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1

Artamonov, Denis S. "Media Memory: Theoretical Aspect." Galactica Media: Journal of Media Studies 4, no. 2 (2022): 65–83. http://dx.doi.org/10.46539/gmd.v4i2.269.

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The article is devoted to the study of the theory of media memory and its role in the construction of collectively shared ideas about the past. The author proceeds in his work from McLuhan’s expansive interpretation of media. The processes of mediatization of communicative and cultural memory are being analyzed. Considering the views of Y. M. Lotman and J. Assman on cultural and communicative memory, the author comes to the conclusion that their theories explaining the functioning of collective memory in the era of oral and written communication, cease to work when describing the mechanisms of memory reproduction in the digital environment. Theories of mediatization of memory regard communicative memory are limited to J. Assman’s understanding of, that is, as a memory of the recent past covered by the time of the existence of contemporary digital media. Based on the works of J. Garde-Hansen, E. Hopkins and others, the author considered the theory of digital memory showing its difference from mediamemory. The processes of mediatization of collective memory in the digital environment lead to the emergence of media memory as a special virtual mechanism for constructing ideas about the past. Media memory possesses the characteristics of communicative, cultural and digital memory simultaneously, being a phenomenon of the digital era, where the change in the means of communication has led to the transformation of the content of memories and ways of their reproduction.
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2

Aditya, Negi, and Akanksha. "Digital Media and Its Aspects." Recent Researches in Social Sciences & Humanties 11, no. 1 (Jan.-Feb.-Mar. 2024) (2024): 40–44. https://doi.org/10.5281/zenodo.11001492.

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In an era characterized by rapid technological advancements and digital transformation, the chaptertitled "Digital Media and its Aspects" delves into the multifaceted world of digital media, offering acomprehensive examination of its various dimensions and their profound impact on society,communication, and culture.
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3

Raharjo, Makmum, Erna Retna Safitri, and Harlin. "Needs Analysis in Determining the Suitability of Interactive Infographic Learning Media in Elementary Schools." Jurnal Imiah Pendidikan dan Pembelajaran 8, no. 3 (2024): 603–13. https://doi.org/10.23887/jipp.v8i3.86679.

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Students' difficulties in visualizing learning material often cannot be explained only through text or static images. Apart from that, the lack of student involvement in traditional learning and changes in the demands of learning needs in the digital era, make the development of interactive infographic media important in the current digital context. This research aims to highlight the importance of needs analysis in determining suitable learning media, especially appropriate infographic media, to support learning in elementary schools. This research uses quantitative descriptive methods. The Guttman scale questionnaire is used to collect data on the needs of students, teachers, learning media, and learning objectives. The subjects involved in this research were students. The aspects measured include pedagogical, technical, cognitive, aesthetic, socio-cultural and evaluative aspects, which are then analyzed from questionnaire data to determine the most appropriate learning media. The results of the analysis show that the highest criteria are the pedagogical aspect, followed by the technical aspect, then the cognitive aspect, the aesthetic aspect, the socio-cultural aspect, and finally the evaluative aspect. This concludes the need to consider interactive infographic media that can improve the quality of learning. Implications of this research make significant contributions to the development of technology-based education at the elementary level.
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Lahaya, Nur’Ain, Elya Nusantari, Marini Susanti Hamidun, Lilan Dama, Dewi Wahyuni K. Baderan, and Chairunnisah J. Lamangantjo. "Using Digital Learning Media as Information Literacy to Improve Learning Activity." Jurnal Penelitian Pendidikan IPA 9, no. 5 (2023): 3765–71. http://dx.doi.org/10.29303/jppipa.v9i5.3390.

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The purpose of this study is to describe the use of digital learning media as a source of information literacy and student activity. Research methods using mixed methods. Data collection using instruments in the form of questionnaires and observation sheets. The data analysis used was editing, tabulating, analyzing, concluding. The results of research for information literacy of students that the aspect that has the highest interval is found in the fourth aspect, namely the ability individually or in groups to use information effectively to achieve certain goals with a value of 3.74 while the lowest aspect with a value of 33.00 in the second aspect is the ability to access information that needed effectively. This is in line with Izzatinnida’s research (2019) that the use of internet media as a learning resource consists of browsing or searching to obtain significant additional material outside of textbook subject matter. Teachers and their students can access this information as a learning resource. In the learning activities of students for meetings I and II there was an increase in every aspect. These aspects include based on the introduction, student orientation to problems, organizing students to study, guiding investigations, developing and presenting work, analyzing and evaluating problem-solving processes it can be concluded that information literacy and learning activities can be put to good use during learning and increase learning activities in supporting information
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Nurhayati, Nurhayati, Hanum Mukti Rahayu, and Mahwar Qurbaniah. "Kelayakan Media Pembelajaran Flipbook Digital Nepenthes spp. Kalimantan Barat Untuk Pembelajaran Materi Keanekaragaman Hayati Kelas X." BIODIK 11, no. 1 (2025): 137–45. https://doi.org/10.22437/biodik.v11i1.40266.

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Digital flipbook learning media can be used on material examples of biodiversity because it can display descriptions and images needed in the exploration of Indonesia's biodiversity, and in this study, researchers provided information on the diversity of Nepenthes spp. in the forests of West Kalimantan, the purpose of the study was to determine the feasibility of digital flipbook media Nepenthes spp. The form of research used in this study is research and development or research and development (R&D). This research and development adopts the development model developed by Alessi and Trollip, which refers to the production of a multimedia product for learning. In this study, three aspects are assessed by experts, namely media aspects, material aspects, and language aspects; the percentage of validator assessments in the media aspect is 91% with very valid criteria, in the material aspect is 90% with very valid criteria, and in the language aspect is 83% with very valid criteria, and based on the research that has been done, it can be concluded that the digital flipbook learning media on biodiversity material has very valid criteria and is suitable for use as a learning medium. Abstrak. Media pembelajaran flipbook digital dapat digunakan pada materi contoh keanekaragaman hayati karena dapat menampilkan deskripsi dan gambar yang diperlukan dalam eksplorasi keanekaragaman hayati Indonesia, dan dalam penelitian ini peneliti memberikan informasi keanekaragaman Nepenthesspp. yang ada di hutan Kalimantan Barat, tujuan penelitian untuk mengetahui kelayakan media flipbook digital Nepenthes spp. kalimantan barat sebagai media pembelajaran pada materi Keanekaragaman Hayati di kelas X SMA, Bentuk penelitian yang digunakan pada penelitian ini adalah adalah penelitian dan pengembangan atau Research and Development (R&D), Penelitian dan pengembangan ini mengadopsi model pengembangan yang dikembangkan oleh Alessi dan Trollip, dimana model pengembangan ini merujuk pada menghasilkan suatu produk multimedia untuk pembelajaran. Pada penelitian ini terdapat tiga aspek yang jadi penilaian para ahli yaitu aspek media, aspek materi dan aspek bahasa, persentase penilaian validator pada aspek media yaitu 91% dengan kriteria Sangat Valid, pada aspek materi yaitu 90% dengan kriteria Sangat Valid, dan pada aspek bahasa yaitu 83% dengan kriteria Sangat Valid, dan Berdasarkan penelitian yang telah dilakukan dapat disimpulkan bahwa media pebelajaranFlipbook digital materi keaneragaman hayati memiliki kriteria sangat validdan layak untuk digunakan sebagai media pembelajaran.
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Abdul Latip and Nursida Sutantri. "PROFIL LITERASI DIGITAL SISWA KELAS XI PADA PEMBELAJARAN JARAK JAUH MATA PELAJARAN KIMIA." Jurnal Pendidikan 22, no. 1 (2021): 35–45. http://dx.doi.org/10.33830/jp.v22i1.884.2021.

