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1

Hope, Cat. "Electronic Scores for Music: The Possibilities of Animated Notation." Computer Music Journal 41, no. 3 (2017): 21–35. http://dx.doi.org/10.1162/comj_a_00427.

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This article argues that animated notations are the most exciting new direction for music notation since the conception of the real-time score. The real-time score revolutionized performance practices in new music, with the composer Gerhard E. Winkler calling it a “third way” between improvisation and fixed scores. Developing upon the idea of dynamic notation epitomized by the real-time score, animated notation features movement as its foundation, and may be presented as an interactive program, video, or application environment generated in real time or preset. It extends the possibilities presented by graphic notations, engaging the processing power of computing toward new complexities of shape, color, movement dynamics, form, synchronicity, and the very performability of music scores. Beginning with a brief historic overview of trends and background that may have informed the development of animated notation, I then examine contemporary practices and their application to a range of music. I will argue that animated notation brings particular benefits for scoring music featuring electronics and aleatoric elements.
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Sandya, Isha, and Sri Widati. "THE DIFFERENCE OF EFFECTIVENESS OF ANIMATED AND NON-ANIMATED MOVIES ON THE IMPROVEMENT OF CHILDREN’S KNOWLEDGE AND ATTITUDES ABOUT DENTAL HEALTH." Indonesian Journal of Public Health 14, no. 1 (2019): 60. http://dx.doi.org/10.20473/ijph.v14i1.2019.62-70.

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According to Basic Health Research 2013 states that the age group less than 12 years ie age 5-9 years 28.9% suffered dental caries. The aim of this study is to analyze the effectiveness of animated movies and non- animated movies in improving children’s knowledge and behavior concerning dental health. This study was designed based on quasi experimental design. The samples of this study were the students of Class 3A and Class 3B SDN 03 Kepanjen consisting of 63 students. The independent variables of this study were animated movie and non-animated movie concerning dental health while the dependent variables were children’s knowledge and behavior. The collected data were analyzed using Mann Whitney test. The findings of this study show that the respondents are aged between 8 and 10 years old. There is difference in terms of knowledge before and after the students received intervention through animated movie and non-animated movie. Animated movie seems to be more effective in improving the respondents’ knowledge to maintain dental health than non-animated movie as indicated by the average score for animated movie intervention is higher than non-animated movie intervention.
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Syarifudin, S., and M. Muhammad. "Improving Vocabulary Achievement of Young Learners Using Animated Video." International Journal on Advanced Science, Education, and Religion 1, no. 1 (2018): 37–43. http://dx.doi.org/10.33648/ijoaser.v1i1.5.

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This study aims at finding out whether or not the use of video improves the learners’ vocabulary of the young learners. This study applied pre-experimental method with one group pre-test and post-test design. Twenty junior high school learners in Mataram involved in this study. The data were collected through vocabulary test (pre-test and post-test). This study used cluster random sampling technique. A t-test was used to measure the significance of animated video usage in improving young learners’ vocabulary achievement. Mean score of post-test was greater than the mean score of the pre-test. This study revealed that using animated video can improve learners’ vocabulary of the young learners
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Az Zahra, Alivy Aulia, Natasha Winona Audrey, Devalna Siwi Ichyana, et al. "Effectiveness of the Use of Manual and Electric Toothbrushes and the Effect of Educational Brushing Teeth with Video Animation on OHI-S Children with Down syndrome." Indonesian Journal of Dental Medicine 4, no. 1 (2021): 6. http://dx.doi.org/10.20473/ijdm.v4i1.2021.6-10.

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Background: Down Syndrome children have better ability in capturing instructions visually. The audio-visual learning method can be applied to Down Syndrome children. Electric toothbrushes were made to make it easier for them to brush their teeth, besides those electric toothbrushes have a handle that is comfortable to hold and control. Purpose: The purpose of this study is to determine the effectiveness of electric and manual toothbrushes on Down Syndrome children OHI-S scores and determine the effect of education on tooth brushing with animated videos on Down Syndrome children OHI-S scores. Methods: Subjects of the study were 34 Down Syndrome children aged 6-19 years in Surabaya, East Java, Indonesia. OHI-S scores were recorded before and after the subjects were educated to brush their teeth with animated videos or dental phantoms. OHI-S scores were also recorded before and after the subjects brushed their teeth using manual toothbrushes or electric toothbrushes. Results: The test results Independent T-test (p> 0.05) showed there was no significant difference between tooth brushing using a manual toothbrush and an electric toothbrush to the decline of OHI-S score of Down Syndrome children. The results of the Mann-Whitney statistical test were p> 0.05, that there was no significant difference in the reduction in OHI-S scores between Down Syndrome children who were educated with animated videos and dental phantoms. Conclusion: There was no significant difference between manual toothbrushes and electric toothbrushes and there was no significant influence of Down Syndrome OHI-S children who were educated with animated videos or dental phantoms.
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Kraft, Stephanie A., Melissa Constantine, David Magnus, et al. "A randomized study of multimedia informational aids for research on medical practices: Implications for informed consent." Clinical Trials 14, no. 1 (2016): 94–102. http://dx.doi.org/10.1177/1740774516669352.

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Background/Aims: Participant understanding is a key element of informed consent for enrollment in research. However, participants often do not understand the nature, risks, benefits, or design of the studies in which they take part. Research on medical practices, which studies standard interventions rather than new treatments, has the potential to be especially confusing to participants because it is embedded within usual clinical care. Our objective in this randomized study was to compare the ability of a range of multimedia informational aids to improve participant understanding in the context of research on medical practices. Methods: We administered a web-based survey to members of a proprietary online panel sample selected to match national US demographics. Respondents were randomized to one of five arms: four content-equivalent informational aids (animated videos, slideshows with voice-over, comics, and text) and one no-intervention control. We measured knowledge of research on medical practices using a summary knowledge score from 10 questions based on the content of the informational aids. We used analysis of variance and paired t-tests to compare knowledge scores between arms. Results: There were 1500 completed surveys (300 in each arm). Mean knowledge scores were highest for the slideshows with voice-over (65.7%), followed by the animated videos (62.7%), comics (60.7%), text (57.2%), and control (50.3%). Differences between arms were statistically significant except between the slideshows with voice-over and animated videos and between the animated videos and comics. Informational aids that included an audio component (animated videos and slideshows with voice-over) had higher knowledge scores than those without an audio component (64.2% vs 59.0%, p < .0001). There was no difference between informational aids with a character-driven story component (animated videos and comics) and those without. Conclusion: Our results show that simple multimedia aids that use a dual-channel approach, such as voice-over with visual reinforcement, can improve participant knowledge more effectively than text alone. However, the relatively low knowledge scores suggest that targeted informational aids may be needed to teach some particularly challenging concepts. Nonetheless, our results demonstrate the potential to improve informed consent for research on medical practices using multimedia aids that include simplified language and visual metaphors.
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Wibawanti, Luluk, Alfiah Alfiah, Alfiah Alfiah, Sunaryo Sunaryo, and Sunaryo Sunaryo. "PENERAPAN MEDIA VIDEO ANIMASI DENGAN METODE INQUIRY DALAM PEMBELAJARAN MERINGKAS TEKS CERITA LEGENDA PADA KELAS VIII SMP IT DAARUT TAHFIDZ KARANGASEM KABUPATEN DEMAK TAHUN AJARAN 2020." JISABDA: Jurnal Ilmiah Sastra dan Bahasa Daerah, Serta Pengajarannya 2, no. 2 (2021): 44–49. http://dx.doi.org/10.26877/jisabda.v2i2.7766.

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This research is motivated by the lack of vocabulary that is known by students and the lack of media and learning methods so that the learning process becomes boring. The problem in this study is how the results of the application of video animation media with the inquiry method in summarizing the legend story text in class VIII SMP IT Daarut Tahfidz Karangasem, Demak Regency? The purpose of this study is to describe the application of animated video media with the inquiry method in summarizing the legendary text of the class VIII SMP IT Daarut Tahfidz Karangasem in the academic year of 2020. This study used a qualitative descriptive method. The results of the study based on the test scores show different percentages. Of the 28 students there is 1 student or 4% who have not completed and 27 students or 96% have completed. The class average score of the results of the test was 80.65. This value has reached the school's KKM score of 70.Thus, animated video media with the inquiry method in learning summarizes the legendary story text in class VIII SMP IT Daarut Tahfidz Karangasem, Demak Regency, 2020 academic year.
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Wahyuni, Sri. "THE EFFECT OF ANIMATED FILM ON STUDENTS’ ABILITY TO WRITE NARRATIVE TEXT AT CLASS X MIA 5 OF SMAN 9 KENDARI." Journal of Teaching English 4, no. 1 (2019): 66. http://dx.doi.org/10.36709/jte.v4i1.13904.

