interactive multimedia
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2022 ◽  
Vol 12 (2) ◽  
pp. 111-119
Author(s):  
Akmal Rijal

This study aims to produce interactive multimedia based on scientific approach on plane shape material for the fourth grade elementary school students. This is a research and development using a 4-D model consisting of 4 stages, namely: defining, designing, developing, and disseminating. This research data collection technique is based on the results of the assessment by three experts, namely: expert on material, expert on media, and linguists. The expert's assessment shows that interactive multimedia meets the eligibility criteria. At the product feasibility test stage in a small group consisting of nine students, it was found that interactive multimedia met the eligibility criteria with an average score of 3.01 with a maximum score of 4.0. Based on the results of the study, it can be concluded that the interactive multimedia design based on the scientific approach developed in this study is proven to be feasible and can be used for fourth grade elementary school students.


2022 ◽  
pp. 683-699
Author(s):  
Victoria Adeyele ◽  
Francisca Aladejana

This chapter investigated the comparative effectiveness of interactive multimedia, simulation games, and blended learning on science performance of learners with special needs. The study adopted the pre-test post-test control group quasi-experimental research design. The pre-test was used to determine the prior knowledge of the learners. Three intact classes in three schools were assigned to the experimental groups “Interactive Multimedia Platform,” “Simulation Games Box,” and “Blended Learning Parcel.” The post-test was conducted at the end of learners' exposure to the treatment. The data collected were analyzed using t-test. The findings suggested that the use of blended learning enhances the performance of special needs learners better than interactive multimedia and simulation games.


2021 ◽  
Vol 7 (2) ◽  
pp. 177-190
Author(s):  
Muhammad Dhanil ◽  
Fatni Mufit

This study aims to produce valid cognitive conflict-based interactive multimedia. This study uses the Plomp development model, which reports the results of the preliminary study and the prototyping phase. In the preliminary phase, five journals were analyzed and data were collected through teacher questionnaires. In the prototyping phase, multimedia is designed and self-evaluation is carried out and data collection is carried out through expert review questionnaires. The results of the journal analysis show that students' misconceptions about static fluid material are quite high. The results of the questionnaire show that learning is still teacher-centered, and interactive multimedia teaching materials are not yet available that can improve understanding of 4C concepts and skills. Based on the results of the preliminary research, in the prototyping phase, interactive multimedia based on cognitive conflict was designed using the Adobe Animate cc 2019 application. Interactive multimedia was arranged according to 4 syntaxes of cognitive conflict-based learning models, namely activation of preconceptions and misconceptions, presentation of cognitive conflicts, discovery of concepts and similarities, and reflection. . Each syntax is designed to improve students' conceptual understanding and 4C skills. The results of the interactive multimedia prototype self-evaluation obtained very good criteria. The results of the prototype validity test obtained a very valid category. Interactive multimedia has been valid in material substance, learning design, visual communication display, and software utilization.


Author(s):  
Noralia Akilah Salman ◽  
Roznim Mohamad Rasli

Teknologi multimedia interaktif telah menyumbang kepada proses pengajaran dan pembelajaran yang lebih efektif khususnya dalam penggunaan perisian instruksional koswer. Tujuan kajian ini adalah untuk membangunkan koswer multimedia interaktif bagi pelajar universiti untuk mempelajari dengan lebih mendalam berkenaan komputer yang bertajuk Discovering Computer. Koswer ini dibangunkan dengan menggunakan metodologi ADDIE yang terdiri daripada modul pelajar, video pembelajaran dan koleksi latihan. Pengujian kebolehgunaan meliputi isi kandungan kursus, kebolehcapaian, reka bentuk antara muka dan kebolehfungsian dijalankan dengan menggunakan kaedah tinjauan kuantitatif yang melibatkan seramai 33 orang sampel. Sasaran utama koswer ini ialah pelajar universiti yang berumur di antara 18 tahun ke 25 tahun sahaja. Dapatan menunjukkan bahawa kandungan pembelajaran di dalam koswer ini adalah lebih menarik dan interatif berbanding pembelajaran menggunakan teknik pengajaran tradisional iaitu berasaskan buku. Selain itu, pengguna koswer ini dapat meningkatkan mutu dan prestasi pengajaran dan pembelajaran (bahan bantu mengajar) dan juga meningkatkan pengalaman dan motivasi pelajar. Web-Based Interactive Multimedia Courseware for the ‘Discovering Computer’ in the Self-Learning Strategies Concept Abstract: Interactive multimedia technology has contributed to a more effective teaching and learning process, especially in the use of instructional software. The purpose of this study is to develop an interactive multimedia courseware for university students to learn more about computer entitle Discovering Computer. This courseware is developed by using the ADDIE methodology comprises of student modules, learning videos and a collection of exercises. Software Usability testing consist of course content, accessibility, interface design and functionality were evaluated using a quantitative survey method that involving 33 samples respondents by student in different categories. The main target of this study is university student‘s aged between 18 and 25 years old. Findings indicate that the learning content in this book is more interesting and interactive than learning using traditional teaching technique, book based learning. In addition, this courseware can enhance the quality and performance of teaching and learning (teaching aids) and also improve student’s experience and motivation. Keywords: Computer Teaching and Learning, Interactive Multimedia Courseware, Self-Paced Learning Strategies, Teaching Aids.


