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1

Milala, Hendi Farta, Endryansyah Endryansyah, Joko Joko, and Acmad Imam Agung. "KEEFEKTIFAN DAN KEPRAKTISAN MEDIA PEMBELAJARAN MENGGUNAKAN ADOBE FLASH PLAYER." Jurnal Pendidikan Teknik Elektro 11, no. 02 (2021): 195–202. http://dx.doi.org/10.26740/jpte.v11n02.p195-202.

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Media pembelajaran merupakan salah satu instrumen yang digunakan untuk menunjang tercapainya ketuntasan belajar. Di zaman di mana semua sudah sangat maju ini pun mengharuskan media pembelajaran juga harus diperbaharui. Dengan kemajuan tersebut sudah sangat banyak media yang dapat dipakai, dapat disesuikan dengan kebutuhan. Media yang digunakan dalam penelitian ini adalah Adobe Flash Player. Adobe Flash Player adalah salah satu perangakat lunak yang dapat dipakai untuk meracang, menggabungkan, menambahkan objek pada media pembelajaran sehingga kelihatan sangat menarik. Adobe Flash Player sendir
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Pramono, Bagus, and Indrastanti Ratna Widiasari. "Membangun Server NVR berbasis Open-Source menggunakan ShinobiCE (Studi Kasus DISKOMINFO Boyolali)." Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) 7, no. 2 (2023): 306–12. http://dx.doi.org/10.35870/jtik.v7i2.778.

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One of the well-known software with high quality content delivery standards is Flash Player. Flash Player has a wide user base, with over 90% internet penetration on connected computers. Since December 31, 2021 Adobe announced that Adobe Flash Player is no longer supported and Adobe has also blocked Flash content from running on browsers so that users can no longer experience the advantages of Flash Player. a player allowed by the browser. Based on these problems, a solution is needed so that Flash Player can run in the browser, namely by building an NVR server using ShinobiCE. Through this re
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Riyadi, Slamet, Rumi Iqbal Doewes, and Satria Yudi Gontara. "The value of Adobe Flash Player media in the learning of football skills." International Sports Studies 42, no. 3 (2020): 92–96. http://dx.doi.org/10.30819/iss.42-e.10.

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Football´s basic skills involve physical, tactical and mental coordination. Without good basic skills, football players cannot develop their game. The purpose of this study was to investigate the value of Adobe Flash Player based media in the learning of football skills. Thirty male students took part in eight weeks of learning football skills. During this programme, participants did the same warm-up routines and exercises. The media group (15 male students, 17.4 ± 0.4 years) received input from Adobe Flash Player media in the learning of their football skills. The media treatment was given af
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Haris, Darius Andana, Viny Christiani Mawardi, and Davin Pratama. "Developing Multiplayer Online Game “KNIGHT FANTASY ONLINE”." Journal of Games, Game Art, and Gamification 5, no. 1 (2021): 1–8. http://dx.doi.org/10.21512/jggag.v5i1.7469.

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Knights Fantasy Online is a massively multiplayer online game with role-playing game genre. This game was developed using ActionScript 3.0 of Adobe Flash for client and Java for its server, while the design of the game was designed using Adobe Illustrator. This research is intended to make multiplayer online games using Adobe Flash. In this game, Players start their adventure in a world called Edenia as a knight from a kingdom called Aurum, the player is in charge of controlling the population of monsters. Players can take on quests, collect equipment and improve their character's ability. The
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Aisyah, Siti, Maltha Kharisma, Defrizal Saputra, and Aditya Hanum Widarsa. "PERANCANGAN E-JOBSHEET BERBANTUAN ADOBE FLASH PLAYER CS6 PADA MATERI ALAT TENUN BUKAN MESIN." Gorga : Jurnal Seni Rupa 13, no. 01 (2024): 48. http://dx.doi.org/10.24114/gr.v13i01.56490.

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Students do not understand the material of non-machine looms and the application of woven techniques found in basic textile craft courses, this is because lecturers only use learning media in the form of printing teaching materials and power points. This research aims to design an effective learning media in the form of interactive e-jobheet by using the adobe flash professional CS6 application. The method used in this design is the 4D Model model that is developed with stages, namely the Define, Design, Develop, and Dissemination stages. Data collection techniques with observation and literat
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Windiartha, Abdy. "PENGEMBANGAN MEDIA BERBASIS ADOBE FLASH PLAYER LATIHAN TEKNIK DASAR FUTSAL." Jorpres (Jurnal Olahraga Prestasi) 13, no. 2 (2019): 68–88. http://dx.doi.org/10.21831/jorpres.v13i2.25102.

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This research is taken from the lack of basic futsal technique that makes players tend to be fatigue in training which is given by the coach. Therefore, the development about basic training media, such as adobe flash player is necessary in learning process. This research focuses on the development of media in learning by using adobe flash player.This study is research and development. The development model of this research is adapted from the development model of Borg & Gall. Borg & Gall's development research stages are: (1) research and data collection, (2) planning, (3) product draf
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Б. Е. Каримова, Ш. Ш. Хамзина та Б. К. Жумабекова. "НОВЫЕ ВОЗМОЖНОСТИ ОПТИМИЗАЦИИ УЧЕБНОГО ПРОЦЕССА ПО БИОЛОГИИ С ПРИМЕНЕНИЕМ ВИРТУАЛЬНЫХ ЛАБОРАТОРИЙ". Bulletin of Toraighyrov University. Pedagogics series, № 1.2023 (29 березня 2023): 12–25. http://dx.doi.org/10.48081/badj9049.

