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2021 ◽  
pp. 004005992110383
Author(s):  
Lindsay M. Carlisle ◽  
Victoria J. VanUitert ◽  
Sean M. McDonald ◽  
Rachel Kunemund ◽  
Michael J. Kennedy

Topics presented in content area courses at the secondary level are often comprised of specialized and/or multiple-meaning vocabulary terms that can challenge students’ understanding. Additionally, gaps in relevant knowledge from prior learning experiences in earlier grade levels may further impede comprehension of content area concepts. This is often the case for students with disabilities and culturally and linguistically diverse (CLD) students who tend to struggle in secondary content area classes due to learning barriers related to disability, culture, language, or the intersection of these student characteristics. Content Acquisition Podcasts for Students (CAP-S) is a multimedia tool that has been effective in increasing vocabulary knowledge among students with disabilities. However, this article provides a detailed description of how CAP-S embed instructional practices that are effective for students with disabilities from CLD backgrounds, and includes a step-by-step guide to support practitioners in creating and recording their own CAP-S vocabulary lessons to increase success among CLD students with disabilities participating in secondary content area classrooms.


2021 ◽  
Vol 258 ◽  
pp. 07039
Author(s):  
Margarita Filatova-Safronova ◽  
Daria Kuramshina

This study aimed to analyze the possibilities that modern digital technologies offer to the fields of health, psychotherapy, psychology and self-help. A review of various studies in the field of digital medicine with statistical data was conducted. The conclusions that researchers from different countries came to were similar: digital health applications are a practical solution that can be used to improve mental and psychological health. Moreover, digital psychotherapy can serve as a preventive tool to avert the development of mental disorders, increase the ability to deal with stress and mental problems, grow self-confidence, and more. The results of a study that was carried out using a Russian multimedia tool Master Kit are discussed. After using the program for three months, its users advanced in their ability to create an image of the desired outcome (a goal) and develop a plan to reach it. There is a noticeable difference in how goal-oriented the users became and their ability to independently self-train. Experimental data suggest that the tool can be effectively used to form and transform personal beliefs through a self-training format. More than half of the subjects talked about their satisfaction with the method, and more than one-quarter of them noted that their expectations from working with the program were fully satisfied.


Author(s):  
Barnali Chetia ◽  
◽  
Dharna Bhatt ◽  

ESP advocates the designing of special courses instead of one multi-purpose course, to suit the needs of different courses of students. The curriculum of English as a course in Engineering Institutes differs from other disciplines in Arts, Commerce and Science colleges. Use of films as a multimedia tool and as an ESP approach in English classrooms of Engineering Institutes has become inevitable. For many students, films are their initial contact with English-speaking culture and a fun way to relax and also learn at the same time. The present study tries to examine the use of films as a multimedia tool in the English language classrooms of Engineering Institutes of Gujarat. The film Life of Pi by Ang Lee is considered as a major instrument for the present study. The study was conducted on a sample of 315 students pursuing their B.Tech in different Government Engineering colleges of Gujarat, India. The study was accomplished by using the survey and observation method. The survey questionnaire was used as a major instrument for the data collection of the study. The results suggests that Films as a teaching tool motivates student to learn English in second language classrooms and also helps them to understand and enhance their second language skills.


Author(s):  
Chris J. Hughes ◽  
Mario Montagud

Abstract Accessibility is a key requirement for any multimedia tool and application. With the current trend towards immersive experiences, such as Virtual Reality (VR) and 360o video, it becomes key that these environments are adapted to be fully accessible. However, until recently the focus has been mostly on adapting the existing techniques to fit immersive displays, rather than considering new approaches for accessibility designed specifically for these increasingly relevant media experiences. This paper surveys a wide range of 360o video players and examines the features they include for dealing with accessibility, such as Subtitles, Audio Description, Sign Language, User Interfaces and other interaction features, like voice control and support for multi-screen scenarios. These features have been chosen based on guidelines from standardization contributions, like in the World Wide Web Consortium (W3C) and the International Communication Union (ITU), and from research contributions for making 360° video consumption experiences accessible. The in-depth analysis has been part of a research effort towards the development of a fully inclusive and accessible 360° video player. The paper concludes by discussing how the newly developed player has gone above and beyond the existing solutions and guidelines, by providing accessibility features that meet the expectations for a widely used immersive medium, like 360° video.


2020 ◽  
Vol 46 (5) ◽  
pp. 591-598 ◽  
Author(s):  
Macey Delcambre ◽  
Dylan Haynes ◽  
Tamar Hajar ◽  
Spring Golden ◽  
Anna Bar ◽  
...  

10.28945/4354 ◽  
2019 ◽  

Aim/Purpose: Multimedia has been accepted as an enhanced learning medium. We present in this paper the application of a multimedia tool to teach the entity relationship diagram and its effect on performance. Background: Based on the theory of flow and, more specifically, cognitive absorption and perceptions (usefulness and, ease of use, attitudes and intentions) we propose a model to explain performance after using a multimedia tool. Methodology: A survey methodology approach was used. Structural equation modeling was performed to test the model hypotheses. Contribution: Empirical work on the effects of multimedia on learning is relatively little and its effect on performance is not studied. Findings: Impact of cognitive absorption on perceptions is strong and intentions play an important role in mediating the relationship between attitudes and performance. Recommendations for Practitioners: Need to consider flow by including competition and gaming into multimedia learning tools. Also, practitioners need to integrate leveling capabilities to the multimedia experience. Recommendation for Researchers: Empirical studies on the impact of flow variables such as boredom, anxiety, enthusiasm on performance.


2018 ◽  
Vol 1 (2) ◽  
pp. 169
Author(s):  
Nisha Sharma Adhikari

<p>Advertising has the most prominent and vital impact on buying behavior of consumers. Smart phones have gained a lot of popularity in Nepal and are considered to be a great multimedia tool. With such growing demand of smartphones, the need for effective advertising has also been raised. This paper centers on the impact of advertising on the sales volume of Smartphones. This work will shed light on how advertising can really affect a consumer’s buying decisions in a growing economy and how successful advertising can keep businesses going even in the midst of a tough competition. The entire data is collected by distributing structured questionnaire to the 150 respondents within Kathmandu valley. The outcome generated from descriptive statistic is that, most of the respondents own Samsung phone followed by iPhone and Online media is considered as the most effective adverting tool among other two. From the findings, we can also examine that there is insignificant relationship between gender and trust of information towards advertisement. Similarly, online, offline and electronic media have a insignificant association between gender, whereas influence through the advertisement of a brand has a significant association among age. Further the correlation analysis shows that there is a significant association among online, offline and electronic media.  </p><p>Journal of Business and Social Sciences Research, Vol. 1, No. 2, pp. 169-184</p>


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