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2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Ida Fitriyah ◽  
Iskandar Wiyokusumo ◽  
Ibut Priono Leksono

Penelitian ini bertujuan menghasilkan sebuah media pembelajaran berbasis prezi yang layak, mudah dalam penggunaan, kejelasan pesan, dan kemenarikan media. Penelitian ini merupakan penelitian pengembangan yang menggunakan model ADDIE, yang terdiri dari: 1.) Analisys; 2.) Design; 3.) Development; 4.) Implementation; dan 5.) Evaluation. Media pembelajaran yang dikembangkan dalam penelitian ini adalah suatu alat presentasi digital berbasis prezi pada mata pelajaran Simulasi dan Komunikasi Digital kelas X di SMK Muhammadiyah 2 Taman Sidoarjo. Validasi dilakukan oleh ahli isi/materi, ahli Media, Ahli desain, teman sejawat dan kelompok siswa. seluruh data yang diperoleh dianalisis menggunakan instrument yang diberikan. Hasil analisis menunjukkan bahwa media pembelajaran menggunakan software prezi “layak” untuk digunakan sebagai media pembelajaran di SMK Muhammadiyah 2 Taman Sidoarjo pada mata pelajaran Simulasi dan Komunikasi Digtal. Berdasarkan validasi : 1.) Ahli isi/materi pembelajaran mendapatkan presentase rata-rata sebesar 86,6 %; 2.) Ahli media pembelajaran memperoleh prosentase 81,4 %; 3.) Ahli desain pembelajaran memperoleh prosesntase rata rata sebesar 85 %; 4.) Teman sejawat memperoleh rata rata sebesar 83,5 %; dan 5.) Uji coba untuk memberi respon terhadap produk yang dilakukan siswa sebanyak 5 siswa memperoleh presentase sebesar 76,25 %, serta dilanjutkan pada uji coba kelompok terbatas sebanyak 15 siswa memperoleh prosentase sebesar 79,3 %, dan uji coba kelompok besar yang dilakukan sebanyak 30 siswa memperoleh prosentase sebesar 85,6 %.Development of Prezi learning media-based with ADDIE model in simulation and communications lessonsAbstractThis study aims to produce proper Prezi-based learning media, easy-to-use message clarity, and media attractiveness. This research is development research that uses the ADDIE model, which consists of 1.) Analysis; 2.) Design; 3.) Development; 4.) Implementation; and 5.) Evaluation. The learning media developed in this research is a digital presentation tool based on Prezi in the class X Simulation and Digital Communication subjects at SMK Muhammadiyah 2 Taman Sidoarjo. Validation was carried out by content/material experts, media experts, design experts, colleagues, and student groups. All data obtained were analyzed using the given instrument. The analysis results show that the learning media using Prezi software is "appropriate" to be used as a learning medium at SMK Muhammadiyah 2 Taman Sidoarjo in the subjects of Digital Simulation and Communication. Based on the validation: 1.) Content/learning material experts get an average percentage of 86.6%; 2.) Learning media experts get a percentage of 81.4%; 3.) Learning design experts get an average percentage of 85%; 4.) Peers get an average of 83.5%; and 5.) Trials to respond to products made by students as many as five students get a percentage of 76.25%, and continued in a limited group trial as many as 15 students get a percentage of 79.3%, and large group trials conducted by 30 students obtained a percentage of 85.6%.


2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Terry Haekyung Kim ◽  
Ho Jung Choo

AbstractAs augmented reality (AR) technology advances, marketers are eager to adopt the technology for communication to persuade consumers to develop favorable attitudes and behaviors toward their products and services. This study aims to investigate the effect of product information (utilitarian vs. hedonic attributes) and presence on consumers’ product evaluation in AR. Through a quasi experiment, this study demonstrates how product attribute information and presence in AR affect product evaluation by mediating imagery, information fulfillment, and psychological ownership. At the same time, this study identifies the moderating role of consumers’ technological innovativeness in the effect of presence on consumers’ imagery. This research offers new insights into the role of product information in AR, which previous studies lack, to explore and highlight the predictors of positive product experiences in AR. Innovative marketers are likely to benefit from this study in developing product presentation tactics with AR technology.