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В статье рассматривается применение виртуальных обучающих лабораторий по биологии для учащихся школ с целью их дальнейшего использования в процессе обучения. Кратко изложены причины и история внедрения информационных технологий в образование. Дан обзор некоторых работ теоретико-методического характера, являющихся первыми работами в изучении влияния лабораторных работ на процесс обучения и навыков преподавания. Раскрыты основные причины использования виртуальных лабораторий в процессе обучения. Внедрение виртуальных лабораторий позволяет проводить биологические исследования с применением оборуд
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Sadullah, Akhmad, Agus Kristiyanto, and Sapta Kunta Purnama. "Media Development Study Basic Techniques Of Handball Ball Based Adobe Flash Player On Coaching Extracurricular Son Handball Junior High School Level In Demak District." Jurnal Terapan Ilmu Keolahragaan 4, no. 1 (2019): 60–68. http://dx.doi.org/10.17509/jtikor.v4i1.12294.

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AbstractThe background of this research is the unavailability of learning model of basic technique of hand ball which is used as a reference to build the ability of basic technique of hand ball among the students. The purpose of this research is to develop the basic technique of handball based technique of handball based on adobe flash player, including opening, passing, catch the ball, dribble, blocking, shoot the ball, goalkeeper training and stretching, all of which are arranged in one easily accessible media anytime, by anyone and anywhere, especially at the Se-degree Junior High School in
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Kandriasari, Annis, Yeni Yulianti, and Nur Riska. "Multimedia as Digital Literacy in Culinary Arts Vocational Learning." JTP - Jurnal Teknologi Pendidikan 26, no. 3 (2024): 897–913. https://doi.org/10.21009/jtp.v26i3.50927.

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Learning media plays an important role in attracting students attention to understand the material. The results of observations of D3 Tata Boga 2017 students showed that only 18 out of 39 students reached the minimum completion criteria (78%) on napkin folding material, with learning resources limited to modules and jobsheets. One of the learning media through computers is using adobe flash player. The use of adobe flash player has not been utilized by the Culinary Study Program for student learning resources on napkin folding material. Based on this fact, learning to make napkin folds require
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Comina Bellido, German Yuri. "DESARROLLO DE EXPERIMENTOS VIRTUALES BASADOS EN ADOBE FLASH." Revista Cientifica TECNIA 25, no. 2 (2017): 61. http://dx.doi.org/10.21754/tecnia.v25i2.50.

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El presente trabajo describe el desarrollo de dos experimentos virtuales usando Adobe Flash. El primero consta de un sistema masa-resorte el cual permite a los estudiantes hallar el valor de la gravedad terrestre con la incertidumbre correspondiente. El segundo consta de un sistema compuesto por tres masas y cuatro resortes. Éste experimento permite al alumno visualizar movimientos de sistemas mecánicos complejos, además de darle una visión acerca de la mecánica lagrangeana, así como de los conceptos de valor propio y estado propio de un sistema. Ambos programas son interactivos, permitiendo a
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Abdillah, T. Rafli. "Pengembangan Media Pembelajaran Interaktif Menggunakan Metode Ivers & Barron." Jurnal TIKA 7, no. 2 (2022): 179–88. http://dx.doi.org/10.51179/tika.v7i2.1321.

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Kehadiran teknologi informasi dan berbagai produknya telah memudahkan manusia untuk mengakses berbagai informasi, termasuk pengetahuan. Pesatnya kemajuan teknologi membuat akses informasi ini menjadi mudah dan cepat. Di masa pandemi Covid-19, model pembelajaran bergeser dari pembelajaran tradisional tatap muka menjadi model pembelajaran Online. Perubahan model pembelajaran tersebut menjadi latar belakang pengembangan media pembelajaran dalam penelitian ini, dengan tujuan untuk menciptakan multimedia pembelajaran interaktif yang menarik. Metode yang digunakan dalam penelitian ini adalah Researc
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Fibriany, Firstianty Wahyuhening, Baginda Oloan Lubis, Bibit Sudarsono, Agus Salim, Budi Santoso, and Rahmat Tri Yunandar. "Perancangan Animasi Edukatif Membaca dengan Model Iteratif System Development Live Cycle (SDLC)." Jurnal Teknologi Informatika dan Komputer 9, no. 2 (2023): 772–86. http://dx.doi.org/10.37012/jtik.v9i2.1582.

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Pembelajaran di Taman Kanak-kanak yang mensyaratkan bahwa tanggap teknologi berkaitan dengan permasalahan stimulasi perkembangan kemampuan membaca menggunakan animasi interaktif menjadi salah satu media pembelajaran yang efektif untuk digunakan. Melalui kegiatan penggunaan mouse dan tombol keyboard, anak-anak diajak untuk mengaktifkan koordinasi mata dan tangannya serta tanggap terhadap simbol-simbol huruf. Untuk menyampaikan materi yang relevan yang tidak menghilangkan unsur permainan dengan materi yang disampaikan diperlukan media animasi edukatif yang akan membantu guru dan siswa dalam pemb
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ROHIMA, LAILA, Saidun Hutasuhut, and Arwansyah Arwansyah. "DEVELOPMENT OF LEARNING MEDIA USING ADOBE FLASH PLAYER SOFTWARE AND THE ROLE OF SELF EFFICACY TO INCREASE ECONOMIC LEARNING OUTCOMES FOR CLASS X IIS MAN 1 PADANG LAWAS." JUPIIS: JURNAL PENDIDIKAN ILMU-ILMU SOSIAL 13, no. 2 (2021): 367. http://dx.doi.org/10.24114/jupiis.v13i2.28943.