2021 ◽  
Vol 9 (2) ◽  
pp. 167
Author(s):  
Triana Rejekiningsih ◽  
Mochamad Kamil Budiarto ◽  
Sudiyanto Sudiyanto

This study aims to develop interactive multimedia products based on local potential that are suitable for use in handcrafted learning and entrepreneurship in high schools. This research is a research and development (Research and Development) with a 4-D model (Define, Design, Develop, Disseminate) which takes place in Susukan 1 State Senior High School, Cirebon. The subjects of this study were 29 students, two educators and two media and material expert. The research instrument used a needs analysis questionnaire and observation sheet at the definition stage, then a questionnaire for validation of media experts, material experts, educators and students for the development stage. The result of this research and development is an interactive multimedia product that is suitable for learning craftsmanship and entrepreneurship. The research results show that students have a positive view of interactive multimedia development, besides that the results of developing interactive multimedia products based on local potential have gone through the validation and assessment stages of all media experts with a score of 4.6 (very good), material experts 4.8 ( very good), educators 4.3 (good), and students 4.2 (good), so that overall interactive multimedia products have met learning needs and are included in the appropriate category for use in the learning process of handcraft and entrepreneurship in high school.AbstrakPenelitian ini memiliki tujuan untuk mengmbangkan produk multimedia interaktif berbasis potensi lokal yang layak digunakan pada pembelajaran prakarya dan kewirausahaan di Sekolah Menengah Atas. Penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan model 4-D (Define, Design, Develop, Disseminate) yang mengambil lokasi di Sekolah Menengah Atas Negeri 1 Susukan, Kabupaten Cirebon. Subjek penelitian ini adalah 29 peserta didik, dua pendidik serta dua validator ahli media dan materi. Instrumen penelitian menggunakan angket analisis kebutuhan dan lembar observasi pada tahap pendefinisian, kemudian angket untuk validasi ahli media, ahli materi, pendidik serta peserta didik untuk tahap pengembangan. Hasil dari penelitian dan pengembangan ini adalah produk multimedia interaktif yang layak digunakan untuk pembelajaran prakarya dan kewirausahaan. Melalui hasil penelitian menunjukkan siswa memiliki pandangan yang positif terhadap pengembangan multimedia interaktif, disamping itu hasil pengembangan produk multimedia interaktif berbasis potensi lokal telah melalui tahapan validasi serta penilaian dari seluruh ahli media dengan skor 4,6 (sangat baik) , ahli materi 4,8 (sangat baik), pendidik 4,3 (baik), dan siswa 4,2 (baik), sehingga secara keseluruhan produk multimedia interaktif telah memenuhi kebutuhan pembelajaran serta termasuk dalam kategori layak untuk digunakan dalam proses pembelajaran prakarya dan kewirausahaan di SMA. 


Abjadia ◽  
2021 ◽  
Vol 6 (2) ◽  
pp. 100-109
Author(s):  
Lia Kurnia Umi ◽  
Yuswanti Ariani Wirayahu ◽  
Alfyananda Kurnia Putra

Inquiry learning is learning that requires students to be active and independent. Inquiry-based learning was developed for critical teaching and learning to students. Critical thinking skills that need to be developed in students, because it provides an understanding of a problem in a material and to be able to make decisions in everyday life. This study aimed to determine the effect of an android-based interactive multimedia-assisted inquiry learning model on students' critical thinking skills. This research is a quasi-experimental research with posttest only control group design. The research subject is SMA Brawijaya Smart School Malang, with class XI IPS 5 as the experimental class and XI IPS 6 as the control class. The instrument used is an essay test with indicators of critical thinking skills. The data analysis technique used is the independent sample t-test. The results showed that interactive multimedia-assisted inquiry learning based on Android affected essential thinking skills in the population dynamics material. This is evidenced by the average value of the experimental class with inquiry learning which has a higher value of 81,07 compared to the control class with the conventional model, which is 76,34.


2021 ◽  
Vol 2021 ◽  
pp. 1-7
Author(s):  
Yanle Hu ◽  
Jing Zhou ◽  
Bin Gao

With the development of Internet technology, Internet plus education has become a new mode of changing traditional education methods. Therefore, online physical education has attracted more and more attention. This paper introduces the sports object segmentation algorithm, designs an interactive multimedia online sports education platform by combining the research needs of sports online education platform, and analyzes online sports education from three aspects, sports teaching management, sports teaching resources, and sunshine sports activities, in order to improve the quality of sports education and improve students’ learning interest. Simulation results show that the algorithm is effective and can support the analysis of interactive multimedia online physical education platform.


2021 ◽  
Vol 11 (3) ◽  
pp. 199-208
Author(s):  
Fadhilla Imanda Azzahra ◽  
◽  
Yanti Fitria ◽  

This type of research is R&D Research (Research and Development). This study uses a 4-D development model, which consists of the stages of definition (define), design (design), development (develop), dissemination (disseminate). The instrument used is expert validation, teacher and student responses. The results of the developed media research show: (1) Interactive multimedia based on macromedia flash on theme 8 sub-theme 2 in elementary school is declared very valid with an average score of 90.6% media experts, experts material 92% and linguists 88%, (2) The responses of teachers and students to the interactive multimedia trial based on macromedia flash 8 on theme 8 sub-theme 2 in elementary school obtained a very practical category with an average value of 92.5% and 88% (3 ) The response of teachers and students to the distribution of interactive multimedia based on macromedia flash 8 on theme 8 sub-theme 2 in elementary school obtained a very practical category with average values of 95% and 82.6% Keywords: Development, Macromedia Flash, 4-D Model


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