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Who registers in academic year 2014/2015. This research involved 40 students at class X. The instrument of this study was writing task in narrative genre. And the criteria of students‟ writing were assessed from five aspects of writing, namely content, organization, vocabulary, language use, and mechanic. The data were obtained by using two essay writing tests. They were pre-test and post-test. The pre-test was given before the treatment and the post-test was given after the treatment finished. The data of the pre-test and post-test were analyzed by means of descriptive and inferential statistics. After the data were tested and found to be normal, the hypothesis was tested using the analysis of paired sample test. The result showed that there was significant effect of students‟ writing ability after teaching by using audio visual media (animated film). It can be seen on the result of the hypothesis testing using paired sample test. The mean score of pre-test was 61.92 and mean score post-test was 75.63. Morever, as a result the probability value of .000 (p value) was less than the level of significant (p < .05). Therefore, it can be said that using audio visual media (animated film) gives significant effect to increase students‟ ability to write narrative text at class X Mia 5 of SMAN 9 Kendari. Keywords: Writing, Animated Film, Narrative Text
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Wibowo, Agus, Zulia Awaliana Muslikhah, and Nurul Atieka. "Layanan Informasi berbasis Media Film Animasi untuk Mengembangkan Kemampuan Pemecahan Masalah Siswa SMK." Indonesian Journal of Educational Counseling 4, no. 1 (2020): 57–64. http://dx.doi.org/10.30653/001.202041.119.

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THE USING OF ANIMATION FILM IN INFORMATION SERVICE TO IMPROVE PROBLEM SOLVING ABILITY OF VOCATIONAL SCHOOL STUDENTS. The use of animated film in information services aims to ensure that massage of information service can be well received by students, and students have good motivation in participating in services. This study aims to determine the effectiveness of film animation in information services to improve the ability to abilty of problem solve students of SMKN 3 Metro in the academic year 2019/2020. The research method used action research. The research subjects were 30 students. The research instrument is a test of problem solving skills. The results of the study were an increase in average achievement scores, in the first cycle the average score of students 'ability to solve problems was 19.5, and the second cycle was 24.19 and the difference in the scores of students' understanding scores in the second cycle with an ideal score of 7.05, in the first cycle the difference between the score with the ideal score is 11.75. Thus an increase between cycles I and II amounted to 4.70. The conclusion of the research is the animation film in information service effective to improve abilty problem solving of students SMKN 3 Metro academic year 2019/2020.
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Schilling, David A., Joerg Hennenlotter, Claus H. von Weyhern, et al. "DOES THE PCA3 SCORE DEPEND ON TUMOR LOCALIZATION WITHIN THE PROSTATE? - A MORPHOMETRIC COMPUTER ANIMATED ANALYSIS." Journal of Urology 181, no. 4 (2009): 655. http://dx.doi.org/10.1016/s0022-5347(09)61837-1.

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Wibisono, Hendar Ahmad, Robinson Situmorang, and Etin Solihatin. "PENGEMBANGAN VIDEO ANIMASI TUTORIAL UJIAN TANDA KECAKAPAN KHUSUS PRAMUKA SEKOLAH DASAR." Perspektif Ilmu Pendidikan 34, no. 2 (2020): 125–36. http://dx.doi.org/10.21009/pip.342.7.

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Minimnya media instruksional sebagai salah satu sumber belajar materi kepramukaan di sekolah, menjadi latar belakang dilakukannya penelitian ini. Penelitian pengembangan ini bertujuan untuk mengembangkan media pembelajaran video animasi tutorial ujian Tanda Kecakapan Khusus (TKK) wajib pramuka tingkat penggalang, sebagai salah satu sumber belajar dalam ujian TKK wajib dalam kegiatan kepramukaan. Model metode pengembangan yang digunakan adalah model pengembangan ADDIE. Penelitian pengembangan ini menghasilkan sebuah media pembelajaran Video Animasi Tutorial Ujian TKK Wajib Pramuka dalam bentuk video animasi .mp4 yang dapat dioperasikan pada perangkat keras yang memiliki fitur pemutar media digital, seperti; smartphone dan notebook. Video animasi tutorial ini juga disertai buku pedoman penyelenggaran dan Lembar Kerja Siswa (LKS) sebagai pelengkap produk media instruksional. Pada tahap pengembangan, video animasi tutorial ini telah diuji oleh ahli materi yang memiliki kualifikasi di bidang kepramukaan dan ahli media, dengan hasil “baik”. Adapun dalam tahap implementasi dan evaluasi, video animasi tutorial ini telah diuji oleh praktisi pembelajaran dan pengguna, hasilnya adalah video animasi tutorial dapat menjadi acuan dalam kegiatan kepramukaan untuk penyelenggaraan ujian TKK wajib tingkat penggalang yang dibuktikan dengan adanya peningkatan nilai pada saat tes awal dibandingkan dengan nilai pada saat tes akhir dalam asesmen kegiatan kepramukaan.The lack of instructional media as scouting material learning resources in schools become the reason in conducting this research. This study aims to develop an animated video tutorial of advancement badges test for boyscout, as one of learning resources for scouting. The development model method used was ADDIE. This research produced an animated video tutorial of advancement badges test for boyscout in .mp4 video format which can be operated on hardware that has a player feature, such as; smartphone and notebook. This animated video tutorial is accompanied by a manual book and student worksheet as a complementary to instructional media products. At step of development, This animated video tutorial has been tested by qualified material and media experts of scouting, which results “good”. As for the implementation and evaluation stages, this video has been tested by learning practition and users. The result from this stage recommends that the animated video tutorial can be used as a reference for advancement badges test for boyscout. It was proven by an increasing score at the time of the pretest compared to the score at the end of posttest assessment of scouting activities.
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Miranda, Dian. "PENGEMBANGAN VIDEO ANIMASI BERBASIS KARAKTER CINTA TANAH AIR UNTUK ANAK USIA DINI." Jurnal Visi Ilmu Pendidikan 11, no. 2 (2019): 12. http://dx.doi.org/10.26418/jvip.v11i2.32565.

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AbstrakThe aim of this study is to develop animated characters based on love of homeland for early childhood. The research method used in this study is R & D research. The development model in this study refers to the 4D research and development model (four-D). According to Thiagarajan (1974) the 4D research and development model consists of 4 main stages, namely define, design, develop, and disseminate. The data analysis technique used in this study is a mixed analysis technique that is a combination of qualitative analysis and quantitative analysis. The results of video validation carried out by 4 validators were an average of 2.8 with a maximum score of 3, included in the very feasible category used as learning media to develop the character of love for the homeland in early childhood.Kata Kunci: animated video, the character of love for the homeland
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Gabrielli, S., J. Karim, B. Torabi, et al. "P095: Bridging knowledge gaps in anaphylaxis management through a video-based educational tool." CJEM 22, S1 (2020): S99. http://dx.doi.org/10.1017/cem.2020.301.

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Introduction: Cases of anaphylaxis in children are often not appropriately managed by caregivers. We aimed to develop and to test the effectiveness of an education tool to help pediatric patients and their families better understand anaphylaxis and its management and to improve current knowledge and treatment guidelines adherence. Methods: The GEAR (Guidelines and Educational programs based on an Anaphylaxis Registry) is an initiative that recruits children with food-induced anaphylaxis who have visited the ED at the Montreal Children's Hospital and at The Children's Clinic located in Montreal, Quebec. The patients and parents, together, were asked to complete six questions related to the triggers, recognition and management of anaphylaxis at the time of presentation to the allergy clinic. Participants were automatically shown a 5-minute animated video addressing the main knowledge gaps related to the causes and management of anaphylaxis. At the end of the video, participants were redirected to same 6 questions to respond again. To test long-term knowledge retention, the questionnaire will be presented again in one year's time. A paired t-test was used to compare the difference between the baseline score and the follow-up score based on percentage of correct answers of the questionnaire. Results: From June to November 2019, 95 pediatric patients with diagnosed food-induced anaphylaxis were recruited. The median patient age was 4.5 years (Interquartile Range (IQR): 1.6–7.4) and half were male (51.6%). The mean questionnaire baseline score was 0.77 (77.0%, standard deviation (sd): 0.16) and the mean questionnaire follow-up score was 0.83 (83.0%, sd: 0.17). There was a significant difference between the follow-up score and baseline score (difference: 0.06, 95% CI: 0.04, 0.09). There were no associations of baseline questionnaire scores and change in scores with age and sex. Conclusion: Our video teaching method was successful in educating patients and their families to better understand anaphylaxis. The next step is to acquire long-term follow up scored to determine retention of knowledge.
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Schilling, D., J. Hennenlotter, C. H. Von Weyhern, et al. "26 DOES THE PCA3 SCORE DEPEND ON TUMOR LOCALIZATION WITHIN THE PROSTATE? A MORPHOMETRIC COMPUTER ANIMATED ANALYSIS." European Urology Supplements 9, no. 2 (2010): 42. http://dx.doi.org/10.1016/s1569-9056(10)60034-6.

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Suhandi, Andi, and Muhamad Nur. "PENGARUH BUTIR SOAL DALAM FORMAT ANIMASI TERHADAP HASIL TES PEMAHAMAN KONSEP PEMBIASAN CAHAYA." Jurnal Pengajaran Matematika dan Ilmu Pengetahuan Alam 15, no. 1 (2015): 40. http://dx.doi.org/10.18269/jpmipa.v15i1.294.