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This study aims to create and develop learning media using Adobe Flash Flayer software in economics class X IIS MAN 1 Padang Lawas which can be used to support learning so as to assist teachers in delivering learning materials. This research is a development research with ADDIE development model. In addition, this study was also conducted to determine the interaction of Self Efficacy with the use of media in improving student learning outcomes. This research was conducted at MAN 1 Padang Lawas. The sampling technique was carried out by cluster random sampling technique. The results of this stu
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Казанцев, А. Д., К. В. Липатов, И. П. Саркисьян, et al. "Electronic Training Program «Drainages in Septic Surgery» for Studying Modules of General Surgery." Хирургия. Восточная Европа 13, no. 1 (2024): 139–48. http://dx.doi.org/10.34883/pi.2024.13.1.027.

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Введение. Информатизация образовательного процесса сегодня является одной из наиболее актуальных проблем. Она заключается во внедрении информационно-компьютерных технологий в педагогическую практику. Это особенно важно для медицинских учреждений, которые на данный момент не обладают достаточным количеством качественных программ для обучения специалистов. Преодоление этой проблемы обусловлено необходимостью постоянного развития образовательного процесса. Цель. Разработка и внедрение электронно-образовательной программы «Дренажи в гнойной хирургии» в рамках обучения по модулю «Общая хирургия». М
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M. Chotibuddin. "Pengaruh Media Pembelajaran Multimedia Berbasis Flash Player Terhadap Hasil Belajar Siswa Pada Mata Pelajaran Fiqh Kelas V Di Madrasah Ibtidaiyah Muhammadiyah 15 Banjarwati Paciran." Jurnal Pendidikan Islam 8, no. 1 (2022): 1–16. http://dx.doi.org/10.37286/ojs.v8i1.127.

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: The application of media in the learning process is one way that can be used to realize achievement and learning outcomes. Because learning media is one thing that absolutely exists in the learning process. Interactive multimedia-based learning is one source of learning based on Information and Communication Technology (ICT). The purpose of this research was to analyze the effect of flash player-based multimedia learning media on learning outcomes. Students in the fifth grade on Fiqh subject at MI Muhammadiyah 15 Banjarwati Paciran.The research design used is One Groups Pretest-Posttest Desi
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Arifa, Nurul, R. Rizal Isnanto, and Oky Dwi Nurhayati. "Perancangan Permainan "Membuat Bioetanol dari Limbah Buah" Menggunakan Adobe Flash CS3." Jurnal Teknologi dan Sistem Komputer 2, no. 1 (2014): 87–95. http://dx.doi.org/10.14710/jtsiskom.2.1.2014.87-95.

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Bahan bakar fosil termasuk dalam sumber daya alam yang sulit untuk diperbaharui karena proses pembetukannya yang memakan waktu sangat lama, padahal pada saat ini pemakaian bahan bakar fosil sangatlah tinggi terutama pada sektor transportasi. Diperlukan sebuah pengenalan sejak awal terhadap energi alternatif yaitu bahan bakar nabati seperti bioetanol dari limbah buah. Untuk mengenalkan tentang bagaimana membuat bioetanol dari limbah buah secara lebih menarik maka lahirlah ide untuk membuat permainan dengan konsep pengembangan multimedia yang merupakan sebuah konsep dan teknologi dari unsur-unsu
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Zulfikar, Zulfikar. "Pengembangan Media Pembelajaran Iqra Berbasis Multimedia Menggunakan Metode ADDIE." Jurnal TIKA 7, no. 2 (2022): 215–27. http://dx.doi.org/10.51179/tika.v7i2.1343.

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Hadirnya teknologi informasi dengan berbagai produknya telah memudahkan manusia dalam mengakses berbagai informasi, tidak terkecuali informasi mengenai berbagai pengetahuan. Perkembangan teknologi yang begitu luas menjadikan akses terhadap informasi tersebut menjadi sangat mudah dan cepat. Model pembelajaran pada masa pandemi Covid-19 telah berubah dari model pembelajaran konvensional tatap muka menjadi model pembelajaran daring. Perubahan model pembelajaran tersebut menjadi latar belakang pengembangan media pembelajaran yang dilakukan dalam penelitian ini, dimana tujuannya yaitu mengembangkan
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Song, ByungKwan, SeonKwang Kim, EunJin Kwon, et al. "A Study on Artifact Grouping by Analyzing Artifact Case by Vulnerability : Using Adobe Flash Player Vulnerabilities." Jouranl of Information and Security 19, no. 1 (2019): 87–95. http://dx.doi.org/10.33778/kcsa.2019.19.1.087.

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Masni, Harbeng, and Zuhri Saputra Hutabarat. "Pengembangan Multimedia Pembelajaran Berbasis Lash Animation With Swish Max Siswa Kelas XI SMA Negeri 8 Kota Jambi." Jurnal Ilmiah Dikdaya 9, no. 2 (2019): 257. http://dx.doi.org/10.33087/dikdaya.v9i2.147.