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The study aims to measure and describe the profile of students’ digital literacy who take distance learning in chemistry subjects. During the Covid-19 pandemic, learning carried out online using digital-based technology. This research measures digital literacy using descriptive research methods with quantitative approaches. Data collection carried out by giving digital literacy questionnaires to 74 eleven-grade students who are conducting online learning. The students assess themselves through a questionnaire about digital literacy, the results of the study indicate that the digital literacy of eleven-grade students on online learning are as follows: 1) The aspect of the ability to use digital media obtained an average score of 79.95; 2) The aspects of managing digital learning platforms obtained an average score of 76.29; 3) The aspect of the use of advanced digital media obtained an average score of 68.48; and 4) Ethical and safety aspects in the use of digital media obtained an average score of 79.77.
 Penelitian ini bertujuan untuk mengukur dan menggambarkan profil literasi digital siswa kelas XI ketika mengikuti pembelajaran jarak jauh pada mata pelajaran kimia. Selama masa pandemi Covid-19, pembelajaran dilaksanakan secara daring dan luring dengan memanfaatkan teknologi berbasis digital. Penelitian ini melakukan pengukuran literasi digital menggunakan metode penelitian deskriptif dengan pendekatan kuantitatif. Pengumpulan data dilakukan dengan cara memberikan kuisioner pengukuran literasi digital kepada 74 siswa kelas XI yang melaksanakan pembelajaran kimia secara daring. Siswa menilai dirinya sendiri melalui kuisioner literasi digital, hasil penelitian menunjukkan bahwa literasi digital siswa kelas XI pada pembelajaran secara daring sebagai berikut: 1) Pada aspek kemampuan menggunakan media digital diperoleh rata-rata skor sebesar 79.95; 2) Pada aspek pengelolaan platform pembelajaran digital diperoleh rata-rata skor sebesar 76,29; 3) Pada aspek penggunaan media digital tingkat lanjut diperoleh rata-rata skor sebesar 68,48; dan 4) Pada aspek etika dan keamanaan dalam penggunaan media digital diperoleh rata-rata skor sebesar 79,77.
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7

Fitri, Susiswani Isbandi, Fadli Yusuf, Nita Rohmatunisa Raden, Rully, Budi Priatna Wahyu, and Santoso Hudi. "Digital Flipbook Culinary Night: Contemporary Information Digital Media." INTERNATIONAL JOURNAL OF MULTIDISCIPLINARY RESEARCH AND ANALYSIS 07, no. 08 (2024): 3950–57. https://doi.org/10.5281/zenodo.13364274.

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The development of urban tourism is inseparable from the increasing use of digital technology in various fields. One of the popular city tours is culinary tourism, in its development it still requires innovation to strengthen the marketing aspect and convenience for tourists. In this context, Tangerang City has an Old Market culinary area that has long provided a variety of Tangerang specialties and contemporary culinary that is being loved by young people. The purpose of this study is to provide recommendations in the process of designing a culinary tour guide in the Old Market. Meanwhile, this research can provide convenience for tourists when visiting the Old Market area. This research was conducted using qualitative research methods that make culinary diversity in the old market area as a portfolio in making this culinary tourism guide which was designed into a digital Flipbook.
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8

Suharnita, Elsya, Armis Armis, and Rini Dian Anggraini. "PENGEMBANGAN MEDIA PEMBELAJARAN DIGITAL BERBANTUAN WORKSHEET MATERI BANGUN RUANG SISI DATAR." ALGORITMA: Journal of Mathematics Education 3, no. 1 (2021): 11–26. http://dx.doi.org/10.15408/ajme.v3i1.20226.

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This study aims to produce a digital learning media assisted by a flat-shape solid figures worksheet for 8th grade of SMP/MTs students that is valid and practical. The development model used in this study is the ADDIE model which consists of five stages, namely, analysis, design, development, implementation, and evaluation stages. Data collection techniques using validation sheets and student response questionnaires. The learning media validity test was carried out by three expert validators. There are 2 aspects of the assessment, namely the material aspect consisting of curriculum and learning, and the media aspect consisting of the program, media display, and worksheet display. The practicality test of learning media was carried out through a limited trial to 6 students. The results showed that the media validity test was in the very valid category. Furthermore, the results of the practicality test are in the very practical category. The conclusion of this study is that the worksheet-assisted digital learning media is very valid and practical to use in learning the material for flat-sided geometry.
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9

Akser, Murat. "New Media and Film Festivals in the Middle East." CINEJ Cinema Journal 4, no. 1 (2015): 110–21. http://dx.doi.org/10.5195/cinej.2014.120.

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This paper is about two things. On the one hand it tries to observe some of the changes after the digital revolution, changes that had an impact on film festivals. The digital projection and acceptance of digital films to film festivals have been achieved. Yet an aspect of this digitization is under attack. The film submissions through digital portals. The second aspect is often neglected and an under the other topic: short film festivals, especially for and by the young.
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10

Setiani, Ruri Novia, Kartono Kartono, and Siti Halidjah. "Pengembangan Media Pembelajaran Komik Digital pada Materi Wujud Zat dan Perubahannya Kelas IV Sekolah Dasar." ISLAMIKA 6, no. 4 (2024): 1679–88. http://dx.doi.org/10.36088/islamika.v6i4.5295.

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This research primarily aims to develop digital comic learning media for fourth-grade elementary school students, focusing on the topic of substances and their changes. The method employed in this research is development research (R&D) using the ADDIE development model. The research involved 26 fourth-grade students from State Elementary School 05 South Pontianak and two expert validators, one specializing in media and the other in material. Data collection techniques included interviews and questionnaires. The findings indicated that the development of the digital comic learning media followed four research steps: analysis, design, development, and implementation. The product's feasibility was evaluated and achieved a "very valid" category, with the media aspect scoring 96.31% and the material aspect scoring 98.95%, making it suitable for testing based on both aspects. Additionally, the students rated the digital comic learning media with a score of 91.25%, fulfilling the "very valid" category, and confirming its appropriateness for use in the learning process.
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11

Pečiulis, Žygintas. "TV Media Change in the Aspect of Remediation Theory." Informacijos mokslai 91 (April 14, 2021): 26–40. http://dx.doi.org/10.15388/im.2021.91.49.

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The emergence of TV in the first half of the 20th century became one of the media for mass audiovisual communication, technologically extending the tradition of electric telegraph and radio. Initially, TV was considered a media for transmitting current processes. With the introduction of video technology in the 1960s, TV began to capture live content and re-display videos. TV content production technologies have been radically changed by video editing, which has brought TV closer to the cinema. Technological changes in the analog era have had a greater impact on content production processes, and the digital era sparked a revolution in content consumption. Technological changes in the pre-digital and digital era can be seen as progress, but at the same time raises the question of media perception, even survival, as the technologies of production and distribution of TV content and audience behavior change from time to time.
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12

Redyantanu, B. P., Y. A. Yatmo, and P. Atmodiwirjo. "Virtual Waste Community: Sustainable Living in Digital Era." IOP Conference Series: Earth and Environmental Science 1098, no. 1 (2022): 012070. http://dx.doi.org/10.1088/1755-1315/1098/1/012070.

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Abstract Waste is a problem in our society and still depends on the conventional management system. This paper discusses the interrelationship among virtual social media, waste management practice, and community-based economics in supporting sustainability and zero waste in the digital era. In particular, it attempts to identify the potential connections of social media in extending new environmental practices. Observation of two types of Indonesian Instagram accounts (personal and group) of waste-related illustrates that social media can act as an alternative platform to respond to waste issues. Qualitative case studies demonstrate the relationship between virtual social media, waste, and creative economic potential in various communities in Indonesia. This analysis focuses on independent efforts, especially regarding their potential related to environmental and economic factors. The findings show that virtual platforms related to urban waste management play an important role in three aspects. The personal aspect is related to building a sustainable lifestyle through informational and awareness content, the economic aspect is related to generating alternative circular creative economic for environmental communities, and environmental practice focuses on forming an independent and participatory waste management mechanism. Such connection in the virtual platforms brings new green digital infrastructure possibilities supporting sustainability.
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Kiriana, I. Nyoman. "Increase Student Learning Interest in Covid-19 with Digital Teaching Materials." Journal of Education Technology 5, no. 2 (2021): 322. http://dx.doi.org/10.23887/jet.v5i2.33997.