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This study investigates the effect of computer animation on assessment of conceptual understanding in refraction phenomena. An instrument was developed by replacing static pictures and descriptions of ray motion on refraction phenomena with computer animations, a commonly used pencil and paper test. Both quantitative and qualitative data were collected. The animated and static versions of the test were given to students and the results were statistically analyzed. The questionnaire was also conducted to provide the student responses about using of animated version test on assessment of conceptual understanding in refraction phenomena. The results suggest that the use of the animation version of the test can be improving score of the conceptual understanding test in refraction phenomena. In general, students had a better understanding of the intent of the question when viewing an animation and gave an answer that was more indicative of their actual understanding, as reflected in the response of the questionnaire.Keywords: animation version test, conceptual understanding test, refraction phenomena
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Bourgou, Soumaya, Soumeyya Halayem, Isabelle Amado, et al. "Theory of mind in adolescents with early-onset schizophrenia: correlations with clinical assessment and executive functions." Acta Neuropsychiatrica 28, no. 4 (2016): 232–38. http://dx.doi.org/10.1017/neu.2016.3.

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ObjectiveWe examined Theory of Mind (ToM) abilities in adolescents with early-onset schizophrenia (EOS) and their correlation with clinical findings and Executive Functions (EF).MethodsThe ToM abilities of 12 adolescents with EOS were compared with those of healthy participants matched in age and educational level. The Moving Shapes Paradigm was used to explore ToM abilities in three modalities: random movement, goal-directed movement and ToM – scored on the dimensions of intentionality, appropriateness and length of each answer. EF was tested using Davidson’s Battery and the clinical psychopathology with the Positive and Negative Syndrome Scale (PANSS).ResultsAdolescents with EOS were significantly more impaired than controls in the three dimensions evaluated for the goal-directed and ToM modalities. Regarding the random movement modality, the only difference was in appropriateness (p<0.01). No correlation with age or level of education was evident for ToM skills. Total PANSS score was negatively correlated with appropriateness score for the goal-directed (p=0.02) and ToM modalities (p=0.01). No correlation existed between performance in the ToM Animated Tasks and positive, negative or disorganisation PANSS subscores. No correlations were found among the three scores in the Moving Shapes Paradigm and any measures of the accuracy of the three tasks assessing EF.ConclusionOur results confirm previous findings of ToM deficits in adult individuals with schizophrenia and attest the severity of these deficits in patients with EOS.
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Lukman, Aprizal, Dwi Kurnia Hayati, and Nasrul Hakim. "Pengembangan Video Animasi Berbasis Kearifan Lokal pada Pembelajaran IPA Kelas V di Sekolah Dasar." Elementary: Jurnal Ilmiah Pendidikan Dasar 5, no. 2 (2019): 153. http://dx.doi.org/10.32332/elementary.v5i2.1750.

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This study aims to develop a video animation of science learning materials on water recycling and natural events. The development model used is the DDD-E model. The product developed wasvalidated by the material validator and the media validator, two and three times, respectively. Thenthe product is revised according to the suggestions and validator input. The final validation resultsindicate the product is worth testing with an average score of 4.6 which is included in the highlyvalid criteria. After that, an animated video product is tested on elementary school students to findout the practicality of the media
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Juditya, Silvy, and Riska Noor Aprila. "Pembelajaran Gerak Dasar Shooting Melalui Penerapan Model Jigsaw Berbasis Media Animasi." TEGAR: Journal of Teaching Physical Education in Elementary School 1, no. 2 (2018): 53. http://dx.doi.org/10.17509/tegar.v1i2.11939.

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Penelitian ini bertujuan untuk mengetahui adakah perbedaan hasil belajar peserta didik pada keterampilan gerak shooting dalam permainan sepakbola pada mata pelajaran pendidikan jasmani olahraga dan kesehatan setelah diajar menggunakan penerapan model Jigsaw berbasis animasi jika dibandingkan dengan model jigsaw tanpa berbasis animasi di SMA negeri 1 Margaasih Kabupaten Bandung. Metode penelitian yang digunakan adalah metode penelitian eksperimen, dengan desain One Control Group Design. Populasi penelitian adalah seluruh siswa kelas XI IPS dan sampel XI IPS 2 yang berjumlah 40 siswa dibagi dua yaitu kelompok kontrol (20 siswa) dan siswa kelompok ekperimen (20 siswa). Pembelajaran di kelompok eksperimen menggunakan model jigsaw berbasis animasi, sedangkan dalam kegiatan pembelajaran kelas kontrol menggunakan model jigsaw tanpa berbasis animasi. Pengambilan sampel menggunakan teknik simple random sampling. Data diperoleh dari hasil tes yang diberikan kepada siswa berupa tes keterampilan gerak dasar shooting pretest yang diberikan sebelum proses pembelajaran dan posttest yang diberikan diakhir proses pembelajaran. Terbukti dari hasil pembelajaran pada kelompok kontrol dengan rata – rata skor pre test 26,45, post test 27,2, Hasil pembelajaran pada kelompok eksperimen yang diperoleh skor rata-rata pre test 25,85, post test 33,35. Jadi terdapat perbedaan antara penerapan model jigsaw berbasis animasi terhadap keterampilan gerak dasar shooting dalam permainan sepak bola mata pelajaran pendidikan jasmani kesehatan dan olahraga di SMA Negeri 1 Margaasih. AbstractThis study aims to determine whether there are differences in student learning outcomes on shooting skills in soccer games on physical education subjects sports and health after being taught using the application of animated Jigsaw-based models when compared with the jigsaw model without animated based in SMA Negeri 1 Margaasih Bandung regency. The research method used is experimental research method, with the design of One Control Group Design. The study population was all students of class XI IPS and sample XI IPS 2 which amounted to 40 students divided by two ie control group (20 students) and students of experimental group (20 students). The learning in the experimental group used animated jigsaw model, whereas in the control class learning activity using jigsaw model without animation based. Sampling used simple random sampling technique. Data obtained from test results given to students in the form of basic shooting pretest motion skills test given prior to the learning process and posttest provided at the end of the learning process. Evident from result of learning in control group with mean of pre test score 26,45, post test 27,2, result of study in experiment group obtained pretest average score 25,85, post test 33,35. So there is a difference between the application of animated jigsaw-based models to basic shooting motion skills in soccer education and physical education in SMA Negeri 1 Margaasih.
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Indriani, Rini Sri, Yuli Mulyawati, and Mira Mirawati. "PENGGUNAAN MEDIA ANIMASI TULISAN TANGAN UNTUK MENINGKATKAN KETERAMPILAN MENULIS KARANGAN DESKRIPSI PADA MAHASISWA." JPPGuseda | Jurnal Pendidikan & Pengajaran Guru Sekolah Dasar 3, no. 1 (2020): 56–60. http://dx.doi.org/10.33751/jppguseda.v3i1.2019.

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USE OF HAND WRITING ANIMATION MEDIA TO IMPROVE WRITING SKILLS DESCRIPTION OF DESCRIPTION IN STUDENTSOne of the functions of the Indonesian Language and Literature Learning course in general is as a means of increasing knowledge and skills in Indonesian language to gain and develop science, technology, and art. This research was conducted on November 20, 2019 in Class 5D PGSD FKIP UNPAK with a total of 26 people consisting of 3 men and 23 women, Odd Academic Year 2019-2020. The results of research that researchers do are processed using descriptive statistics. Based on research conducted on the assessment of descriptive essays using Handwriting Animation media, the recapitulation results are obtained as follows: For the content or ideas expressed, obtained a score of 77 with very good criteria. Content organizations score 78 with Very Good criteria. Grammar scores 78 with Very Good criteria. Style: choice of structure and vocabulary scored 76 with Very Good criteria. Results of recapitulation Assessment of the use of animated media Handwriting on the making of descriptive essays for indicators of the suitability of the material 100% of students are in conformity so that the criteria are Very Good ,. The duration of making animation 100% in accordance with the time that has been set is a maximum of 30 minutes so the criteria are Very Good. The beauty of the appearance in Handwritten animation that has been made is only 75% with the criteria Very Good. Posts that are made get 100% accordingly so that the criteria are very good..
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Widiyana, Andika, Risya Pramana Situmorang, and Marisa Christina Tapilouw. "Development of Animated Media-based Discovery Learning to Improve Scientific Literacy Content for Senior High School Students in Human Circulatory System Material." JURNAL PENDIDIKAN SAINS (JPS) 9, no. 1 (2021): 69. http://dx.doi.org/10.26714/jps.9.1.2021.69-80.

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This study aims to: 1) develop animation media-based Discovery Learning on the circulatory system material, 2) determine the feasibility of the media-based Discovery Learning on the circulatory system material, and 3) examine the effectiveness of the media in increasing the dimensions of scientific literacy on content dimension in class XI IPA SMA. This type of research is research and development using the ADDIE model as steps for product development. The test instrument is used to measure the content dimension of scientific literacy content. The subjects of this study were high school students of class XI Science with a total of 30 students at Yasiha Gubug by taking purposive sampling. The media is validated by the validator of media experts, material experts, and Biology teachers as a user. The results of media expert' validation concluded that media was valid with a score of 83.19% and material expert judgment obtained a score of 82.77% included a valid category. Test the effectiveness of the product using paired sample t-test with the acquisition of 0,000 <0.05 means that the animation media-based Discovery Learning is significant to the content dimension of scientific literacy. Based on the N-gain test, animation media-based Discovery Learning can also increase the content dimension of scientific literacy of score 52% with enough categories.
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Abe, Naoko, Jean-Paul Laumond, Paolo Salaris, and Florent Levillain. "On the use of dance notation systems to generate movements in humanoid robots: The utility of Laban notation in robotics." Social Science Information 56, no. 2 (2017): 328–44. http://dx.doi.org/10.1177/0539018417694773.