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There are several factors that influence learning, including teacher factors, student factors, facilities, tools and media, and the environment. Educators should pay attention to factors that influence learning. The task of the teacher in the learning process, in addition to conveying information, also diagnoses learning difficulties students select teaching materials, supervise learning activities, stimulate student learning activities, provide learning guidance using media, strategies, and methods. Teachers and students are required to master the science and information technology of communi
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Lukma, Hazairin Nikmatul. "RANCANG BANGUN MEDIA ANIMASI PICTORIAL RIDDLE SEBAGAI MEDIA PEMBELAJARAN FISIKA BANGUNAN MAHASISWA TEKNIK SIPIL." Jurnal Qua Teknika 8, no. 2 (2018): 53–61. http://dx.doi.org/10.35457/quateknika.v8i2.500.

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Penelitian ini bertujuan untuk mendesain sebuah media pembelajaran yang bersifat menarik, kreatif, serta interaktif dalam sebuah proses pembelajaran, pada Mata Kuliah Fisika Bangunan Program Studi Teknik Sipil Fakultas Teknik Universitas Islam Balitar Blitar. Desain Media Pembelajaran merupakan tampilan animasi, dengan aplikasi Software Adobe Flash Player 8, dengan metode pembelajaran yang diterapkan adalah Pictorial Riddle. Penelitian menggunakan metode kuasi eksperimen dengan desain one group pretest-posttest design. Sampel penelitian diambil secara acak dari seluruh mahasiswa yang memprogra
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Lukma, Hazairin Nikmatul. "RANCANG BANGUN MEDIA ANIMASI PICTORIAL RIDDLE SEBAGAI MEDIA PEMBELAJARAN FISIKA BANGUNAN MAHASISWA TEKNIK SIPIL." JURNAL QUA TEKNIKA 8, no. 2 (2018): 53–61. http://dx.doi.org/10.30957/quateknika.v8i2.500.

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Penelitian ini bertujuan untuk mendesain sebuah media pembelajaran yang bersifat menarik, kreatif, serta interaktif dalam sebuah proses pembelajaran, pada Mata Kuliah Fisika Bangunan Program Studi Teknik Sipil Fakultas Teknik Universitas Islam Balitar Blitar. Desain Media Pembelajaran merupakan tampilan animasi, dengan aplikasi Software Adobe Flash Player 8, dengan metode pembelajaran yang diterapkan adalah Pictorial Riddle. Penelitian menggunakan metode kuasi eksperimen dengan desain one group pretest-posttest design. Sampel penelitian diambil secara acak dari seluruh mahasiswa yang memprogra
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Mochammad, Syahrul, Citra Ratih Prameswari, and Charisma Indra Kumala. "The Pacitan State Community Academy's Interactive Promotional Media with the Implementation of Adobe Flash Player Action Script." Journal of Electrical, Electronic, Mechanical, Informatic and Social Applied Science 3, no. 1 (2024): 29–34. http://dx.doi.org/10.58991/eemisas.v3i1.48.

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Promotion is something that’s often heard when introducing a new product so that it can be known by the wider community. In the current technological era, the media used as a form of promotion have various models, such as posters, pamphlets and banners. The advantage of promotion using posters and banners is that it can save human resources to introduce a product by distributing it or sticking it on the wall. However, this also makes it difficult for readers to find words or images that are difficult to understand, so misperceptions often occur. Therefore, in this research the author will try
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Chen, Yibing, and Haoyu Qin. "Research and analysis of browser games." Applied and Computational Engineering 17, no. 1 (2023): 45–52. http://dx.doi.org/10.54254/2755-2721/17/20230910.

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In 1987, the first video game was published. People entered a new world to explore gaming. After ten years, browser games were invented. In order to deeply discuss browser games future, this article summarizes the features and current situation of browser games. This article analyzes the strengthens of browser games in three aspects, which are convenient setup for players to start the game, social interaction for players to interact with other people, and free-to-play experience provided for players. The analysis of browser games weaknesses is included in this article as well, which were the p
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Indrajaya, Fajar Arif, Sugiyanto Sugiyanto, and Agus Kristiyanto. "The Development of Gateball Basic Technique Training Model based on Adobe Flash Player (Development Studies at Gateball Club in Semarang City)." International Journal of Multicultural and Multireligious Understanding 6, no. 5 (2019): 996. http://dx.doi.org/10.18415/ijmmu.v6i5.1132.

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Gateball's basic engineering training materials have varied variations, but the basic technique training model is minimal. This makes Gateball players difficult to understand the basic technique of training material the trainer is given. Therefore, it takes a new Gateball basic engineering exercise model to make it easier to understand. The main objective of this research is to produce a gateball base engineering training model based on Adobe Flash Player which can help coach, builder, and player in Semarang City. This type of research is the research and development that uses the model of dev
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Ofodile, Uche Connie, and Mangut Mankilik. "Development and Validation of a Hybrid Active Learning Strategy for Teaching Direct Current Electricity Concepts for Secondary Schools in Nigeria." International Journal for Innovation Education and Research 3, no. 8 (2015): 56–66. http://dx.doi.org/10.31686/ijier.vol3.iss8.409.

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The study was carried out to develop and validate a Hybrid Active Learning Strategy (HALS) for teaching direct current electricity concepts (DCEC) in physics for secondary schools in Nigeria. The relevant literature reviewed revealed that the inappropriate use of relevant teaching strategies and the non-use of modern innovative technology in the teaching of physics result in lack of better understanding of concepts and hence, the poor performance of students in physics. In view of this, the HALS package which is a combination of active learning strategies including computer simulation was deve
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Aprilianti, Riska, Gaharani Saraswati, and Wulanda Aditya Azis. "Desain Aplikasi Efkids untuk Menstimulasi Sikap Kewirausahaan pada Anak Usia Dini." Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini 6, no. 1 (2021): 97–108. http://dx.doi.org/10.31004/obsesi.v6i1.834.