Author(s):  
Siska Nasfa Ayu Sulastri ◽  
Hanifuddin Jamin ◽  
Maya Agustina

The objectives to be achieved in this study are to determine the us of projector media in I.P.A learning and to determine the impact of using projector media in I.P.A learning. The use of projector learning media can help teachers develop teaching techniques so that they can get maximum result. Optimal use of the projector in the teaching and learning process, especially in science subjects, is expected to increase student motivation in learning. This research is a library research type with document data collection techniques in this study in the from of journals from previous research related to the us of projectors in I.P.A learning. From the discussion, it can be concluded that the us of projectors in I.P.A learning is useful as a presentation tool, as an information medium and as a video player. In additiom, the us of projector learning media in science subjects can increase student motivation in learning so that it has apositive impact in increasing student achievement.


Author(s):  
Christopher Francique

This study sought to identify the perceptions of faculty in utilizing Microsoft PowerPoint as an authoring tool. This research posited that Microsoft PowerPoint has some multimedia authoring features and can possibly be used as a single-point multimedia authoring tool for faculty to utilize to create multimedia content for courses that they teach. However, PowerPoint is traditionally used as a presentation software, and despite its multimedia authoring capabilities, faculty may not be aware or even willing to use such features, having grown accustomed to their traditional use of the software. Nonetheless, from this study, it confirms that faculty are biased to seeing PowerPoint as a presentation tool. However, the study revealed that despite the initial myopia and limitations, post-intervention, participants showed a keen interest in using PowerPoint beyond the realm of presentations.


2020 ◽  
Vol 26 (3) ◽  
pp. S381-S382
Author(s):  
Laura R.M. Chapman ◽  
Bridget Smith ◽  
Karen McCleary ◽  
Richard Mitchell ◽  
Tracey A. O'Brien

Author(s):  
Annika Skoglund

Prezi, a zooming presentation tool, has been spoken and programmed into being according to well-known ideas of transmission, collaboration, and augmentation. This chapter traces the ‘productiveness’ in the shifts between these three themes, moving from transmission through collaboration towards the mobilization of technologies for the more-than-human, driven by how the Prezi technology has been envisioned as a sense-to-sense prosthesis. To end, it is argued that there is a correlating critical position of productiveness present in Prezi’s ‘alternative entrepreneurship’, i.e., the more-than-economic organization that the company seeks.


Author(s):  
Claus Pias

This chapter describes how the overhead projector develops into a projection tool which first experiences broad cultural acceptance through its use in schools. In the 1960s and 1970s, the first theories of Computer Supported Cooperative Work (CSCW) emerged, promising increased productivity and innovation through research organization in small, interdisciplinary teams. The overhead projector then was regarded as a medium that reinforces interactivity and collective thinking in such small groups via dynamic transparencies, explicitly separated from 35mm slide projection as a medium of organization of a passive crowd of isolated spectators. In the course of digitalization, this idea of organization then turns into its opposite: PowerPoint, originally developed for the production of transparencies for overhead projectors, became a presentation tool through the coupling with projectors, which organizes a passive crowd of spectators in front of static slides like the 35mm slide projection before. A large part of PowerPoint’s epistemological criticism today stems from this form of medial organization.


10.29007/llzq ◽  
2019 ◽  
Author(s):  
Abhijeet Ubale ◽  
Jiang Guo

Internet’s influence has been growing at a rapid speed, and so has been the demand for web based application. The migration from stand-alone to platform independent application offers benefits in terms of maintainability, scalability and ease of deployment.Web Based Presentation System also referred to be as WBPS is an attempt to minimize the dependence on stand-alone applications, and additionally provide a comprehensive browser based solution which administers users, schedules presentations and provide a platform independent tool for presentations.In the past, faculties have been required to manually schedule presentations for the students using the calendar, and publishing the schedule calendar. Students were to give their presentation using presentation tools as Microsoft PowerPoint, Dyknow and brinkpad.com.With WBPS, faculties have the ability to allow the system to auto schedule presentation, and publish the presentation schedule. Students can upload their presentations, and use an online presentation tool for giving their presentation. The faculties have a choice to choose between manual scheduling verses automatic scheduling. Besides being an online tool for giving presentations, the WBPS have features like Member Management, Past and Presentation Templates Repository, Automated Reminders and taking Notes or making annotations while attending a presentation.


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