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The problem behind this research was the implementation of learning courses that tend to attract less students to study. This research was research and development. The subject of the research trial was a student of the Religious Education Study Program. The data collected in this research were data from expert test subject content, design expert test, learning media expert test, and from student trials. Data collection instrument used in the form of evaluation sheet (questionnaire). Data analysis used qualitative and descriptive quantitative descriptive analysis. The results of the assessment of media products were carried out based on six aspects, namely: aspects of the content of the field of study / with a percentage of achievement rate of 87.00% with a worthy predicate; reviewed from the aspect of learning design with a percentage of achievement rate of 85.55% worthy predicate; reviewed from the aspect of learning media with a percentage of achievement rate of 88.00% worthy predicate; reviewed from the aspect of individual trials, with a percentage rate of 90.65% pedikat very feasible; small group trials, with a percentage achievement rate of 95.55% predicate is very feasible;and reviewed from the aspect of field trials with a percentage achievement rate of 94.45% predicate is very feasible. Thus this product in the form of teaching materials has a good level of validity and deserves to be used in the learning process in religious education courses.
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Jukić, Dinko. "Educational Values in Digital Games." Media Literacy and Academic Research 2, no. 6 (2023): 157–76. http://dx.doi.org/10.34135/mlar-23-02-09.

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The aim of the study is to research, analyse and explain the media values and educational values of digital games. The work is based on the philosophy of education according to Vuk-Pavlović and the semiotics of the media according to Barthes’ theory. The aspect of media pedagogy towards digital media is discussed, especially the context of adventures and interactive drama. It answers the question of what the hidden meanings of digital games are. The author starts from the hypothesis that digital games users receive media messages on a semiotic level, and by deconstructing symbols, educational values and media meanings are revealed. The context of media literacy was observed from the aspect of understanding the symbols of digital games in accordance with media competencies. Since digital games reflect social reality, at least in the context of messages, attitudes and values, media competences represent the ability to understand and compare cultural and media literacy. In this sense, digital games have a specific aesthetic, ideological, pedagogical, and symbolic impact on users, which results from the critical thinking of society. Kellner’s theory of media culture will help us to understand the reasons why certain content, symbols and myths become popular and to raise awareness of the social environment of media culture from which digital games emerge. The research results of this study confirm that the observed digital games have educational values and that media meanings are deconstructed through semiotic analysis. This is especially true of the archetypal roles of parents and guardians.
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Kulkarni, Dr Shailesh Aanant. "Role of Ethics in Modern Day Research in Regards with Print, Digital, Electronic & Social Media." Oct-Nov 2023, no. 36 (October 18, 2023): 31–38. http://dx.doi.org/10.55529/jmcc.36.31.38.

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Media is such aspect in the world, which plays very important role in the life of each one of us. We are all very curious about all the happening around us and hence eager to know all about Always & in All Ways. During last almost 5 decades the Media has changed a lot in all respects. It has changed its path too drastically. The Media of 21st Century has broadly speaking four branches namely - Print Media, Digital Media, and Electronic Media & Social Media. In the context of Role of Ethics in Modern days regarding Media needs to be understood, checked, and researched. In this paper I have covered all aspects of all Medias with its positive and negative effect. Focus is on the Role of Ethics in Modern Day Research in particular field like business, education, society and youth. During this paper I have described how these media will affect society in a broad way.
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Fitriani, Fitriani, Hanum Mukti Rahayu, Anandita Eka Setiadi, and Helda Susanti. "Validasi dan Respon Siswa terhadap Komik Digital Bioteknologi Berbasis Potensi Lokal Kalimantan Barat." SAP (Susunan Artikel Pendidikan) 8, no. 1 (2023): 1. http://dx.doi.org/10.30998/sap.v8i1.13682.

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<p><em>The learning media in SMA Muhammadiyah 1 Pontianak quite varied, but they are limited to print media that do not contain local potential. </em><em>One media that expected to be used by students of SMA Muhammadiyah 1 Pontianak in learning Biology is digital comics. The purpose of this study is to produce digital comic learning media based on the local potential of West Kalimantan which is valid and to get a positive response from students. This research was carried out in the even semester of the 2021/2022 academic year using Research and Development with a modified 4D model, namely, Define, Design and Develop without Dissemination. The data collection technique was a validation questionnaire filled in by 9 validators on aspects of media, material and language. Student responses were measured using a questionnaire on small-scale trials and large-scale trials. The results showed that the developed digital comic media obtained very valid scores on the media aspect (92.38%) and language aspects (82.42%), while on the material aspect it obtained a valid value (79.58%). Students gave very positive responses in small-scale trials (96%) and large-scale trials (99%). It was concluded that the media developed are valid and acknowledged very positive responses from students.</em></p>
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Efendi, Devi Nanda, Bambang Supriadi, and Lailatul Nuraini. "ANALISIS RESPON SISWA TERHADAP MEDIA ANIMASI POWERPOINT POKOK BAHASAN KALOR." JURNAL PEMBELAJARAN FISIKA 10, no. 2 (2021): 49. http://dx.doi.org/10.19184/jpf.v10i2.23763.

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Online learning is one form of adaptation in the field of education to face of the covid 19 pendemic. Existing technology continues to be developed for both online meeting needs and digital learning media that is suitable to support distance learning systems. One of the lesson that is considered to be lacking in utilizing digital learning media is physics. The purpose of this research was to describe student’s response to the powerpoint animation media of the heat lesson in physics. The research method used as descriptive. The respondents of this research were students of grade XI MIPA 1 SMA Negeri 1 Tanggul consisting of 32 students. This research uses data retrieval techniques through student response questionnaires consisting of aspects of operation/use of media and usage reactions. The results of the students’ response analysis to the use of powerpoint animation media amounted to 81,33% with details on each aspect was 81,41% on the aspect of media use and by 81,25% on the aspect of usage reaction. Based on the results of the research that has been done, it can be stated that the powerpoint animation media of the subject of heat received a very positive response from the respondents.
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Abdivaliyeva, Lobar, and Elvira Muradovna Davlyatova. "BORROWING COMPLEX WORDS IN ENGLISH AND UZBEK LANGUAGES (BASED ON INTERNET MEDIA ): SEMANTIC ASPECT." МЕДИЦИНА, ПЕДАГОГИКА И ТЕХНОЛОГИЯ: ТЕОРИЯ И ПРАКТИКА 2, no. 5 (2024): 644–51. https://doi.org/10.5281/zenodo.11378220.

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In this article investigates the semantic aspect of borrowing complex words in English and Uzbek languages within the context of internet discourse. As globalization and digital communication expand, linguistic borrowing has become prevalent, especially in online environments where language barriers blur. Focusing on the semantic evolution of complex borrowed words . Additionally, it investigates the role of internet-mediated communication in facilitating lexical borrowing and semantic innovation. The findings reveal intricate patterns of semantic adaptation, ranging from straightforward transliterations to nuanced semantic extensions. Moreover, the study identifies key factors influencing semantic change, including frequency of usage, community acceptance, and functional equivalence. Overall, this study provides valuable insights into the semantic aspect of borrowing complex words in English and Uzbek within the framework of internet media, offering implications for language planning, cross-cultural communication, and digital discourse analysis.
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Männig, Maria. "The Tableau Vivant and Social Media Culture." Acta Universitatis Sapientiae, Film and Media Studies 19, no. 1 (2021): 132–55. http://dx.doi.org/10.2478/ausfm-2021-0009.