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Penelitian ini dilatarbelakangi pentingnya media yang dapat mengenalkan pendidikan kewirausahaan pada anak. Tujuannya untuk menghasilkan media pembelajaran yang layak dan efektif dalam menstimulasi sikap kewirausahaan pada anak. Metode yang digunakan adalah Riset and Development (RD) dengan pedekatan Brog and Gall. Pengumpulan data menggunakan teknik observasi, judgment expert, tes, dan dokumentasi. Tempat dilaksanakan di TK NP dengan subjek pada 2 orang ahli dan sebanyak 16 orang anak. Analisis mengguankan jugment expect dan uji Independent Samples Test dengan statistik SPSS. Hasil dalam pene
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Jannah, Mita Hapsari, and Suyoto Suyoto. "TEORI HUMANISTIK DALAM MULTIMEDIA PEMBELAJARAN BILANGAN BULAT." Jurnal Karya Pendidikan Matematika 5, no. 2 (2018): 68. http://dx.doi.org/10.26714/jkpm.5.2.2018.68-75.

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This study aims to develop elementary V class multimedia based on humanistic theory on integer competencies that is valid, practical, and effective. The development model is a 4D (define, design, development, disseminate) model. In the define stage there are interviews and observations to study the curriculum and the needs of teachers and students. In the design stage, draft I multimedia was designed using Adobe Flash Player. In the development stage, draft I is valid based on questionnaires from media and material expert validators. Furthermore, the results of field notes and student and teac
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Nahar, Meherun, Abdus Sattar Mollah, and Mir Mohammad Akramuzzaman. "Development of a Quantitative Estimation of Mammographically Breast Density." Bangladesh Journal of Nuclear Medicine 18, no. 1 (2017): 16–20. http://dx.doi.org/10.3329/bjnm.v18i1.34926.

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Objective: Increased mammographic breast density is a moderate independent risk factor for breast cancer. Assessment of breast density may become useful in risk assessment and prevention decisions. To evaluate the association between mammographic density and breast cancer risk, a simple observer-assisted technique called interactive thresholding was developed.Methods: For providing, a quantitative estimation of mammographically dense tissue, in this study computer assisted measurements were carried out using Adobe AIR software. For thresholding technique, software named ‘Xray Image Analyzer’ w
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Irawan, Dede. "PENGEMBANGAN MEDIA BERABASIS ADOBE FLASH PLAYER PENCEGAHAN, PERTOLONGAN, DAN PERAWATAN CEDERA OLAHRAGA BAGI GURU PENDIDIKAN JASMANI SEKOLAH MENENGAH PERTAMA (SMP)." JURNAL PENDIDIKAN JASMANI DAN OLAHRAGA 2, no. 2 (2017): 1. http://dx.doi.org/10.17509/jpjo.v2i2.8172.

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Penelitian ini bertujuan menghasilkan produk berupa media pembelajaran interaktif berbasis adobe flash player. Konten dalam media ini berisikan materi pencegahan, pertolongan dan perawatan cedera olahraga bagi guru pendidikan jasmani SMP Negeri se-Kabupaten Pangandaran. Jenis penelitian ini merupakan penelitian dan pengembangan (Research and Development). Model pengembangan dalam penelitian ini diadaptasi dari model pengembangan Borg & Gall. Berdasarkan tahapan-tahapan yang diadaptasi dari model pengembangan Borg and Gall maka didapatkan hasil penelitian sebagai berikut: Penilaian dan vali
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Febriani, Alvi Sufiyanti, Edi Hendri Mulyana, and Taopik Rahman. "PENGEMBANGAN EDUCATIVE GAME BERBASIS APLIKASI ANDROID UNTUK MEMFASILITASI KETERAMPILAN MEMBACA ANAK USIA 5-6 TAHUN." JURNAL PAUD AGAPEDIA 2, no. 2 (2020): 187–96. http://dx.doi.org/10.17509/jpa.v2i2.24544.

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ABSTRACTThis research is based on the magnitude of children's interest in smartphone until they ignore to study. Most children who play smartphone are only for watching videos and playing games which are attractive to them. Therefore, the researcher designed an educative game Android-based application so they can play smartphone by not ignoring the development of reading skill. The purpose of this research is to describe the design of development, appropriateness, and product testing.This research uses the Design Based Research (DBR) method developed by Reeves. Data collection is done by obser
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Fauzi, Moh Fery. "تطوير اللغز الرقمي لمادة التطبيق الصرفي 1 على الهاتف المحمول كالتدريبات الإضافية خارج الفصل الدراسي". Buletin Al-Turas 25, № 1 (2019): 129–39. http://dx.doi.org/10.15408/bat.v25i1.11506.

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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 develop
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Afif, Rizka Lukmana, Kodrat Iman Satoto, and Kurniawan Teguh Martono. "Perancangan PC Game First Person Shooter Menggunakan Unreal Development Kit." Jurnal Teknologi dan Sistem Komputer 2, no. 2 (2014): 149–56. http://dx.doi.org/10.14710/jtsiskom.2.2.2014.149-156.