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This article raises the issue of collaboration between the field of dance and that of robotics. Dance notation systems are developed in the choreographic field as a method to describe and record human movements. Translating movements into symbols is of particular concern for computer science and robotics, which are interested in generating anthropomorphic motions in robots or animated avatars. We examine different research projects on the use of Laban notation for this purpose, and present our own attempt at generating dance movements in a humanoid robot from a Laban score. We discuss the interests and difficulties related to the use of a dance notation system in a robotic context.
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Nurmawati, Luluk. "Pengaruh Film Animasi adit dan Sopo Jarwo terhadap Perkembangan Moral." Jurnal Inovatif Ilmu Pendidikan 1, no. 2 (2021): 137–51. http://dx.doi.org/10.23960/jiip.v1i2.21783.

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This Objective of this research was description the effect of the animated film "Adit and Sopo Jarwo" on moral development in children of group B kindergarten Dharma Wanita Gentong Paron Ngawi Academic Year 2018/2019. This research method uses pre-experimental design with one-group type pre-test post-test design. The subjects of the study were Children of group B of the Dharma Wanita Gentong Paron Ngawi Kindergarten, with 15 children consisting of 9 boys and 6 girls. Data collection techniques are observation, interviews and documentation. Data analysis techniques used parametric statistics with the t test or t-test for small samples that are interconnected. The results of this study indicate that there is an increase in the average score of the moral development of children of group B before and after treatment, ie 48.21 to 70.83. i.e. shows that t_ (count) = 7.68 and t_table = 2.14 where t_ (count)> t_tabel (7.68> 2.14) so that the null hypothesis (H_0) is rejected while the alternative hypothesis (H_a) is accepted. It can be concluded that there is a significant influence of the animated film "adit and sopo jarwo" on moral development in group B kindergarten children Dharma Wanita Gentong Paron Ngawi.
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Effendi, Diana. "Pembelajaran Angklung untuk SLB Bagian B Tuna Rungu Menggunakan Colouring Score Berbasis Multimedia." Dinamisia : Jurnal Pengabdian Kepada Masyarakat 3, no. 2 (2020): 205–13. http://dx.doi.org/10.31849/dinamisia.v3i2.3116.

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The introduction of angklung music especially for deaf students is done by replacing numeric notes with various hand movements by the teacher. It takes two teachers to produce harmonious music with one teacher focusing on melody and the other teacher focusing on chords. However, hand movements are still limited to ordinary notes. The teacher's hand movements do not yet include the crescendo and decrescence notes. In addition, if one of the teachers is unable to attend, it cannot produce a harmonious music. To overcome this, multimedia-based angklung learning aids and android-based applications are made, where multimedia allows an angklung game to be carried out without the help of a trainer. So that it can replace the score that is usually designated by a trainer, it can be replaced with an animated color change (colouring score) when the angklung tone is played. In this study using the Development Research method, the procedures in this study are (1) determining the concept (concept), (2) Media Design (Design), (3) Material Collection (Material Collecting), (4) Manufacturing Process (Assembly) , and (5) (Testing) .In this study identified the needs of users (trainers and angklung players), designing application story boards that are used as a reference at the implementation stage.This learning activity does not replace the role of the trainer, but only as a media alternative in carrying out angklung training activities.
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Krisanti, Evantina. "Improve Sciences Learning Outcomes Using Animation Media in 5th Grade Elementary School Students." Social, Humanities, and Educational Studies (SHEs): Conference Series 3, no. 3 (2020): 897. http://dx.doi.org/10.20961/shes.v3i3.46085.

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<p><em>The purpose of this study was to improve student learning outcomes in science muple grade V elementary schools with animated media assisted by google meet. The research conducted was a Classroom Action Research (</em><em>PTK</em><em>) in three cycles, with each cycle consisting of one meeting. The stages of each cycle are planning, implementing, observing, evaluating, and reflecting. At each meeting, an evaluation is carried out to find out the development of students. In the first cycle, the students' average score was 74.61. In the second cycle, the students' average score was 91.53. In the third cycle, the average value of students was 96.92. These results indicate that animation media can improve student learning outcomes, especially science muple class V at SDN Ketitang Wetan 01.</em><em></em></p>
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Terwee, Caroline B., Charlotte Coopmans, Wilfred F. Peter, et al. "Development and Validation of the Computer-Administered Animated Activity Questionnaire to Measure Physical Functioning of Patients With Hip or Knee Osteoarthritis." Physical Therapy 94, no. 2 (2014): 251–61. http://dx.doi.org/10.2522/ptj.20120472.

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Background Physical functioning of patients with hip or knee osteoarthritis is measured by self-report questionnaires and performance-based tests. However, performance-based tests often are not feasible. Objective The aim of this study was to develop a computer-administered questionnaire (ie, the Animated Activity Questionnaire [AAQ]) to measure physical functioning in patients with hip or knee OA. By showing animations of activities, the influence of the patient's own reference frame is minimized. The AAQ measures the same aspects of physical functioning as performance-based tests do. Design This was a development and preliminary validation (cross-sectional) study. Methods A pilot version of the AAQ was developed using motion capture to analyze the movement of a person performing 7 daily activities. Different animations of the same activity were made with 2 to 5 levels of difficulty. For each activity, participants were asked to choose one animation that best corresponds to their own way of performing the activity. A preliminary validation study was performed to compare the AAQ with validated self-report questionnaires (Knee Injury and Osteoarthritis Outcome Score, Hip Disability and Osteoarthritis Outcome Score, and questionnaires on walking, stair climbing, and rising and sitting down) and performance-based tests (walking, Timed “Up & Go” Test, Timed Stair Test) in 33 patients with hip or knee osteoarthritis. Results As expected, the AAQ showed a correlation above .70 (.79, 95% confidence interval=.61–.89) with the total score of the performance-based tests. On the subscore level, the results were partly as expected. Fifty-eight percent of the participants preferred the AAQ over self-report questionnaires and performance-based tests. Limitations The findings need to be replicated in larger samples of patients because the sample size of the study was rather small. Conclusion The AAQ might be a good alternative for measuring physical functioning of patients with hip or knee osteoarthritis. The AAQ can easily be adapted for use in other patient populations. However, further development and validation are needed.
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Rossi, Marina B., Rui Carlos N. Baptista, Rosali Isabel B. Ohl, Tania A. M. Domingues, Alba Lucia B. L. de Barros, and Juliana De Lima Lopes. "Development and validation of educational videos addressing indwelling catheterization." Journal of Nursing Education and Practice 9, no. 3 (2018): 109. http://dx.doi.org/10.5430/jnep.v9n3p109.

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Objective: Developed and validate educational videos addressing the female and male indwelling catheterization techniques in adult patients.Methods: Methodological study divided into two stages: development and validation of a script and the filming, editing and validation of videos. The script was written in the storyboard format, which was validated by eight nurse experts using the Delphi technique. The educational videos were filmed according to this validated script and were validated by 71 undergraduate nursing students using a five-point Likert scale.Results: The final script was composed of eight items: concept, reasons, material, instructions, male and female indwelling catheterization, indwelling catheter care, and complications. Five rounds were needed for the script to be validated by experts, a process that lasted nine months. The scenes were filmed, edited and inserted in the animated texts. The final versions were watched by 71 first-year undergraduate nursing students from a public university located in São Paulo. The mean scores assigned by the students to the eight items were greater than four. The item that obtained the highest mean was “complications related to indwelling catheterization”, with a mean score of 4.80. The item with the lowest score was “reasons” with a mean of 4.38. Assessment of the set of items (“did you understand this video?”) also obtained a mean score of 4.38. Agreement among students was also significant (p < .001).Conclusions: The script was developed and validated by experts, while the educational videos that resulted from this script were validated by first-year undergraduate nursing students.
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Tucker, Katherine, Stephanie Sullivan, Katie Allman, Luz Cuaboy, and Paola A. Gehrig. "A prospective trial of standard versus multimedia counseling in patients undergoing endometrial cancer surgery." Journal of Clinical Oncology 38, no. 15_suppl (2020): 2067. http://dx.doi.org/10.1200/jco.2020.38.15_suppl.2067.

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2067 Background: A patient’s understanding of surgery is often limited, especially in the setting of complex oncologic procedures. A recent review found that interventions such as the use of written materials, videos, and websites, improve patients’ knowledge of the procedure and their satisfaction with decision making. We sought to determine if a video-based approach in patients undergoing robotic endometrial cancer staging improves satisfaction with perioperative counseling. Secondary objectives were physician satisfaction, patient comprehension, and visit length. Methods: From 2018-2019, patients were randomized to standard physician education or multimedia-based education, which included watching two novel animated videos followed by focused physician counseling. Basic demographic information was collected. Patient satisfaction was assessed using the Client Satisfaction Questionnaire-8 (CSQ-8, a validated satisfaction survey, scored 8-32) and a global satisfaction score (10-point scale). Physician satisfaction was assessed using a global satisfaction score. Comprehension was assessed with a 9 question survey at 3 time points. Descriptive statistics were used to compare groups. Results: Of 76 patients randomized, the majority were Caucasian (68%), 50-70 years old (70%), and had at least some college education (75%). Most patients had undergone prior surgery (83%) and one fourth had a prior cancer diagnosis. Demographic variables and surgical history were similar between groups. The video patients reported higher satisfaction on the CSQ-8 (31.57 ± 1.02 vs 30.62 ± 2.09, p < 0.05) and global satisfaction score (9.95 ± 0.23 vs 9.74 ± 0.55, p < 0.05). There was no difference in comprehension scores between groups at either the initial or postoperative visit. At the time of surgery, comprehension scores were higher in the standard education group compared to the video group (p < 0.01). There was no difference in physician satisfaction between groups. Among the video group, there was improvement in physician satisfaction between the first and second half of patients enrolled (p < 0.05). There was no difference in visit length. Conclusions: While multimedia education improved patient satisfaction in the preoperative setting, this was not clinically significant. Provider satisfaction improved over time with the use of a video aid. Multimedia education may be implemented in perioperative counseling based on provider preference and consideration should be made for further study of satisfaction after the initial implementation period. Clinical trial information: NCT03899441.
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Widayanti, Anni, and Muntaha Muntaha. "ISLAMIC WEB COMICS AS VISUAL AID IN TEACHING ENGLISH FOR ISLAMIC SECONDARY SCHOOL STUDENTS." Indonesian Journal of Islamic Literature and Muslim Society 3, no. 1 (2019): 75. http://dx.doi.org/10.22515/islimus.v3i1.1298.