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Abstract The article aims to analyse the tableau vivant in social media culture by emphasizing its intermedial relation to technical visual media, particularly digital photography and film. By focusing on the living picture’s specific mimetic qualities, the study traces back the tableau vivant’s history in a media archaeological perspective primarily regarding photography. It explores the current revival of the tableau vivant within social media. The article examines living pictures and the aspect of self-staging, relevant to contemporary digital culture. The tableau vivant develops between two polarities: a primarily analytical approach that allows a profound exploration of a particular artwork and the performative aspects of self-staging.
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Kirshin, Boris N. "NETWORK JOURNALISM: PRACTICAL ASPECT." Sign problematic field in mediaeducation 49, no. 3 (2023): 76–80. http://dx.doi.org/10.47475/2070-0695-2023-49-3-76-80.

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The transformation of media and journalism in the digital world needs to be understood not only scientifi cally, but also in practical terms. What roles are there for young journalists in new media? Will there be a place there for all representatives of traditional journalism? These questions from journalism students and current professionals served as the impetus for considering the practice of one of the leading regional media - the Internet portal 74.ru. His publications over the past ten years were studied, in the preparation of which the tools of online journalism identifi ed by media researchers were used. The author believes that the experience of the Internet portal 74.ru, which serves as a kind of reference point for colleagues, can eventually be used by other regional media.An analysis of his publications showed the real involvement of regional journalists in the processes of digital transformation of the media. They successfully master many tools of online journalism, which allows them to achieve impressive creative results. Materials that have the characteristics of online journalism are the most informative and attractive among other portal publications. Involving user content to prepare problematic materials, the visual language of online publications, extracting relevant meanings from an endless variety of disparate information on the Internet helps them solve serious problems of Russian society: establish modern journalism as a public good, connect the public to the discussion of important public issues, and formulate a consistent picture of the world. All this allows the author of the article to express confi dence in the demand for the eff ective practice of the 74.ru Internet portal, and to give a positive answer to questions about the prospects of the new generation of journalists.
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Abu, Zubair Latupono, W. Jabid Abdullah, Pratomo Hurip, and Ariani Simabur Lisda. "Existence of Indonesian Police Performance in Facing Impact of Digital Media News (Case Study in North Maluku Regional Police)." International Journal of Arts and Social Science 4, no. 2 (2023): 310–17. https://doi.org/10.5281/zenodo.7739931.

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The current dependence of the world's community on the internet and digital media has thickened through social media platforms (Facebook, Instagram and Twitter) which have been expanded with social media networks (WhatsApp, Line, We Chat, etc.). The impact of a digital media coverage that spreads rapidly and massively, often causes conflict and even violent conflict. Posting of status on social media walls, which leads to hatred, insults, and inappropriate words that easily provoke anger. The National Police as the guardian of law enforcement, guardian of security and public order, as well as protector, and public servant is in dire need of various breakthroughs to be able to improve its performance in responding to the impact of existing news. This study aims to describe the performance of the North Maluku Regional Police in dealing with the impact of digital media coverage. . Data was collected through direct observation and recording as well as interviews with informants by referring to the interview guidelines. The sampling method was using simple random sampling technique. This research is focused on the study of performance indicators which include: first, input indicators, namely budget, human resources, equipment, policies and time; second, process indicators, namely planning, handling procedures, timeliness; and third, the results indicators, namely the level of satisfaction, the level of service quality and the accuracy of the case resolution. The results showed that the performance of the North Maluku Regional Police in terms of law enforcement in terms of input indicators, there was good performance in the aspects of budget, policy and time, and the results were less both in the aspects of human resources and equipment. Meanwhile, from the process indicator, there is a good performance in the planning aspect, the handling procedure aspect and the bad performance is found in the aspect of explaining the timeliness and the result indicator, there is a bad performance in all aspects. Meanwhile, in terms of media management, it shows that the North Maluku Regional Police has a good performance in all aspects of input indicators, process indicators and outcome indicators
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Nuraini, Lailatul, Singgih Bektiarso, Alex Harijanto, et al. "Validity of Digital Media Filled with Local Wisdom of Industrial Agriculture in Improving Student’s Self-Regulation and Digital Literacy." JURNAL PENDIDIKAN SAINS (JPS) 11, no. 2 (2023): 30. http://dx.doi.org/10.26714/jps.11.2.2023.30-41.

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This research aimed to analyze aspects of the validity of digital media containing local wisdom of industrial agriculture that has been developed. The research method used is the R and D (Research and Development) research method with the Four-D development model (Define, Design, Develop, Disseminate). At the 4D development stage, in the Develop section, media development and validation activities were carried out by three media and material experts. The data collection technique uses a validation questionnaire. Data analysis technique using descriptive analysis. The validation results for each aspect, namely construct validation of 89.08%, content validation of 90%, Language validation of 86.67%, these three aspects are in the very good category. The results of the overall validation show that digital media based on local wisdom of industrial agriculture achieves a validity score of 88.58% which is in the very good category and is suitable for use. Thus, it can be concluded that digital media containing local wisdom of industrial agriculture can then be used in the process of learning physics in basic physics 1 courses as an alternative solution to innovative learning resources based on local wisdom
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Bakulev, Gennady P. "Cinematic media in digital culture." Journal of Flm Arts and Film Studies 11, no. 1 (2019): 8–14. http://dx.doi.org/10.17816/vgik1118-14.

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Periods of important technological changes greatly influence film theory, as new films usually raise the key question: what is actually a film? This problem has been discussed by film theorists over many decades.
 Todays film industry, in which digital technology is being successfully integrated in the traditional narrative media and combined with the established visual paradigms, clearly demonstrates how classical artistic approaches can go along with new technical developments.
 Contemporary documentary cinema is a vivid example of the ways in which digital technology can expand and deepen the area of cinematic media. Basing themselves mostly on traditional formats, media makers create products which could be rightfully considered as new genres.
 By restructuring cinemas borders film scholars widen the scope of their studies. One of the ideas attracting their attention is that of expanded cinema. This concept, suggested by Gene Youngblood, is usually related to experimental media, in which the perceptive context is the key aspect of artistic creativity.
 The principal task of film researchers has been to follow the continually changing horizons of cinema in the context of film history. New schemes of development often create new problems which can be solved only by means of new critical tools.
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Mutammimah, Binti, and Wirda Udaibah. "PENGEMBANGAN MEDIA PEMBELAJARAN “PETUAH KIMIA” (KOMIK DIGITAL MATERI IKATAN KIMIA)." JTK (Jurnal Tadris Kimiya) 7, no. 1 (2022): 103–13. http://dx.doi.org/10.15575/jtk.v7i1.17426.

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The Indonesian children's literacy is still relatively low, and it has become a severe problem that the government, teachers, parents, and librarians should face. The data shows that only 10% of Indonesian children like to read a book, while most chemistry material is written in textbooks. This study aims to produce digital comics with chemical bonding material, determine comics' feasibility, and respond to readers. The research method develops the Borg and Gall model with seven stages of development without compromising the essence of the model. Meanwhile, data collection techniques are interviews, validation, and questionnaires using a Likert scale. The media and material validator has validated the product developed in this study. As a result, the media aspect has an overall score of 48 or 100%; the score belongs to the very decent criteria. The material aspect has got a score of 26 or 93% from the basic chemistry lecturers; Also, the chemistry teachers give 100%. In addition, the digital comic readers have an extensive test. Conversely, 48 respondents have been assessed with an overall score of 2753 or 90%. Hence, this percentage value relates to the very feasible category. Thus, the characteristics of this digital comic have fulfilled the material, media, language, and visual aspects; since it is included in the worthy category as an independent learning medium without replacing the role of educators.
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Fitranita, Vika, Eko Risdianto, and Mona Ardina. "Feasibility Test of Moocs Platform Development for Interactive Adaptive Digital Modules for Hybrid Classes Implementation in Providing Easy Access for Students with Disabilities." JENTIK : Jurnal Pendidikan Teknologi Informasi dan Komunikasi 3, no. 2 (2024): 45–49. https://doi.org/10.58723/jentik.v3i2.329.