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The development of hardware increasing rapidly has made game developers take advantage of a variety of new resources that can improve their games. Epic games is a mature game developer who managed to make thousands game and delivered to the hands of gamers . A game engine called Unreal Engine is a big secret behind the success of Epic Games . The game engine is free if you just want to learn or just want to create a personal project and the game is not to be in comercial purposes . It is unfortunate that many students don’t even know of the existence of unreal engine , most of them make use of
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Antaka Adi, Windu, Stefanus C. Relmasira, and Agustina Tyas Asri Hardini. "Pengembangan Media Animasi untuk Pembelajaran Matematika Materi Bangun Datar." Jurnal Penelitian dan Pengembangan Pendidikan 3, no. 3 (2019): 288. http://dx.doi.org/10.23887/jppp.v3i3.19498.

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Penelitian ini merupakan penelitian pengembangan, yaitu pengembangan multimedia interaktif dengan Adobe Flash Player CC , pada mata pelajaran Matematika kompetensi dasar Memahami sifat-sifat Bangun Datar, hubungan antar Bangun Datar, dan rumus Bangun Datar dengan memanfaatkan perkembangan teknologi. Penelitian ini dilakukan untuk mengetahui peningkatan hasil belajar pada pembelajaran Matematika dengan menggunakan multimedia interaktif. Serta untuk menciptakan suatu media yang dapat digunakan siswa untuk belajar secara mandiri dirumah. Tahap pengembangan dilakukan dengan metode pengembangan 4D
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Adi, Windu Antaka, Stefanus C. Relmasita, and Agustina Triyas Hardini. "PENGEMBANGAN MEDIA ANIMASI UNTUK PEMBELAJARAN MATEMATIKA MATERI BANGUN DATAR." Jurnal Penelitian dan Pengembangan Pendidikan 4, no. 1 (2020): 81. http://dx.doi.org/10.23887/jppp.v4i1.24778.

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Penelitian ini merupakan penelitian pengembangan, yaitu pengembangan multimedia interaktif dengan Adobe Flash Player CC , pada mata pelajaran Matematika kompetensi dasar Memahami sifat-sifat Bangun Datar, hubungan antar Bangun Datar, dan rumus Bangun Datar dengan memanfaatkan perkembangan teknologi. Penelitian ini dilakukan untuk mengetahui peningkatan hasil belajar pada pembelajaran Matematika dengan menggunakan multimedia interaktif. Serta untuk menciptakan suatu media yang dapat digunakan siswa untuk belajar secara mandiri dirumah. Tahap pengembangan dilakukan dengan metode pengembangan 4D
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Linhares, L. B., W. F. S. Dias, E. R. Gonçalves, D. G. Meira, and A. L. Silva. "A Utilização de Recursos da Computação para a Prática da Flauta Doce no Ensino Regular: A Criação de Games Musicais a Partir do Software Adobe Flash Player." Formação@Docente 4, no. 1 (2012): 17–25. http://dx.doi.org/10.15601/2237-0587/fd.v4n1p17-25.

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Hasanah, Puji Nurfauziatul, Riska Aprilianti, and Ajeng Sri Hikmayani. "PENGEMBANGAN METODE SUPPORTIVE EDUCATIVE NURSING INTERVENTION FOR STUNTING (SENI-S) SEBAGAI MEDIA EDUKASI GEMAR MAKAN IKAN PADA ANAK USIA DINI." Early Childhood: Jurnal Pendidikan 6, no. 2 (2022): 100–115. http://dx.doi.org/10.35568/earlychildhood.v6i2.2774.

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Perlunya kolaborasi lintas sektoral dalam meningkatkan gizi anak usia dini dalam mencegah dan memperbaiki gizi pasca stunting dengan meningkatkan konsumsi ikan melatarbelakangi penelitian ini. Metode SENI-S adalah pengembangan metode pembelajaran anak usia dini secara integratif menggunakan media audio visual animasi dan pembelajaran konvensional berupa logbook yang didalamnya terdapat permainan ringan. Metode ini bertujuan untuk meningkatkan gizi anak dengan menstimulasi anak untuk gemar makan ikan. Adapun indikator yang dikembangkan dalam SENI-S ini adalah keterampilan guru dalam kegiatan be
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Sankaranarayanan, Suresh, and Paul Hamilton. "Mobile Enabled RFID-GPS Based Bus Tracking System." International Journal of Advanced Pervasive and Ubiquitous Computing 6, no. 4 (2014): 10–34. http://dx.doi.org/10.4018/ijapuc.2014100102.

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Public transportation in many countries is being used as a means of transport for travelling and accordingly people would prefer these public transportation to be scheduled properly, on time and the frequency be adequately fixed for commuters to make good use of it. It has been found that quite an amount of research work has been carried out, by way of using RFID technology in the public transportation systems towards the tracking of passengers when they board and exit buses. In addition research has also been carried out in using GPS towards the tracking of buses along with RFID technology at
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Putri, Bellia Dwi Cahya, Rinta Kridalukmana, and Eko Didik Widianto. "Perancangan Aplikasi Permainan Multiplayer Gobak Sodor Berbasis Flash Di Lingkup Jaringan Lokal." Jurnal Teknologi dan Sistem Komputer 4, no. 2 (2016): 259. http://dx.doi.org/10.14710/jtsiskom.4.2.2016.259-265.

