs to have several attributes so that these tools can be used properly. The purpose of this literature review study is to find the advantages of the multimedia authoring tool attribute in each of the existing studies to produce knowledge on how to create a good quality multimedia authoring tool. These attributes are Editing, Services, Performance, and the Formal Verification Model. Editing attribute is an attribute for interfacing with the author. Followed by Service attribute and performance attribute to check and achieve proper multimedia documents. Since 1998, a multimedia modeling tool has been studied, and up to now, there have been many studies that have focused on one or more of these attributes. This article discusses the existing studies to examine the attributes generated from the studies. Multimedia authoring attributes are very important to study because they are the benchmarks of the software requirement specifications of Multimedia Authoring tools. The use of the Petri net model, the Hoare Logic, and the Simple Interactive Multimedia Model as a formal verification model can improve the performance of the Multimedia Authoring Tool. In the questionnaire that was submitted to the users, it was assessed positively by the users with the improvements in the Multimedia Authoring Tool.


2020 ◽  
Vol 54 (17) ◽  
pp. 10772-10782 ◽  
Author(s):  
Jacob Kvasnicka ◽  
Elaine Cohen Hubal ◽  
John Ladan ◽  
Xianming Zhang ◽  
Miriam L. Diamond

2019 ◽  
Vol 4 (10) ◽  
pp. 1396
Author(s):  
Richul Qomariyah ◽  
Dedi Kuswandi ◽  
Henry Praherdhiono

<pre><strong>Abstract:</strong> This study aims to produce project based learning scenarios with window shopping format and to know the effectiveness of project based learning scenarios with shopping window formats in the basic graphic design subjects of class X of the multimedia department. The model used in this development research is the Dick, Carey and Carey model. Learning scenarios are validated by learning design expert validators, material expert validators and students as feasibility test respondents. Data collection techniques through questionnaires and analyzed quantitatively and qualitatively. The results of the study show the validation score of the learning scenario by learning design experts, namely 93.33%, material experts 97%, and feasibility tests conducted with 10 respondents showing a score of 86%. Overall the resulting score shows that the validity criteria of the learning scenario are included in very valid criteria so that the project based learning scenario with the shopping window format is declared appropriate for use in the basic learning of graphic design in class X of the Multimedia Department.</pre><strong>Abstrak:</strong><em> </em>Penelitian ini bertujuan untuk menghasilkan skenario <em>project based learning </em>dengan format <em>window shopping </em>dan mengetahui keefektifan skenario <em>project based learning </em>dengan format <em>window shopping </em>pada mata pelajaran dasar desain grafis SMK Kelas X Jurusan Multimedia. Model yang digunakan dalam penelitian pengembangan ini adalah model Dick, Carey and Carey. Skenario pembelajaran divalidasi oleh validator ahli desain pembelajaran, validator ahli materi, dan siswa sebagai responden uji kelayakan. Teknik pengumpulan data melalui angket dan dianalisis secara kuantitatif dan kualitatif. Hasil penelitian menunjukkan skor validasi skenario pembelajaran oleh ahli desain pembelajaran yaitu 93,33%, ahli materi 97%, dan uji kelayakan yang dilakukan dengan 10 responden menunjukkan skor 86%. Secara keseluruhan, skor yang dihasilkan menunjukkan bahwa kriteria kevalidan skenario pembelajaran termasuk pada kriteria sangat valid sehingga skenario pembelajaran <em>project based learning </em>dengan format <em>window shopping </em>dinyatakan layak digunakan dalam pembelajaran dasar desain grafis SMK kelas X Jurusan Multimedia.


Author(s):  
Adriana BUSTAMANTE-ALMARAZ ◽  
Norma Lizbet GONZALEZ-CORONA ◽  
Susana ESQUIVEL-RIOS ◽  
Rosa Guadalupe MARTINEZ-OLVERA

The development of the multimedia model for the project: Teotihuacán on the time 2009-2019, aims to raise awareness of the damage suffered by the remains. Three factors that drastically affect this cultural heritage are being studied: mass tourism, climate change and tourist attractions within the archeological zone. The methodology for the implementation of the project is the software engineering prototype model that consists of five stages, the current status is stage three: design and construction. An instrument was applied to the inhabitants of the Teotihuacán Valley to probe the feasibility of implementing this multimedia in one of the museums of the archaeological zone, among the most outstanding results it was obtained that they have scarcely lived a multimedia experience within the facilities, for Therefore, the surveyed users consider that this development should raise awareness among both tourism and the population about the damage to the archaeological zone. Finally, the study revealed that software for this purpose is important. Subsequently, the instructional design e-activities specified in each of its phases was developed, such as access and motivation, online socialization, information exchange, knowledge construction and development.


2019 ◽  
Vol 1 (2) ◽  
pp. 137-139
Author(s):  
Heni Rita Susila

This study developed and examined an interactive multimedia learning model for higher students. Learning by using technologies such as interactive multimedia has become a trend nowadays. Researcher developed an Instructional multimedia, book and students and lecturer guidance and build learning community at Edmodo to apply this learning model. Based on the result, this learning model was affective in enhancing students’ ability especially students of teacher training and education faculty who are prospective teacher.


2018 ◽  
Vol 12 (2) ◽  
pp. 196-206
Author(s):  
Suparno Suparno

This study aims to develop the interactive e-book multimedia model to improve the students' critical thinking ability (KBK). Critical thinking is very important to develop because it provides a high level of reasoning thinking that provides permanent experience to students through conscious and controlled decision making in a rational, reflective, responsible manner with the optimization of potential. Flash-based e-book media is capable of interactively loading videos, pictures, practice questions and learning with directed directions from the teacher. The research method developed is research and development. The output products are learning plan, KBK evaluation question, flash-based interactive e-book multimedia, and quasi experiment to see media effectiveness to KBK. The results showed that e-book multimedia is able to significantly increase the KBK of high school students in economic learning.


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