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This article aims to present the results related to the feasibility test of the moocs platform for interactive adaptive digital modules for the implementation of hybrid classes in providing easy access for students with disabilities that have been developed. The research was conducted in 2024 by 3 researchers. Researchers developed the product by applying the ADDIE model (Analysis, Design, Develop, Implementation, Evaluation). One of the processes of the development model is to conduct a feasibility test on the product being developed. The feasibility test was carried out by 4 validators by filling out a closed questionnaire. The aspects that were the focus of the assessment by the validators were the Graphics Aspect, Media Aspect, Language Feasibility Aspect, Presentation Feasibility Aspect, and Content Feasibility Aspect. The feasibility test of the developed product was carried out by 4 validators with the focus of the assessment being the Graphics Aspect, Media Aspect, Language Feasibility Aspect, Presentation Feasibility Aspect, and Content Feasibility Aspect. In the four aspects that were the focus of the assessment by the validators, the percentage value obtained was above 85%. So, it can be concluded that the product being developed is feasible to be implemented.
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MOROZOVA, GALINA VIKTOROVNA, and SVYATOSLAV NIKOLAEVICH GUSEV. "PROBLEMS OF MEDIA CONSUMPTION OF POLITICAL CONTENT «DIGITAL YOUTH» (REGIONAL ASPECT)." MANAGING SUSTAINABLE DEVELOPMENT, no. 5 (2024): 48–54. https://doi.org/10.55421/2499992x_2024_5_48.

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The article integrates theoretical developments and the results of empirical studies of the dynamics of the main parameters of the political status of Russian students according to the monitoring of the media practice of students at universities in Kazan, their interest in political life events, their orientations and attitudes to participate in politics over the past ten years. Student youth, being not so much an age group as a special socio-psychological and creative category of people, is traditionally the most active part of society. The educational process, providing students with knowledge about the world of politics, the organization and implementation of power, the activities of political institutions, thereby provides the upper threshold of awareness of current events in the world of politics. At the same time, training forms skills and abilities to operate the information received, motivates understanding of the knowledge received, development of one's own position, one's own point of view on current political events, which turns students into an active force of socio-political changes. The influence of the transformation of the media environment and its digitalization on the multilevel nature of the media queries of this group of young people, their structure, and prioritization of issues has been revealed. The motivation of student youth consumption of political content, preferences of sources of information about politics and the level of trust in them were studied. The results of the analysis of the content for the period April 2016 and April 2022, published by Rosmolodezh on the sites Vkontakte, Rutube, Tiktok, Yandex Zen and Telegram for information support of the social development policy of the younger generation, substantiate the importance of these platforms as tools of public authorities that pattern the media consumption of young people and create conditions for their self-realization.
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Stoliarova, Anna. "Peculiarities of environmental issues coverage in Greek digital media (linguistic aspect)." Сучасні дослідження з іноземної філології, no. 1(27) (2025): 239–48. https://doi.org/10.32782/2617-3921.2025.27.239-248.

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Fairuzabadi, Ahmad, Herman Tolle, Fitra A. Bachtiar, and Ahmad Afif Supianto. "Geometrial: Development of Educational Digital Game for Combined Two-Dimensional Figure Learning." Journal of Information Technology and Computer Science 7, no. 1 (2022): 60–80. http://dx.doi.org/10.25126/jitecs.202271339.

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Mathematics is one of the subjects that is often considered difficult and boring for students. This is evidenced by the poor scores obtained by the students. One of the chapters that are considered difficult is the geometry chapter, especially on the topic of combined two-dimensional figures studied by students at the Vocational High School (SMK) level. Spatial skills are needed for students to be able to solve combined two-dimensional figures questions, which to learn will be very difficult without using assisted learning media. While the learning so far is still using the conventional learning approach which is considered boring for students. This is due to the absence of learning media that is fun and can be easily accessed by students. This study tries to present a solution to this problem in the form of a mobile-based educational digital game design that can be accessed by all students. This digital educational game is called Geometry. This study uses Research & Development (R&D) combined with the Agile-Extreme Programming method to develop this educational digital game. Tests were carried out using an expert validation approach to game prototypes. This study uses a questionnaire that adapts the Computer System Usability Questionnaire (CSUQ) to assess the usability aspect of the game system built. Meanwhile, to assess this game from the point of view of educational media, this study used an evaluation questionnaire of material experts and media experts. The development process occurs in 3 iterations of development which includes the ideation, conceptualization, and prototyping stages. The results obtained from the assessment of material experts are 88.9% in the aspect of material suitability, and 85.7% in the suitability aspect of learning evaluation. While the results of the assessment obtained from media experts were 77.1% on the software engineering aspect, 76.3% on the visual design aspect, 80% on the media design aspect, and 77.6% on the system usability aspect (CSUQ).
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Lugmayr, Artur. "Ambient Media Culture." International Journal of Ambient Computing and Intelligence 4, no. 4 (2012): 58–64. http://dx.doi.org/10.4018/jaci.2012100104.

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Ambient media is a new form of media, which deals with media objects that mediate information throughout the natural environment of people. In ambient media environments, the media becomes part of daily life activities and environments – similar to location based services, where the physical world has a virtual digital overlay providing digital services for the consumer on a specific location. As any new media environment, also ambient media environments enable a new form and way of communication and impact on human culture. This article should provide a first starting point for discussing the wide topic of ambient media, and introduce aspects that relate to the development of an ambient media culture. The article shows different notions and discussions from a media cultural perspective, that impacts on ambient media environments. It compiles the results of the discussions that took place during the 2nd meeting of the Nordic network “The Culture of Ubiquitous Information” in Helsinki on the 19th January 2011. It shall lead to an initial discussion of this aspect and provide new ways of thinking how ubiquitous computation will impact human culture and which impact theories of Martin Heidegger or Katherine Hayles have in this context.
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Hermanto, Moch Irwan, Eka Yuli Astuti, Fajar Indra Septiana, et al. "CREATION OF A DIGITAL MODULE AS LEARNING MEDIA FOR DEAF STUDENT'S." Indonesian Journal of Educational Development (IJED) 4, no. 3 (2023): 318–26. http://dx.doi.org/10.59672/ijed.v4i3.3281.

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Deaf people have learning characteristics that rely more on visual aspects. This research aimed to produce learning media in the form of digital module that could accommodate the needs and learning characteristics of deaf students in the course of thesis guidance theory course. This research belonged to the type of development by applying the ADDIE procedure. The results showed that the digital module scored 85.28% in the aspect of the validity test by learning media experts and deafness experts. While in the test practicality by students, the digital module received a score of 85.63%. These two scores indicated that both digital modules were at a very high level of validity and practicality. Subsequently, they were worthy of being a learning media option that could be used for deaf students.
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Delita, Fitra, Nurmala Berutu, Tumiar Sidauruk, Elfayetti Elfayetti, and Herdi Herdi. "MEASURING DIGITAL LITERACY SKILLS AMONG STUDENTS IN SENIOR HIGH SCHOOL." JURNAL GEOGRAFI 14, no. 1 (2022): 99. http://dx.doi.org/10.24114/jg.v14i1.31234.