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The rise of technology has influenced the education field much. It creates the popularity of online material which can help students in the teaching and learning process. One of it is a web comic, a comic or cartoon published on the internet for everyone to view can be a unique gateway medium to explore visual narrative or story. It is one of the online materials which can attract students especially teenager to read and comprehend the message without feeling bored and realize that they study English. This study aimed to find out whether using Islamic Web Comics is effective in teaching English especially reading comprehension at Islamic secondary school in the Indonesian context. This study is a quasi-experimental with pretest and posttest design; two homogenous groups were selected as experimental and control group. Descriptive analysis and Independent t-test were used for analyzing the data obtained. The result showed that the mean score of the post-test score of the experimental class was 70.88 and control class was 64.69. It was obtained that t-test result was 2.26 higher (2.26 >1.99). It means Islamic Web Comics as visual aid was more effective in teaching English especially reading comprehensions than animated video presentation.
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Salim, Kalbin, and Dayang Hjh Tiawa. "Use of Instrument to Measure Student’s Understanding of the Concept of Light Refraction Using Animation Slide Show for Secondary School Students." International Journal for Innovation Education and Research 2, no. 10 (2014): 169–76. http://dx.doi.org/10.31686/ijier.vol2.iss10.257.

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The purpose of this study was to get an idea of the effect of the use of assessment instruments in the form of animation to test understanding of the concept of refraction of light. The method used is a quasi-experiment with design posttest only nonequivalent control group design. As a control group used items were in the form of paper and pencil tests. Study was conducted on a class X student of SMA Tanjungpinang in Provinsi Kepulauan Riau of academic year 2013/2014. Samples were selected two classes of seventh grade classes were randomly parallel, as a control group and experiment group. Sum of sample of 85 people with 42 people for a percentage of the control class and 43 people for classroom experiments. Data collected after the experimental class and control class equally get learning the refraction of light. Gain control class test in the form of paper and pencil test which amounts to about 20 numbers, and the experimental class to get the test in the form of the same animation and the number 20, numbers matter. The research instrument used was a questionnaire about the pretest and posttest design. Data analysis was conducted using inferential statistics using SPSS 17.Based on the results the average score of the experimental class 74% with a standard deviation of 14 and an average score of 31% control class with a standard deviation of 12. It can be concluded that the test results of students' understanding of the concept of refraction of light that gets items were significantly different in animated form compared to students who obtain items were in the form of paper and pencil test. Understanding students' test results in sub concepts Snell's law, a concave lens and a convex lens using items were in the form of animation is higher than the students who use the items were in the form of paper and pencil tests. Students agree with the use of items were in the form of animation on comprehension tests concept of refraction of light. Students stated that the items were animated very interesting, a better understanding of the issue in question, to understand the purpose and content of questions, and a description of the problem becomes clearer. The use of items was suggested in the form of animation to be developed on other concepts in physics learning.
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Gouttebarge, Vincent, Charlotte Cowie, Edwin Goedhart, et al. "Educational concussion module for professional footballers: from systematic development to feasibility and effect." BMJ Open Sport & Exercise Medicine 5, no. 1 (2019): e000490. http://dx.doi.org/10.1136/bmjsem-2018-000490.

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ObjectivesTo describe: (1) how we developed a concussion module and (2) whether the concussion module is feasible (in terms of relevance, added value and suitability) and enhances knowledge and changes attitude of professional footballers about concussion.Developing the concussion moduleWe developed the concussion module based on two structured and systematic processes. First, our needs assessment (questionnaire and interviews) in professional football (especially players) revealed that a 5–10 min concussion module was needed, ideally disseminated during club visits. Second, the objectives were defined (from published literature and by experts) as to disseminate essential information about what concussion is (definition), how to recognise it and the importance of removing a player with (suspected) concussion from the football field. We included an introductory video featuring a high-profile professional footballer and an animated educational component on defining concussion, recognising it and removing affected players from the field.Feasibility and effectA quasiexperimental study (pretest post-test design) was conducted among 61 professional footballers. These players were asked to complete two questionnaires related to knowledge about and attitude towards concussion and feasibility of the module: one before and one after viewing the concussion module. Potential increase in knowledge and attitude was explored by comparing the pretest and post-test scores of the Rosenbaum Concussion Knowledge and Attitudes Survey with the non-parametric Wilcoxon signed-rank test (p<0.05). The mean knowledge score of the participants was stable between tests (Z=213; p=0.16), while mean attitude score increased significantly (Z=331; p=0.01). Nearly all participants (85%–100%) were positive about the relevance, added value, duration and form of the concussion module.ConclusionThe developed educational concussion module leads to better attitude of professional footballers towards concussion.
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Nasir, Muhammad, Rizo Budi Prastowo, and Riwayani Riwayani. "Design and Development of Physics Learning Media of Three Dimensional Animation Using Blender Applications on Atomic Core Material." JOURNAL OF EDUCATIONAL SCIENCES 2, no. 2 (2018): 23. http://dx.doi.org/10.31258/jes.2.2.p.23-32.

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The Aims of this study is to design and build a three dimensional animated physics learning media on the atomic core material using blender application for High School Physics learning media for atomic core material is already exist but still in the form of two dimensions, so it less of visualize actual concept. This research used three-stage of development research. The first stage is the design stage of the media by using instructional design model type ADDIE. The second stage is the stage of media development using the blender application. The third stage is the stage of validation and reliability. Respondents amounted to 54 people consisting of 5 experts (Expert), 11 teachers (user experts), 20 teachers (users) and 18 students (users). Aspects assessed are pedagogic, content and technical. Data collection technique is questionnaire. The results showed the validity score of experts 4.515 which means the learning media is valid with very high category. The Cronbach alpha value of the teacher as user is 0.950 and from student as user is 0.889. it indicated that the media is reliable.
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Novita, Lina, Entis Sutisna, and Khansa Rohadatul’Aisy Rabbani. "Penggunaan Media Pembelajaran Animasi Terhadap Hasil Belajar Subtema Manusia Dan Lingkungan." JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan 4, no. 3 (2020): 293. http://dx.doi.org/10.26858/jkp.v4i3.14669.

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The background of this research was a lack of learning outcomes of human and environmental sub-themes. The purpose of this research was to increase the effectiveness of learning outcomes using animation-learning media (experimental class) and without media (control class) on the human and environmental sub-theme in fifth grade. The subjects of this research were 5th grade, totaling 74 students. The analysis technique used the analysis prerequisite test that included the normality test, homogeneity test, and hypothesis test with the t-test. The results of this research showed that there was a significant difference in the mean N-gain values of the learning outcomes of the experimental class and the control class. The average score of N-gain in the experimental class was 74 with a mastery of learning outcomes 97, 29%, while the average score of N-gain in the control class was 64 with a mastery of learning outcomes 81, 08%. The results of the calculation statistical hypothesis test that showed t value (3, 25) was higher than t table (2, 000) with dk 72, and the significant formula α = 0, 05, from these results showed that Ho is rejected and Ha was accepted. Based on the results of this research, it can be concluded that there was an influence of the use of animated learning media on the learning outcomes of the sub-theme of humans and the environment in fifth grade at elementary school.
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Martin-Gutierrez, Jorge, Marta Sylvia Del Rio Guerra, Vicente Lopez-Chao, René Hale Soto Gastelum, and Jose Fernando Valenzuela Bojórquez. "Augmented Reality to Facilitate Learning of the Acoustic Guitar." Applied Sciences 10, no. 7 (2020): 2425. http://dx.doi.org/10.3390/app10072425.