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Traditional games wa played by people from ancient time. As the culture of Indonesia which has high value of togetherness, people play ittogether with a group. From all kind of traditional games in Indonesia, there is one called Gobak Sodor that well known as traditional games from Central Java. The game of Gobak Sodor made by Adobe Flash and ActionScript as programming language has two option to play the game as singleplayer and multiplayer. Multiplayer game need a server to connected both players which used smartfoxserver 2x as the server. The game developed by adopting MDLC method with four
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Stern, Jack T. "Online Guided Gross Anatomy Dissector. By Carlos A. Suárez-Quian. Sunderland (Massachusetts): Sinauer Associates. $59.95 (One-Year Online Subscription). 2011. [Requirements—Recent version of an Internet Browser (Internet Explorer 8, Firefox 3.6, Safari 5). Videos require either Adobe Flash Player or a browser that supports HTML 5.]." Quarterly Review of Biology 87, no. 3 (2012): 264–65. http://dx.doi.org/10.1086/666787.

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Manik, Jonatan, NM Faizah, and Winton Ginting. "Pengembangan Aplikasi Game Edukasi Matematika SD 02 Pagi Pondok Labu Berbasis Android dengan Metode Rapid Application Development Menggunakan Adobe Flash CS6." Design Journal 1, no. 1 (2023): 99–108. http://dx.doi.org/10.58477/dj.v1i1.62.

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This research was conducted at SD 02 Pagi Pondok Labu, Cilandak, South Jakarta, with a background of the problem, namely the learning process used in education today where computer-based learning media is only limited to transferring paper media to digital media with the same appearance. This is what causes the learning media to be less than optimal as is the case in the mathematics learning process where the media used in learning material about mathematics in elementary schools is less attractive because of the learning process that still uses classical methods or conventional methods in the
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Hyam, Roger. "International Image Interoperability Framework: A unified approach to sharing images of natural history specimens?" Biodiversity Information Science and Standards 4 (October 5, 2020): e59056. https://doi.org/10.3897/biss.4.59056.

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Researchers have become accustomed to online access to data about specimens held in natural history collections. Over several decades, metadata standards have been developed to facilitate the sharing and aggregation of this data, notably Darwin Core and ABCD (Access to Biological Collections Data) developed under the auspices of TDWG but other standards developed in other communities, have also proved useful notably EML (Ecological Metadata Language) and GML (Geography Markup Language).Data aggregators have arisen to both, drive standards development and take advantage of the vast number of re
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Trindade, V. M. T., I. B. Santos, G. Zanatta, P. R. Arantes, and C. G. Salbego. "A DIGITAL TOOL FOR CASEIN ISOLECTRIC POINT DETERMINATION." Revista de Ensino de Bioquímica 13 (August 24, 2015): 31. http://dx.doi.org/10.16923/reb.v13i2.599.

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Introduction: Casein is a milk protein that has the same number of positive and negative charges in a pH around 4.7. This characteristic is called the isoelectric point (pI). The pI varies from protein to protein and it depends on the charges of the lateral chain of the constituent aminoacids. At this pH value the protein has its minimum solubility since the net charge is zero and the repulsion between molecules is decreased. Furthermore, the electrostatic interaction occurs between the protein molecules. Thus, they form clumps which tend to precipitate. On the other hand, when they are placed
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Mufthi Sadewa, Muhammad, Dewi Azizah, and Sriyono Sriyono. "Pengembangan bahan ajar berbasis Adobe Flash Player pada materi operasi hitung bilangan bulat kelas VII." Jurnal Pendidikan Surya Edukasi (JPSE) 8, no. 1 (2022). http://dx.doi.org/10.37729/jpse.v8i1.2072.

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Kesulitan siswa dalam memahami konsep operasi hitung bilangan bulat dan pembelajaran online atau daring sehingga perlu dirancang bahan ajar berbasis adobe flash player. Artikel ini merupakan hasil dari penelitian pengembangan dengan model Borg and Gall yang memodifikasi langkah-langkah menjadi lima langkah, yaitu penelitian dan pengumpulan data, desain produk, validasi produk, uji coba produk, dan penyempurnaan produk hasil uji coba. Tujuan penelitian pengembangan ini untuk melihat adanya kevalidan dan kepraktisan dari bahan ajar berbasis adobe flash player. Kevalidan dari bahan ajar berbasis
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Sa'dullah, Akhmad, Agus Kristiyanto, and Sapta Kunta Purnama. "Media development study basic techniques of handball ball based adobe flash player on extracurricular coach of handball and the student of junior high school level in Demak Regency." September 14, 2018. https://doi.org/10.5281/zenodo.1418775.

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<strong>Sa&rsquo;dulla</strong><strong>h </strong><strong>Akhmad</strong><strong>, Kristiyanto Agus, Purnama Sapta&nbsp;Kunta. Media development study basic techniques of handball ball based adobe flash player on extracurricular coach of handball and the student of junior high school level in Demak Regency. </strong><strong>Journal </strong><strong>of Education, Health and Sport. 2018;8(9):872-887 eISNN 2391-8306. DOI </strong><strong>http://dx.doi.org/10.5281/zenodo.1418775</strong> <strong>http://ojs.ukw.edu.pl/index.php/johs/article/view/5963</strong> <strong>https://pbn.nauka.gov.pl/sedno-
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Susilawati, Erna. "RANCANGAN PENGEMBANGAN METODE PEMBELAJARAN MULTIMEDIA INTERAKTIF BAHASA INGGRIS MELALUI ADOBE FLASH UNTUK SISWA SEKOLAH DASAR." Jurnal Teknologi dan Informasi 7, no. 2 (2018). http://dx.doi.org/10.34010/jati.v7i2.492.