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Various digital-based learning media strongly support the quality of online learning. Digital media is essential in the learning process because it can package the material into more contextual, interesting audiovisual, reduces verbalism, and is more interactive. The primary purpose of this research was to measure the differences in digital literacy by comparing the digital learning media and PowerPoint media in online learning. The design of this study was a pretest-posttest group with a quasi-experimental method. Overall, 56 students in a senior high school in Senior High School 2 Percut Sei Tuan, Medan City, Sumatera Utara Province, served as participants in this study. Data were collected by questionnaires and structured interviews for digital literacy. Data analyses were mixed with the quantitative and qualitative methods. Quantitative data were analyzed statistically through independent samples t-test, and qualitative data were analyzed descriptively. Digital literacy data were analyzed using SPSS version 24 software. The results showed that the students' digital literacy using digital learning media was superior to those prepared using PowerPoint. Based on each aspect of digital literacy, namely, internet searching, understanding, and utilizing digital devices, hypertextual navigation, content evaluation, creating digital content, and communicating information, there were significant differences between groups on digital literacy competencies. All aspects of digital literacy in the experimental class were higher than in the control classKeywords: Digital Literacy, E-Learning, Learning Media
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Rahman, Taopik. "Game-based Digital Media Development to Improve Early Children's Literacy." Indian Journal of Information Sources and Services 14, no. 2 (2024): 104–8. http://dx.doi.org/10.51983/ijiss-2024.14.2.15.

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One aspect of early childhood development that is very important is the language aspect, including early literacy skills. To enhance this development component, media development—including digital-based media—is required. In light of this, the goal of this research is to create digital media that is based on games to enhance early childhood literacy. Assessment/Analysis, Design, Development, Implementation, and Evaluation are the five stages that make up the Lee and Owens paradigm. The kids in the study ranged in age from 4 to 5. Techniques for gathering data include documentation, interviews, and observation. Digital media is designed using the Android operating system. The results show that the N-Gain Score value is 0.77 and the N-Gain Score (%) is 77.00%. Thus, it shows that game-based digital media is effective in improving literacy skills in early childhood with an effectiveness value of 77.00% with very high level of effectiveness.
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Shabalin, A. D. "DIGITAL DIALOGUE AND CONVERGENCE SCENARIOS: ECOLOGICAL LINGUISTIC POTENTIAL OF MEDIA NARRATION." Culture and Text, no. 53 (2023): 190–96. http://dx.doi.org/10.37386/2305-4077-2023-2-190-196.

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The article considers convergence scenarios according to which a digital dialogue develops in contemporary media text. There are three types of convergence scenarios: multimedia, cross- media, transmedia. Each of these scenarios is researched in the aspect of the ecological linguistic potential of media narration in digital dialogue.
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Fadhli Ranuharja. "Learning Media Content Interactive Video Presentation Oriented Creative Problem Solving Model: A Validity Test." Asia Proceedings of Social Sciences 9, no. 1 (2022): 303–4. http://dx.doi.org/10.31580/apss.v9i1.2378.

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This study aims to obtain data on the feasibility or validation of digital interactive learning media oriented to Creative Problem Solving. Data processing carried out is qualitative and quantitative data. To analyze the research data using quantitative descriptive analysis techniques. Content Validity (CVI) is an approach taken to obtain validity test scores. From the results of the validity test, the results of the media aspect were 0.93, the material aspect was 0.95, then the Education Expert assessment aspect was 0.91. The test results can be translated as digital interactive learning video media oriented to the Creative Problem Solving model, which is very relevant to be developed because it has been tested in terms of media material and testing by Education Experts.
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Qomatfian, Livvia Khusnul, Nur Ngazizah, and Rintis Rizkia Pangestika. "Development of STEAM learning media-based on coding scratch game on the material of the characteristics of living things for elementary school." DWIJA CENDEKIA: Jurnal Riset Pedagogik 8, no. 2 (2024): 339. http://dx.doi.org/10.20961/jdc.v8i2.90168.

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<p>This research aims to (1) Produce digital learning media from several STEAM (Science, Technology, Engineering, Art, and Math) disciplines based on scratch in the form of coding games on the material characteristics of living things for elementary schools, and (2) Knowing the feasibility of digital learning media STEAM based on scratch game coding on the material characteristics of living things for elementary schools. The type of research used is Research and Development (R&D) with the ADDIE model (analysis, design, development, implementation, and evaluation). The trial was conducted on 30 students of Muhammadiyah Purworejo University. The sampling technique of this research is purposive random sampling. Data collection used observation, interview, and questionnaire techniques. Data analysis techniques using quantitative descriptive statistical processing. The results of this study, namely: (1) STEAM learning media based on coding scratch games on the material of the characteristics of living things for elementary school. (2) The feasibility of STEAM learning media based on coding scratch games on the material characteristics of living things for elementary schools obtained a value in the aspect of ideas with a percentage of 95.83% very feasible category, the aspect of usefulness with a percentage of 95.00% very feasible category, the aspect of creativity with a percentage of 92.50% very feasible category, and the display aspect with a percentage of 93.33% very feasible category. Based on the results of the assessment of the aspects of ideas, usefulness, creativity, and appearance of STEAM learning media based on coding scratch games on the material of the characteristics of living things for elementary schools, it is declared feasible to apply with very feasible criteria. In addition, digital learning media can harmonize existing technological developments in accordance with the times.</p>
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Prayudanti, Adhania Andika, and Devi Urianty Miftahul Rohmah. "Decision Making Process of SMEs For Using Social Media Marketing In Industrial Revolution 4.0." Journal of Economics, Business, and Government Challenges 1, no. 2 (2018): 62–66. http://dx.doi.org/10.33005/ebgc.v1i2.11.

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Digital era is a characteristic of Industrial Revolution 4.0 that influence towards all aspect of human life. Social media marketing is considered to be one of the technologies in the digital era that can facilitate SMEs to do business activities especially marketing activities, customer relationship, promotion, and innovation.
 The importance of social media marketing in digital era that its technology easy to use and need low cost. It can be applied in our smartphone, can effectively communicate with customer for promotion and branding. The aim of this paper is to define whether SMEs urgently need social media marketing in industrial revolution 4.0. This paper will review the aspects that can be motivate and disruptions of SMEs using social media marketing. The advantage of social media marketing is one of the case that can motivate SMEs using social media marketing.Meanwhile the trust and lack of the ability to using social media marketing can be disruption.
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Bhatnagar, Gaurav, Q. M. Jonathan Wu, and Balasubramanian Raman. "A new aspect in robust digital watermarking." Multimedia Tools and Applications 66, no. 2 (2011): 179–200. http://dx.doi.org/10.1007/s11042-011-0788-z.

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Permatasari, Melania Iko, Intan Pratiwi, Raja Angraini Ahza Sazwita, and Much Fuad Saifuddin. "BioDigital human: Media pembelajaran di era new normal." Bioma : Jurnal Ilmiah Biologi 11, no. 1 (2022): 50–60. http://dx.doi.org/10.26877/bioma.v11i1.9723.