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Many people wishing to learn a musical instrument opt to learn using alternative or informal methods instead of the traditional Master–Apprentice model that requires a greater cognitive load. This paper presents an augmented reality (AR)-based application designed to teach and train guitar chords, with the novelty that it is also used to teach short melodies consisting of four chord transitions so that users have to change hand and finger positions. The app uses high-quality 3D models of an acoustic guitar and animated hand to indicate correct finger positions and the movements required when changing from one chord to another. To follow the animated instructions, the learner overlaps the 3D model onto the neck of the physical guitar and his or her own hand. A system usability scale (SUS) questionnaire was used to measure the usability of the application. A score of 82.0 was obtained, which is higher than the average of 68 points that indicates the application is good from a user experience perspective, thus satisfying the purpose for which it was created. Having analysed the data for both groups—individuals with no prior experience of playing a musical instrument versus individuals with prior experience—it was concluded that the application provided a useful learning approach for all participants involved in the study, regardless of experience. That said, those possessing prior experience of playing an instrument learnt faster. It should be noted that the research revealed significant difference in learning by gender, with male participants learning faster than female participants. Similar results have been detected in other research performed in the field of music, as well as in other fields. As this study required spatial reasoning when viewing the 3D model, the differences identified this case may well have arisen as a consequence of differences in men and women’s spatial awareness, thereby leaving open an alternative line of research.
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Noraini, Noraini. "Increasing Activities and Learning Outcomes of Class X MIPA-1 SMAN 1 Danau Panggang through Collaboration of 3 Kinds of Discussion Instruments with Animated Product Assignments." Edunesia : Jurnal Ilmiah Pendidikan 2, no. 2 (2021): 527–33. http://dx.doi.org/10.51276/edu.v2i2.160.

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low activity and student learning outcomes in a class are influenced by several factors, one of which is because the behavior and learning models used by the teacher are not yet correct in implementing a learning process. These problems can affect the activity and completeness of student learning outcomes, so there needs to be special instruments that make them more active, especially on the subject of biology which contains many scientific names such as on the subject of Plantae. The purpose of this study was to determine the collaboration of three discussion instruments with the task of learning media products in the form of power points to increase student activity and student learning outcomes of class X MIPA-1 on the subject of Plantae. This research method uses comparative descriptive analysis with a qualitative approach using simple formulas in the form of calculating averages and percentages. The results of this study indicate that the class average score is 83.64 with the completeness of learning outcomes 90.91% with this value the completeness criteria can be categorized as achieved with student activity increasing from 73.21% to 96.63% with the criteria categorized as very good
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Heil, Lieke, Olympia Colizoli, Egbert Hartstra, et al. "Processing of Prediction Errors in Mentalizing Areas." Journal of Cognitive Neuroscience 31, no. 6 (2019): 900–912. http://dx.doi.org/10.1162/jocn_a_01381.

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When seeing people perform actions, we are able to quickly predict the action's outcomes. These predictions are not solely based on the observed actions themselves but utilize our prior knowledge of others. It has been suggested that observed outcomes that are not in line with these predictions result in prediction errors, which require additional processing to be integrated or updated. However, there is no consensus on whether this is indeed the case for the kind of high-level social–cognitive processes involved in action observation. In this fMRI study, we investigated whether observation of unexpected outcomes causes additional activation in line with the processing of prediction errors and, if so, whether this activation overlaps with activation in brain areas typically associated with social–cognitive processes. In the first part of the experiment, participants watched animated movies of two people playing a bowling game, one experienced and one novice player. In cases where the player's score was higher or lower than expected based on their skill level, there was increased BOLD activity in areas that were also activated during a theory of mind task that participants performed in the second part of the experiment. These findings are discussed in the light of different theoretical accounts of human social–cognitive processing.
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Schneider, Bohdan, Paulína Božíková, Iva Nečasová, Petr Čech, Daniel Svozil, and Jiří Černý. "A DNA structural alphabet provides new insight into DNA flexibility." Acta Crystallographica Section D Structural Biology 74, no. 1 (2018): 52–64. http://dx.doi.org/10.1107/s2059798318000050.

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DNA is a structurally plastic molecule, and its biological function is enabled by adaptation to its binding partners. To identify the DNA structural polymorphisms that are possible in such adaptations, the dinucleotide structures of 60 000 DNA steps from sequentially nonredundant crystal structures were classified and an automated protocol assigning 44 distinct structural (conformational) classes called NtC (for Nucleotide Conformers) was developed. To further facilitate understanding of the DNA structure, the NtC were assembled into the DNA structural alphabet CANA (Conformational Alphabet of Nucleic Acids) and the projection of CANA onto the graphical representation of the molecular structure was proposed. The NtC classification was used to define a validation score called confal, which quantifies the conformity between an analyzed structure and the geometries of NtC. NtC and CANA assignment were applied to analyze the structural properties of typical DNA structures such as Dickerson–Drew dodecamers, guanine quadruplexes and structural models based on fibre diffraction. NtC, CANA and confal assignment, which is accessible at the website https://dnatco.org, allows the quantitative assessment and validation of DNA structures and their subsequent analysis by means of pseudo-sequence alignment. An animated Interactive 3D Complement (I3DC) is available in Proteopedia at http://proteopedia.org/w/Journal:Acta_Cryst_D:2.
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Yali, Cheng, and Chen Kaiju. "Appropriation, Rewriting and Alienation: A Postcolonial Critique of Mulan." International Journal of Social Science Studies 9, no. 3 (2021): 82. http://dx.doi.org/10.11114/ijsss.v9i3.5226.

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Released in September, 2020, Mulan, a live-action film starring Liu Yifei, was adapted by Disney from the Ballad of Mulan[1]. The film was produced from its animated version Mulan (1998) which hit global box office amounting to 304 million with marvelous reputation. However, the live-action movie Mulan did not continue the brilliant results of the previous work. Instead, Mulan (2020) disappointed most Chinese audience[2] because historical facts and cultural values about Mulan were excessively appropriated, rewritten and alienated. Applying theories of Postcolonialism, this essay analyzes the live-action movie Mulan revealing the ethnocentric abuse of the target culture as the “other”: arbitrary appropriation, rewriting and distortion of its historical events and traditional values. Also, theories of popular culture will be used to analyze the cultural industry strategies applied in this unsuccessful film.[1]the Ballad of Mulan (Chinese: 木兰辞; pinyin: Mù lán cí), a famous folk song of the Northern Dynasty in China.[2]The investment in the live-action film Mulan is as high as US$200 million (about 1.4 billion RMB). As a result, the global box office is less than US$70 million. Also, the score in Douban is only 5.0 points. (the full mark is 10.)Sources:https://new.qq.com/rain/a/20201102A0J6EO00,https://movie.douban.com/subject/26357307/
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LeBlanc, Thomas William, Susan C. Locke, Kris Herring, et al. "A video decision aid to improve acute myeloid leukemia patients’ illness understanding: Results of a pilot trial." Journal of Clinical Oncology 37, no. 15_suppl (2019): 7040. http://dx.doi.org/10.1200/jco.2019.37.15_suppl.7040.

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7040 Background: Many acute myeloid leukemia (AML) patients harbor misunderstandings about their illness, overestimating both their likelihood of cure and risks of intensive therapies. Decision aids (DA) can improve illness understanding and reduce decisional conflict, but are not routinely used in AML. Methods: We developed an AML DA with input from patients, caregivers, clinicians, and laypersons, via the International Patient Decision Aids Standards (IPDAS) process. It includes 10 short animated videos with voiceovers, covering AML basics, etiology, outcomes, treatment paradigms, and risks/benefits of various treatment approaches. We enrolled 20 patients in a pilot feasibility and efficacy trial, with pre/post survey assessments of AML knowledge via an 18-item questionnaire, decisional conflict (Decisional Conflict Scale; DCS), anxiety (State Trait Anxiety Inventory, Short Form; STAI-6), and measures of DA usability and satisfaction. Results: Participants were a mean of 62.4 years old, 12 (60%) were male, 17 (85%) white, and 15 (75%) had newly-diagnosed disease. Mean time since AML diagnosis was 145 days (median 31; range 2-1092). 16 (80%) exhibited high-school-level understanding of medical terms per the REALM-SF, and participants on average exhibited moderate numeracy (mean score of 4.1 on the Subjective Numeracy Scale). All participants completed the study, exceeding our pre-determined feasibility threshold. AML knowledge scores generally improved, from a mean of 11.8 correct items on pre-test, to 15.2 on post-test assessment (p < 0.0001), with 80% of participants achieving improved scores. Struggles remained regarding patients’ understanding of the role that genetic tests play in AML care. There was no increase in anxiety after watching the videos, but decisional conflict was significantly reduced, from a mean of 28.5 at baseline to 22 in the post-test (p = .019). Participants reported high satisfaction and usability scores for the DA. Conclusions: Our AML decision aid exhibits favorable performance characteristics, with high satisfaction and usability, a marked increase in patient knowledge, and reduced decisional conflict. Further testing is warranted in a randomized trial. Clinical trial information: NCT03442452.
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Rabia Zakaria and Siti Choirul Dwi Astuti. "Media Counseling for Lactation Management During the Pandemic." EMBRIO 13, no. 1 (2021): 10–14. http://dx.doi.org/10.36456/embrio.v13i1.3297.

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During the pandemic babies should get breast milk because it has a high risk compared to the general population. Knowledge of lactation management during the pandemic is very necessary because it will determine the success of mothers in breastfeeding. However, in a pandemic situation direct counseling on lactation management cannot be done because it must keep a distance. Therefore, effective media is needed for counseling without making direct contact. The purpose of the research is to find out the most appropriate media to provide counseling on lactation management during the pandemic. This research is based on methods including correlation studies with quantitative approaches. Respondents in the study used 30 nursing mothers in Padengo Village and Poowo Village, Bone Bolango Gorontalo Regency. Respondents were taken randomly. The measuring instrument uses 30 questions that have been conducted validity and reliability tests. Respondents were given three different media for counseling on lactation management while breastfeeding, namely books, leaflets and powerpoints. Then knowledge is measured by questionnaires. As a result, the average knowledge of mothers who are given counseling using animated book media is better than leaflets and powerpoints. The results of the data analysis using Anova Test averaged the value of maternal knowledge given by the book media had the highest score of 23.90. Which means books are better for improving breastfeeding mothers' knowledge of lactation management compared to leaflets and powerpoints.
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Yuenyongviwat, Varah, and Jongdee Bvonpanttarananon. "Using a Web-Based Quiz Game as a Tool to Summarize Essential Content in Medical School Classes: Retrospective Comparative Study." JMIR Medical Education 7, no. 2 (2021): e22992. http://dx.doi.org/10.2196/22992.