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Bahasa Inggris merupakan bahasa internasional yang seharusnya dikuasai oleh setiap orang untuk memudahkan berkomunikasi dengan negara lain. Pembelajaran Bahasa Inggris yang dilakukan sejak dini sangat bagus untuk pengembangan skill siswa/siswi dalam berbahasa inggris. Namun hal tersebut kadang terbentur dengan masalah kerumitan grammar dalam belajar Bahasa inggris dimana bagi sebagian orang hal tersebut merupakan hal yang rumit dan membuat mereka kesulitan dalam memahami Bahasa inggris. Faktanya banyak siswa/i yang kemampuan berbahasa inggrisnya tidak berkembang sama sekali baik itu dari segi
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Tardáguila, César. "La dualidad en el desarrollo de interfaces web: ¿Ajax o Flash?" Mosaic, no. 49 (July 20, 2006). http://dx.doi.org/10.7238/m.n49.0617.

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¿Ajax o Flash?. Ésta es una de las muchas preguntas sin respuesta que casi cualquier desarrollador web se ha hecho durante el último año. Argumentos a favor de ambas tecnologías (porque en ambos casos hablar de lenguaje o de entorno de desarrollo no es demasiado riguroso) los hay, y probablemente del mismo peso y defendidos con semejante vehemencia por las respectivas comunidades de desarrolladores. Pero en realidad, la discusión se puede simplificar en uno sólo: el uso de tecnologías propietarias, o abiertas, y es que el player o máquina virtual de Flash es algo cerrado, propiedad de Adobe, y
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Tadjiyev, Xayrulla Muhitdinovich Denov tadbirkorlik va pedagogika instituti. "OLIY TA'LIM MUASSASALARIDA BIOLOGIYA FANINI FANLARARO ALOQA ASOSIDA  O'QITISH METODIKASINI TAKOMILLASHTIRISH." Research Focus International Scientific Journal 3, no. 5 (2024). https://doi.org/10.5281/zenodo.11365937.

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<strong>OLIY TA&rsquo;LIM MUASSASALARIDA BIOLOGIYA FANINI FANLARARO ALOQA ASOSIDA&nbsp; O&rsquo;QITISH METODIKASINI TAKOMILLASHTIRISH </strong> <strong>Tadjiyev Xayrulla Muhitdinovich</strong> Denov tadbirkorlik va pedagogika instituti <strong>https://doi.org/10.5281/zenodo.11365937</strong> <strong>Annotatsiya:</strong> Biologiya fanini fanlararo aloqa asosida&nbsp; o&rsquo;qitish metodikasini takomillashtirish hamda o&lsquo;quvchilarning o&lsquo;quv - tadqiqotchilik faoliyatini rivojlantirishda innavatsion va zamonaviy axborot texnologiyalaridan hamda internet manbalaridan unumli foydalanish
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Terttiaavini, Terttiaavini, Ari Kaspriyanto, and Hartini Hartini. "APLIKASI GAME CAK INGKLING BERBASIS ANDROID." Jurnal Ilmiah Informatika Global 7, no. 1 (2016). http://dx.doi.org/10.36982/jiig.v7i1.150.

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Game has been the one thing that is in our daily lives. Formerly only used as a means of entertainment games alone, but now the game has become wide functions, such as games can be used as a learning tool, a business area, and competed as one of the sport by professionals. Game development platform can also be viewed directly by the public, at first only games played on computer and console but has now entered the era of mobile game android and Windows Phone. A distinct advantage is the portability of mobile game play, that player can play games anywhere they want as long as they have mobile d
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Dyah Darma Andayani, Andi Akram Nur Risal, Asmaul Husnah Nasrullah, and Gufria Darma Irasanty. "Pengembangan Multimedia Edukasi Kesehatan Gigi dan Mulut untuk Anak Berbasis Adobe Animate." Jurnal MediaTIK, May 28, 2024, 103–6. http://dx.doi.org/10.59562/mediatik.v7i2.2575.

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Kesehatan gigi dan mulut merupakan bagian dari kesehatan tubuh yang tidak dapat dipisahkan satu dengan yang lainnya sebab itu kesehatan gigi dan mulut akan mempengaruhi kesehatan tubuh secara keseluruhan. Peningkatan kesehatan dalam kesehatan gigi dan mulut dapat dilakukan melalui penyuluhan dan perlu dilakukan sedini mungkin. Penyuluhan yang ditujukan kepada anak anak memerlukan pendekatan khusus seperti dengan jalan memberikan contoh dengan menggunakan suatu model yang baik serta dengan teknik yang sederhana mungkin. Selain itu penyampaian pendidikan kesehatan gigi dan mulut pada anak-anak h
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SAID, ASNAH, and HERNAWATY . "PENGEMBANGAN MULTIMEDIA PEMBELAJARAN PADA MATA KULIAH PENELITIAN TINDAKAN KELAS (PTK) DI UPBJJ – UT MEDAN." Jurnal Teknologi Pendidikan (JTP) 5, no. 2 (2012). http://dx.doi.org/10.24114/jtp.v5i2.4969.

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Abstract: The Classroom Action Research (PTK) is one of many other subjects found in educational program curriculum of Open University, either in Basic Education (Pendas) or Non-Basic Education (Non Pendas). The subject plays an important role in accelerating learning quality carried out by teachers. Through this subject, teachers are encouraged to perform a substantive action by understanding learning matters occuring at the time of teaching while involving in recovering and changing process. In this case, a teacher owns possibilities to carry out any changes in order to renew and improve the
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