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ABSTRAKMedia digital 3D berperan penting sebagai sarana bagi siswa untuk membangun pengetahuan pada pembelajaran jarak jauh. BioDigital Human merupakan aplikasi yang telah ada sejak lama, namun belum banyak digunakan oleh guru di Indonesia. Penelitian ini bertujuan untuk mengetahui persepsi siswa terhadap platform BioDigital Human dalam pembelajaran biologi pokok bahasan anatomi tubuh manusia. Jenis penelitian yang digunakan adalah penelitian kuantitatif dengan pendekatan survei. Instrumen penelitian berupa angket persepsi terhadap BioDigital Human yang terdiri dari 5 aspek yaitu aspek ketertarikan, aspek rasa senang, aspek motivasi, aspek pemahaman dan aspek keinginan. Teknik analisis data yang digunakan menggunakan analisis deskriptif kuantitatif. Sampel penelitian diambil secara acak yang diperoleh dari 100 siswa kelas XI MIPA SMA Negeri 1 Parakan. Hasil penelitian diperoleh pada aspek ketertarikan rerata respon sebesar 77%, aspek rasa senang sebesar 74%, aspek motivasi sebesar 75%, aspek pemahaman sebesar 79%, aspek keinginan sebesar 77%. Rerata respon siswa dari keseluruhan aspek terhadap platform BioDigital Human termasuk dalam kategori kuat. Rata-rata siswa tertarik, senang, dan semangat belajar. Kendala yang ditemukan dalam penggunaan BioDigital Human bagi siswa terdapat beberapa materi berbayar sehingga tidak dapat diakses dan materi disajikan dalam bahasa Inggris. Siswa mempunyai keinginan guru menggunakan BioDigital Human. Platform BioDigital Human memudahkan siswa memahami konsep abstrak dalam pembelajaran biologi. Kata Kunci: BioDigital Human; media pembelajaran; persepsi ABSTRACTBioDigital Human: Learning media in the new normal era. Three dimensional (3D) digital media plays a vital role in building the knowledge of students. BioDigital Human is an application that has been around for a long time but has not been widely used by teachers in Indonesia. This study aims to determine students' perceptions of the BioDigital Human platform in learning biology on human anatomy. The research method uses descriptive quantitative with a survey approach. The research instrument is a perceptual questionnaire on BioDigital Human consisting of 5 aspects, aspects of interest, aspects of pleasure, aspects of motivation, aspects of understanding, and aspects of desire. The data analysis technique used was descriptive quantitative analysis. The research sample was taken randomly from 100 students of class XI MIPA SMA Negeri 1 Parakan. The BioDigital Human platform perception obtained in the aspect of interest was 77 %, aspect of pleasure was 74 %, aspect of motivation was 75 %, aspect of understanding was 79 %, aspect of desire was 77 %. The average student response from all aspects to BioDigital Human are in strong category. On average, students are interested, happy, and eager to learn. Students have the teacher's desire to use BioDigital Human. The BioDigital Human platform makes it easy for students to understand abstract concepts in biology learning. Problems found in using BioDigital Human for students are that some paid materials are not accessible, and the material is presented in English Keywords: emotional intelligence; learning outcomes; naturalist intelligence
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Azeez, Prof Dr Zuhier Abbas. "Effects of Social Media on Higher Education." International Journal of Professional Studies 17, no. 1 (2024): 267–85. http://dx.doi.org/10.37648/ijps.v17i01.021.

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Social media has had a significant impact on all aspects of life and society in general, transforming the world into what is now referred to as the information society with high-tech connectivity penetrating almost every aspect of human life. Social media platforms, emerging as technological advancements, have played a crucial role in driving rapid development in the economy, business, politics, and particularly in higher education. Their emergence has led to increased global communication, enabling people to access educational information they desire anytime, anywhere, on any digital device, as well as interactive feedback.
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Muttaqin, Rodhotul, Natalia Erna Setyaningsih, and Upik Nurbaiti. "Pengembangan Modul Praktikum Fisika Dasar Digital pada Materi Listrik Magnet sebagai Upaya Adaptasi Kebiasaan Baru." Jurnal Pengelolaan Laboratorium Pendidikan 1, no. 1 (2023): 20–29. http://dx.doi.org/10.14710/jplp.1.1.20-29.

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Online practicum is one of the learning solutions during the pandemic but requires adjustments both in terms of material and practicum modules. The purpose of this study was to develop a Digital Fundamental physics Practicum Module on Electromagnetic Materials. The module developed is in the form of a digital module for Fundamental physics Practicum assisted by an integrated practicum video. The Research and Development Model chosen is a 4-D Development Model which has four process stages, namely Define, Design, Development, and Disseminate. The results of the validation of the material experts obtained that the coverage and accuracy aspects of the material obtained a percentage score of 80% and the aspect of material recency received a score of 93%. The results of the validation of linguists found that aspects of language suitability and communicative use of language obtained a percentage score of 93%. In addition, the aspect of using language that stimulates student curiosity has a score of 80%. The results of media expert validation found that the media presented in the digital practicum module had the accuracy of using media in the form of images and videos, aesthetics in images and videos, as well as a clear and systematic description of video interpretation with an average score of 93%. The feasibility test resulted in an average percentage score of 86%, this means that the module is in the very feasible category
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Reksiana, Reksiana, and Sayyidah Humaeroh. "PAI Teachers' Creativity in Utilizing Digital-Based Learning Media." Jurnal Syntax Transformation 4, no. 12 (2023): 182–93. http://dx.doi.org/10.46799/jst.v4i12.874.

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The research raises the issue of the rise of teachers who do not have the power of creativity in the era of digitalization of education. This study aims to analyze the development of creativity of PAI teachers at SMK Miftahul Falah Jakarta in utilizing information technology-based learning media. The research method used in this study is a qualitative method with a descriptive approach. The object of this research is SMK Miftahul Falah Jakarta. The primary data sources of this study are 1 PAI teacher, 1 student and 1 student. While secondary data in the form of books, journals and articles, and documentation sources of learning activities in the classroom, learning media used, and school profiles. Data collection techniques are through observation, interview and documentation methods. The data analysis technique uses Miles and Huberman data analysis with three stages, namely data reduction, data presentation, withdrawal. The findings in the study are that the development of digital-based media creativity carried out by PAI teachers at SMK Miftahul Falah Jakarta has an impact on four aspects. First, the aspect of fluency of thinking is seen from the learning steps carried out. Both aspects of flexibility of thinking are seen from the creation of information technology-based learning media and motivation. The three aspects of originality are seen from trainings on the use of information technology-based learning media. The four aspects of elaboration (elaboration) are seen from the creativity of PAI teachers in developing the potential of students through the use of information technology-based learning media. Another finding is that if PAI teachers use ICT-based learning media, it will have an impact on increasing the motivation and enthusiasm of students in learning PAI.
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Nedeljković, Marko. "The future of print media in the Republic of Serbia in the digital age: Media-sociological aspect." Socioloski pregled 55, no. 2 (2021): 562–84. http://dx.doi.org/10.5937/socpreg55-31459.

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The constant decline in circulation, audience and print revenue, the development of a new culture of information, with the concurrent strengthening of online media, have led to the point where the transformation of print media has become inevitable. Therefore, in theoretical and professional discussions, the key question is how to respond to all changes and ensure the survival of print media outlets. In order to investigate this issue, a study based on the empirical method and the procedure of non-experimental research was conducted, which included five daily newspaper newsrooms in Serbia. The results show that new journalistic competencies are still present on a small scale in most newsrooms, that they are characterized by traditional work organization, as well as that they do not sufficiently involve new media professionals. These are also three key elements that hinder the transformation of print media and their adaptation to the digital age.
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Shiva, Atul, and Puja Khatri. "Digital Revolution." JOURNAL OF CONTENT COMMUNITY AND COMMUNICATION 17, no. 9 (2023): 1–3. http://dx.doi.org/10.31620/jccc.06.23/01.

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Digital revolution in present times has affected industry and revolutionized the way consumers are served and business operations are handled. The digital revolution has altogether improved the competitiveness of business enterprises including media houses to push their boundaries of communication into the global arena. In an emerging economy like India, commerce and business has seen a paradigm shift due to globalization and now coupled with artificial intelligence after the crisis pandemic scenario. The critical aspect during such a crisis calls for a strong channels of communication across all platforms.
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Alamsyah, Muhammad Radian Nur, Rika Maulina, and Shefa Dwijayanti Ramadani. "The Feasibility of a Hypercontent Digital Magazine as Teaching Material on the Human Reproductive System." Indonesian Journal of Biology Education 8, no. 1 (2025): 9–20. https://doi.org/10.31002/ijobe.v8i1.1801.