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Background Kahoot! is a web-based technology quiz game in which teachers can design their own quizzes via provided game templates. The advantages of these games are their attractive interfaces, which contain stimulating music, moving pictures, and colorful, animated shapes to maintain students’ attentiveness while they perform the quizzes. Objective The aim of this study was to evaluate the use of Kahoot! compared with a traditional teaching approach as a tool to summarize the essential content of a medical school class in the aspects of final examination scores and the perception of students regarding aspects of their learning environment and of process management. Methods This study used an interrupted time series design, and retrospective data were collected from 85 medical students. Of these 85 students, 43 completed a Kahoot! quiz, while 42 students completed a paper quiz. All students attended a lecture on the topic of bone and joint infection and participated in a short case discussion. Students from both groups received the same content and study material, with the exception that at the end of the lesson, students in the Kahoot! group completed a quiz summarizing the essential content from the lecture, whereas the other group received a paper quiz with the same questions and the teacher provided an explanation after the students had finished. The students’ satisfaction was evaluated after the class, and their final examination was held 2 weeks after the class. Results The mean final examination score in the Kahoot! group was 62.84 (SD 8.79), compared to 60.81 (SD 9.25) in the control group (P=.30). The students’ satisfaction with the class environment, learning process management, and teacher were not significantly different between the 2 groups (all P>.05). Conclusions In this study, it was found that using Kahoot! as a tool to summarize the essential content in medical school classes involving a lecture and case discussion did not affect the students’ final examination scores or their satisfaction with the class environment, learning process management, or teacher.
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Evans, Anna, Mary Beth Vingelen, Candy Yu, Jennifer Baird, Paula Murray, and Pamela Bryant. "Nausea in Numbers: Electronic Medical Record Nausea and Vomiting Assessment for Children With Cancer." Journal of Pediatric Oncology Nursing 37, no. 3 (2020): 195–203. http://dx.doi.org/10.1177/1043454219900467.

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Purpose: Chemotherapy-induced nausea and vomiting (CINV) is a distressing, underrecognized effect of treatment that can occur in up to 80% of patients. The purpose of this quality improvement project was to evaluate the impact of implementation of a standardized nausea assessment tool, the Baxter Animated Retching Faces (BARF) scale, on nursing compliance with nausea assessment and the frequency and severity of patient-reported CINV for children with cancer. Method: The Plan-Do-Study-Act cycle was used to implement this practice change. With stakeholder support and hospital governance council approval, the BARF scale was introduced into the electronic medical record. Nurses were provided education about the assessment tool and were given badge buddy cards to prompt use of the tool, and workstation reminders were created. A root cause analysis was conducted to provide feedback for continuous quality improvement. Results: Retrospective, aggregate electronic medical record data from May 2018 to April 2019 were analyzed for assessment compliance, total number of admissions with vomiting episodes, and average BARF score. Over the 12-month implementation period, run charts demonstrated a shift in nursing practice with increased compliance in documented nausea assessments during the second 6-month period. There was not a significant decrease in patient-reported CINV. Conclusion: The use of standardized nausea assessments based on patient self-reporting can provide useful and consistent feedback for nurses and health care providers. This quality improvement project demonstrated increased compliance with nausea assessment documentation. Further studies are needed to demonstrate that improvements in nausea assessment may reduce the frequency and severity of CINV.
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te Kampe, R., A. Boonen, T. Jansen, et al. "AB0915-PARE DEVELOPMENT AND USABILITY OF A WEB-BASED PATIENT-TAILORED TOOL TO SUPPORT ADHERENCE TO URATE-LOWERING THERAPY IN GOUT PATIENTS." Annals of the Rheumatic Diseases 80, Suppl 1 (2021): 1479.1–1479. http://dx.doi.org/10.1136/annrheumdis-2021-eular.1500.

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Background:Adherence to prescribed urate-lowering therapy (ULT) among gout patients is considered to be among the poorest of all chronic conditions. eHealth programs can be a possible opportunity to foster ULT adherence.Objectives:This study describes the development and usability evaluation of a web-based tool to support ULT adherence among gout patients, specifically designed for a complement to usual care.Methods:The Integrated Change (I-Change) model was used as theoretical basis for the development. The model combines various socio-cognitive theories and differentiates between three phases: a pre-motivational, a motivational, and a post-motivational phase. In practices, the I-Change gout tool contains three sessions, following the three phases of the I-Change model. Patients receive tailored feedback based on their answers in the form of animated videos and text messages after each session, and are prompted to set specific goals and action plans for their ULT adherence. The content and development of the I-Change gout tool was determined along an iterative process within a steering group of clinicians and researchers, supported by patient interviews and gout specific literature related to key aspects of medication adherence behavior. A cross-sectional mixed methods design was used to test usability of the support tool consisting of a think aloud method and a usability questionnaire.Results:The steering group decided on the content of the three sessions of the I-Change gout tool. Depending on the intention to change ULT adherence behavior patients were navigated through the I-Change gout tool, patients with a low intention go through all 3 sessions and patients with a high intention go through the pre- and post-motivational session (figure 1). In total, the I-Change gout tool contains three sessions with 80 questions, 66 tailored textual feedback messages, and 40 tailored animated videos.Figure 1.Flowchart of the computer-tailored I-Change gout tool for urate-lowering therapy adherence.Twenty gout patients and seven healthcare professionals participated in the usability tests. The program end score rating for the gout tool was on average 8.4±0.9 (range 6-10) for patients and 7.7±1.0 (range 6-9) for healthcare professionals. Furthermore, participants reported a high intention to use and/or recommend the program in the future. Yet, participants identified some issues for further improvement of the systems user-friendliness by addressing barriers (e.g. more explicitly navigation) and weaknesses (e.g. technical and health literacy). The I-Change gout tool was updated according suggestions of improvements of the participants.Conclusion:This study provides initial support for the usability by patients and healthcare professionals of a ULT adherence I-Change gout tool. Further studies need to be conducted to assess its efficacy and (cost-) effectiveness in daily practice.Disclosure of Interests:None declared
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Baumann, L., M. Tengler, L. Piro, R. Blechschmidt-Trapp, and N. E. Piro. "Telemonitoring of patients with Parkinson’s disease using inertia sensors." Applied Clinical Informatics 05, no. 02 (2014): 503–11. http://dx.doi.org/10.4338/aci-2014-04-ra-0046.

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SummaryBackground: Medical treatment in patients suffering from Parkinson’s disease is very difficult as dose-finding is mainly based on selective and subjective impressions by the physician.Objectives: To allow for the objective evaluation of patients’ symptoms required for optimal dose-finding, a telemonitoring system tracks the motion of patients in their surroundings. The system focuses on providing interoperability and usability in order to ensure high acceptance.Methods: Patients wear inertia sensors and perform standardized motor tasks. Data are recorded, processed and then presented to the physician in a 3D animated form. In addition, the same data is rated based on the UPDRS score. Interoperability is realized by developing the system in compliance with the recommendations of the Continua Health Alliance. Detailed requirements analysis and continuous collaboration with respective user groups help to achieve high usability.Results: A sensor platform was developed that is capable of measuring acceleration and angular rate of motions as well as the absolute orientation of the device itself through an included compass sensor. The system architecture was designed and required infrastructure, and essential parts of the communication between the system components were implemented following Continua guidelines. Moreover, preliminary data analysis based on three-dimensional acceleration and angular rate data could be established.Conclusion: A prototype system for the telemonitoring of Parkinson’s disease patients was successfully developed. The developed sensor platform fully satisfies the needs of monitoring patients of Parkinson’s disease and is comparable to other sensor platforms, although these sensor platforms have yet to be tested rigorously against each other. Suitable approaches to provide interoper-ability and usability were identified and realized and remain to be tested in the field.Citation: Piro NE, Baumann L, Tengler M, Piro L, Blechschmidt-Trapp R. Telemonitoring of patients with Parkinson’s disease using inertia sensors. Appl Clin Inf 2014; 5: 503–511 http://dx.doi.org/10.4338/ACI-04-RA-0046
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Bakla, Arif. "A mixed-methods study of tailor-made animated cartoons in teaching punctuation in EFL writing." ReCALL 31, no. 01 (2018): 75–91. http://dx.doi.org/10.1017/s0958344018000046.

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AbstractDespite their potential benefits, teacher-created animated cartoons have not found much room in second-language (L2) research, probably due to some technical challenges involved in creating them. This paper reports the findings of a mixed-methods embedded experimental study, designed to test the impact of tailor-made animated cartoons on the correct use of common punctuation rules in English. The participants were 112 Turkish-first language (L1) learners of English, assigned to either the treatment or control group through random cluster sampling. The instructional materials in the treatment group included teacher-created animated cartoons, exercises designed using SCORM-compliant software, and a forum for discussions in Moodle. The participants in the control group, on the other hand, used PowerPoint presentations (PPTs) instead of animated cartoons and completed the same follow-up activities. Quantitative results suggested that the treatment and control groups’ post-test and late post-test scores significantly differed in favour of the former. Moreover, qualitative data from semi-structured interviews and document analysis revealed that the participants, especially those in the treatment group, viewed this learning experience highly positively. The findings globally imply that tailor-made animated cartoons might facilitate the learning of punctuation and help raise students’ awareness of it.
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van Hensbergen, Rosa. "Dance X Fase X Quad: Choreographic Seeing in Lucinda Childs, Anne Teresa de Keersmaeker, and Samuel Beckett." TDR/The Drama Review 63, no. 3 (2019): 108–27. http://dx.doi.org/10.1162/dram_a_00859.

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Minimalist lines often show up in philosophical and theoretical writings to diagram accounts of human perspective. But they also show up to do the opposite: to diagram the possibility of structures that precede or exceed a human perspective. By inhabiting scored lines as bodies in performance and simultaneously imagining what it is to score these lines from above, choreography can animate philosophical and theoretical approaches to perspective to reveal how multiple even minimal lines can become.
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Dawson, Cody, Parker Henley, Adam Schroeder, et al. "23 Effects of Rubber Matting on Cattle Locomotion Scores in Slatted Facilities." Journal of Animal Science 99, Supplement_1 (2021): 23. http://dx.doi.org/10.1093/jas/skab054.040.

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Abstract The objective was to determine effects of interlocking rubber floor matting in slatted indoor cattle feeding facilities on cattle locomotion. In experiment 1, Fall-born Angus × Simmental steers (N = 206; BW = 228 ± 34 kg) were blocked by weight and assigned to 32 pens. Pens were randomly assigned to 1 of 4 treatments: new Max Grip Animat matting (MG), new Animat Pebble matting (PEB), old Animat Pebble matting (OLD), and no matting/concrete slating (CONC). Steers were fed a common diet for 209 d with an average stocking density of 3.70 m2 per steer. Locomotion scores were assigned by two trained staff using a 0–3 scale of the Step-Up® Locomotion Scoring System (Zinpro, Eden Prairie, MN) throughout both experiments. There was no treatment by day interaction (P = 0.88) observed. Treatment affected (P < 0.01) locomotion scores with CONC being the greatest and MG, PEB, and OLD being lesser and not different from each other. Locomotion scores also increased (P < 0.01) over time. In experiment 2, Fall-born Angus × Simmental steers (n = 189; BW = 352 ± 43 kg) were blocked by weight and assigned to 21 pens. Pens were randomly assigned to 1 of 3 treatments: new Animat Pebble matting (PEB2), old Animat Pebble matting (OLD2), or no matting/concrete slating (CONC2). Steers were fed a common diet for 152 d with an average stocking density of 2.64 m2 per steer. There was no treatment by day interaction (P = 0.42) observed. However, both treatment and day affected (P ≤ 0.02) locomotion scores. Steers on CONC2 had the greatest locomotion score, while PEB2 and OLD2 were not different from each other. Locomotion scores were the greatest on d 152. Overall, results suggest new and old rubber floor matting improved locomotion scores of feedlot steers in slatted indoor cattle feeding facilities.
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Purwanti, Pio, Yus Darusman, and Riza Fatimah Zahrah. "Learning Using Animated Video Media to Improve Student Learning Outcomes." Social, Humanities, and Educational Studies (SHEs): Conference Series 4, no. 1 (2021): 47. http://dx.doi.org/10.20961/shes.v4i1.48565.

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<p><em>This research is based on the problems that occurred at SDN Margaluyu. Through observations that have been made at SDN Margaluyu that the learning process is less attractive without the use of media. The scores of students in social studies subjects are still much below the KKM with KKM IPS scores of 75. In connection with these problems, the researchers conducted research with the aim of improving learning outcomes in social studies using animated video media. The population of this study was grade IV students, amounting to 26 students. The sampling technique used was random sampling of 10 students. The method used is classroom action research. The data collection technique used multiple choice test sheets. Obtained from the results of the analysis in cycle I, the number of students who met the KKM was 6 students or 60%, while the results of the analysis in cycle II had an increase in all students completing the KKM or 100%. So it can be concluded that learning using animated video media can improve student learning outcomes in social studies subjects on economic activity material in class IV SDN Margaluyu.</em><em></em></p>
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Daly, C. J., J. M. Bulloch, M. Ma, and D. Aidulis. "A comparison of animated versus static images in an instructional multimedia presentation." Advances in Physiology Education 40, no. 2 (2016): 201–5. http://dx.doi.org/10.1152/advan.00053.2015.

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Sophisticated three-dimensional animation and video compositing software enables the creation of complex multimedia instructional movies. However, if the design of such presentations does not take account of cognitive load and multimedia theories, then their effectiveness as learning aids will be compromised. We investigated the use of animated images versus still images by creating two versions of a 4-min multimedia presentation on vascular neuroeffector transmission. One version comprised narration and animations, whereas the other animation comprised narration and still images. Fifty-four undergraduate students from level 3 pharmacology and physiology undergraduate degrees participated. Half of the students watched the full animation, and the other half watched the stills only. Students watched the presentation once and then answered a short essay question. Answers were coded and marked blind. The “animation” group scored 3.7 (SE: 0.4; out of 11), whereas the “stills” group scored 3.2 (SE: 0.5). The difference was not statistically significant. Further analysis of bonus marks, awarded for appropriate terminology use, detected a significant difference in one class (pharmacology) who scored 0.6 (SE: 0.2) versus 0.1 (SE: 0.1) for the animation versus stills group, respectively ( P = 0.04). However, when combined with the physiology group, the significance disappeared. Feedback from students was extremely positive and identified four main themes of interest. In conclusion, while increasing student satisfaction, we do not find strong evidence in favor of animated images over still images in this particular format. We also discuss the study design and offer suggestions for further investigations of this type.
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Puspaningtyas, Nicky Dwi, and Marchamah Ulfa. "IMPROVING STUDENTS LEARNING OUTCOMES IN BLENDED LEARNING THROUGH THE USE OF ANIMATED VIDEO." Kalamatika: Jurnal Pendidikan Matematika 5, no. 2 (2020): 133–42. http://dx.doi.org/10.22236/kalamatika.vol5no2.2020pp133-142.

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This quantitative study aims to determine the improvement of student learning outcomes in blended learning through the use of animated videos. The study was conducted on 35 students of Universitas Teknokrat Indonesia in the Business Mathematics course. Pretest and posttest are given to subjects to determine learning outcomes before and after treatment. Obtained the average pretest and posttest amounted to 29.4 and 80.4, respectively. Based on the results of Man-Whitney tests, it can be concluded that the mean pretest and posttest scores differ significantly. This means that the use of animated videos in learning Business Mathematics can improve student learning outcomes.
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Ekanayake, Hiran B., Uno Fors, Robert Ramberg, Tom Ziemke, Per Backlund, and Kamalanath P. Hewagamage. "Affective Realism of Animated Films in the Development of Simulation-Based Tutoring Systems." International Journal of Distance Education Technologies 11, no. 2 (2013): 96–109. http://dx.doi.org/10.4018/jdet.2013040105.

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This paper presents a study focused on comparing real actors based scenarios and animated characters based scenarios with respect to their similarity in evoking psychophysiological activity for certain events by measuring galvanic skin response (GSR). In the experiment, one group (n=11) watched the real actors’ film whereas another group (n=7) watched the animated film, which had the same story and dialogue as the real actors’ film. The results have shown that there is no significant difference in the skin conductance response (SCR) scores between the two groups; however, responses significantly differ when SCR amplitudes are taken into account. Moreover, Pearson’s correlation reported as high as over 80% correlation between the two groups’ SCRs for certain time intervals. The authors believe that this finding is of general importance for the domain of simulation-based tutoring systems in development of and decisions regarding use of animated characters based scenarios.
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Pikkov, Ülo. "On the Topics and Style of Soviet Animated Films." Baltic Screen Media Review 4, no. 1 (2016): 16–37. http://dx.doi.org/10.1515/bsmr-2017-0002.

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Abstract This article provides a survey of Soviet animation and analyses the thematic and stylistic course of its development. Soviet animated film emerged and materialised in synch with the fluctuations of the region’s political climate and was directly shaped by it. A number of trends and currents of Soviet animation also pertain to other Eastern European countries. After all, Eastern Europe constituted an integrated cultural space that functioned as a single market for the films produced across it by filmmakers who interacted in a professional regional network of film education, events, festivals, publications etc. Initially experimental, post-revolutionary Russian animation soon fell under the sway of the Socialist Realist discourse, along with the rest of Soviet art, and quickly crystallised as a didactic genre for children. Disney’s paradigm became its major source of inspiration both in terms of visual style and thematic scope, despite the fact that Soviet Union was regarded as the ideological opposite of the Western way of life and mindset. The Soviet animation industry was spread across different studios and republics that adopted slightly varied production practices and tolerated different degrees of artistic freedom. Studios in the smaller republics, such as Estonia, Latvia and Lithuania in particular, stood out for making films that were more ideologically complicated than those produced in Moscow.
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