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This research was motivated by problems identified in a school where the presentation of teaching materials on the human reproductive system did not align with the characteristics of Generation Z students, thereby reducing their interest in learning. To address this issue, relevant and engaging teaching materials are needed. Therefore, a digital magazine format was selected as a potential solution. This study aims to assess the feasibility of a hypercontent digital magazine as teaching material for the human reproductive system, based on material and media aspects. The research employed a Research and Development (R&D) design adapted from Borg and Gall (1983) which is limited to the stages of developing the initial product and conducting expert validation. The research results showed that the product achieved a feasibility rating of 80% (High) for the media aspect and 78% (high) for the material aspect. These findings suggest that the developed hypercontent digital magazine is feasible for use as teaching material on the human reproductive system.
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45

Nurul Izzah, Anisa, Hamdan Tri Atmaja, and Nuni Widiarti. "Development of Modified Augmented Reality Media Based on Local Wisdom in Elementary Schools." International Journal of Research and Review 11, no. 11 (2024): 443–51. http://dx.doi.org/10.52403/ijrr.20241142.

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The development of technology in the educational process creates various possibilities that can enhance learners' experiences. This is related to the education system which refers to technology. The development of technology has made the world of education increasingly advanced, creating innovations in the form of digital teaching media, learning applications, and digital teaching materials that play a role in the learning process in schools. In elementary schools, learning still minimally uses teaching media to enhance students' critical thinking skills. Furthermore, the teacher only provides learning media in the form of videos or PowerPoint presentations, making the media seem boring and less stimulating for the students. The research method used is RnD with the ADDIE model and data collection method in the form of a questionnaire. Based on expert validation assessments, Augmented Reality media falls into the very feasible category with a percentage of 86.7%. The evaluation results on the media aspect scored 90%, the display aspect 85%, the usage aspect 92%, and the usefulness aspect 75%. This research implies that using modified Augmented Reality media can make learning more interactive and engaging, and can support students' learning activities. Keywords: Augmented Reality, Local Wisdom, Elementary School
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46

Pekhnyk, Alevtina. "TRENDS IN THE INFORMATION AND COMMUNICATION SPACE IN THE ASPECT OF MODERN SOCIO-POLITICAL PROCESSES." Dialog: media studios, no. 30 (December 13, 2024): 165–74. https://doi.org/10.18524/2308-3255.2024.30.318430.

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The article delves into the evolving landscape of the information and communication space, characterized by an ever-accelerating and intensifying flow of information, alongside dynamic socio-political shifts. It examines how modern mass media wield significant influence over societal structures and individual lifestyles. The selection of information channels and the quality of content disseminated through these channels are pivotal, as media profoundly shapes the cultural fabric of contemporary society. This study meticulously analyzes the dynamics of change within the communications sphere, identifying key trends that will shape the future of the information and communication space. It explores how these trends are intricately linked to the transformation of socio-political realities. Key aspects explored in the article may include: the rise of digital media — the impact of social media, online platforms, and digital technologies on information consumption and dissemination; the proliferation of fake news and misinformation — the challenges of identifying and combating the spread of false information in the digital age; the evolution of media ownership and control: the increasing concentration of media ownership and its implications for media diversity and freedom of speech; the role of artificial intelligence in media — the use of AI in news gathering, content creation, and audience targeting; the changing relationship between media and society — the evolving role of media in shaping public opinion, influencing political discourse, and fostering social change; the ethical considerations of information and communication technologies — issues such as privacy, surveillance, and the digital divide. By examining these trends, the article aims to provide a comprehensive understanding of the evolving information and communication space and its implications for individuals, societies, and the global community.
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47

Ristanto, Rizhal Hendi, R. Rusdi, Reza Dino Mahardika, Ericka Darmawan, and Nur Ismirawati. "Digital Flipbook Imunopedia (DFI): A Development in Immune System e-Learning Media." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 19 (2020): 140. http://dx.doi.org/10.3991/ijim.v14i19.16795.

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<p><span>Immune system content along with body defense mechanism tends to be an abstract content that is hard to comprehend by students. Digital flipbook learning media become an innovative learning medium to facilitate the immune system content understanding for students. Method used in the research is ADDIE research and development with the following stages: analysis, define, design, implement, and evaluation. The research is limited to the development stage. The number of respondents in the research consists of 30 senior high school students aged 17-19 years and 3 (three) Biology teachers aged 30-40 years for needs analysis. Learning media expert validation includes 3 (three) teachers and ten students for small group test. The medium is developed using applications of Microsoft PowerPoint 2010, Movavi Video Editor 14 and Flip PDF Professional. The assessment results of Digital Flipbook Imunopedia (DFI) learning media development by the three Biology education experts indicate valid and feasible to be used in immune system learning process. Average of each feasibility test aspect is content aspect (3.05), media aspect (2.95), and language aspect (2.95). The trial test results to small group regarding the DFI content, display, and benefits indicate a very feasible criterion (3.62).</span></p>
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48

Nasriani. "Analisis Penggunaan Literasi Digital Sebagai Media Pembelajaran Guru di SD Negeri 2 Tambun." Formosa Journal of Social Sciences (FJSS) 1, no. 2 (2022): 151–66. http://dx.doi.org/10.55927/fjss.v1i2.511.

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The type of research used is qualitative research which aims to describe the implementation of digital literacy as a learning medium by teachers. This research was conducted at the State Elementary School 2 Tambun with the research subjects namely the principal, teachers and students. Data collection techniques used are observation, interviews and documentation and research data analysis techniques using the pre-field stage, the field stage, and the data analysis stage obtained from the field. The results of the study show aspects of teacher training through the principal's instructions and also independently always follow training activities related to digital literacy and from the aspect of applying and implementing digital literacy teachers have implemented it in the learning process at school to students while from understanding they have understood and are able to use literacy. digital as a digital learning media.
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Agnes Apryliana, Rafika Ubaidah, and Dwi Setiyawan. "Edukasi Karya Sastra Sebagai Media Eksplorasi Budaya." MENGABDI : Jurnal Hasil Kegiatan Bersama Masyarakat 1, no. 4 (2023): 01–06. https://doi.org/10.61132/mengabdi.v1i4.988.

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Literature describes the life of a society, and through literary works the identity or civilization of a nation can be recognized. Through literary works we can identify the behavior or morals of a nation. As time goes by, literature has begun to be forgotten and even less popular with the younger generation. This is due to the influence of technological and communication developments that have changed all aspects of life in the world. In the era of globalization like today, the progress and sophistication of the world of information technology is increasingly rapid. The digital era is a term used in the emergence of digital, internet networks, especially computer information technology. New media The Digital Era is often used to describe digital technology. In this case, the internet has indirectly changed the current generation into a digital generation that grows and is accompanied by information, sophisticated tools, and makes a desocialized generation or a generation that prefers to be alone because they feel happy and calm with their own world. Based on the explanation above, the purpose of writing this paper is to describe the principles of literature learning in the digital era. The development of the digital era is expected to have a positive impact on the progress of literature learning in the environment. Both in the school environment and outside the school environment. Learning literature using digital developments is expected to be able to increase the enthusiasm of teenagers to write and be creative. For this reason, it is necessary to respond to this properly, namely by making efforts that must be made so that the digital era brings benefits to every aspect of life.
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NAZILA ADISTIARACHMA and DWI ALIA. "PERAN MEDIA VIDEO ANIMASI PADA PEMBELAJARAN ANAK USIA DINI." Incrementapedia : Jurnal Pendidikan Anak Usia Dini 6, no. 2 (2025): 49–57. https://doi.org/10.36456/incrementapedia.vol6.no2.a9068.

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Learning media is an important thing that must be used in early childhood learning considering that they learn through something concrete. Along with rapid technological advances, the use of learning media in the world of education does not only use physical media, but also uses digital-based learning media. One type of digital media that can be used is audio-visual media in the form of animated videos. Animated video media is believed to be effective in early childhood learning with various benefits. Referring to this, researchers conducted research to determine the role of animated video media in early childhood learning which is based on six aspects of child development. The method used in this research is literature study (library research) by examining various journal articles, books and regulations related to the research topic. The research results show that animated video media has its own role in every aspect of children's development, so that the use of animated video media in learning can stimulate various aspects of children's development.
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