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1

Al-Bastaki, Yousif, and Khalid A. Al-Mutawah. "ANN Based Approach to Integrate Smell Sense in Multimedia Systems." International Journal of Technology Diffusion 2, no. 3 (2011): 14–23. http://dx.doi.org/10.4018/jtd.2011070102.

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Despite the wide usage of multimedia in several applications, research in the field of olfaction is immature in helping humans work and communicate through multi-sensory interfaces, including smell. There is no consistent method of testing user capability of smell. Therefore, smell detection and generation systems are not well integrated into today’s multimedia systems. In this paper, the authors propose an odor sensing system with the capability of the discrimination among closely similar 20 different odor patterns and propose an on-line classification method using a handheld odor meter (OMX-GR sensor) and neural network that can be used in different multimedia applications. The proposed system is integrated to enhance the functionality of an online multimedia shopping system that is capable of selling products with visual and auditory senses.
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Kurniawati, Annisa, Ratnawulan a, and Ahmad Fauzi. "INTERACTIVE MULTIMEDIA VALIDATION OF INTEGRATED NATURAL SCIENCE WITH THE THEME OF MOTION IN LIFE USING AN INTEGRATED SCIENTIFIC APPROACH TO 21ST CENTURY LEARNING." International Journal of Advanced Research 9, no. 01 (2021): 01–06. http://dx.doi.org/10.21474/ijar01/12410.

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Learning with interactive multimedia integrated natural science is expected to improve students 21st-century skills so that it can help students face the challenges of the 21st century.This study aims to determine the validation of the product developed, namely interactive multimedia integrated natural science with the theme of motion in life using an integrated scientific approach to 21st-century learning. Integrated natural science interactive multimedia is assessed from the aspects of the feasibility of content, constructs, graphics, and language. The validation was carried out by three validators. The instrument used was a validation instrument in the form of a questionnaire.The results of the research are interactive multimedia integrated natural science with the theme of motion in life using an integrated scientific approach to 21st century learning with valid criteria so that it can be used by educators in the natural science learning process in schools.
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Wandika, Yulkifli, Desnita, Yohandri, and Siti Aisyah. "Interactive Multimedia Development Assisted by I Spring Suite 10 Integrated SETS (Science, Environment, Technology, Society) Approach to Improve High School Students' Critical Thinking Skill." Studies in Learning and Teaching 5, no. 2 (2024): 483–92. https://doi.org/10.46627/silet.v5i2.412.

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The aim of this research is to develop interactive multimedia assisted by Ispring suite 10 integrated with the SETS approach that is valid, practical and effective in order to advance high school students' critical thinking skills. This type of research is research and development (R&D) using the ADDIE development model. The participants were class XI students. Science at SMAN 2 Padang. The research results show: 1) Validation of interactive multimedia reaches very valid criteria; 2) The practicality of interactive multimedia is determined through learning implementation of 89.74% with practical criteria and student response questionnaires of 87.40% with practical criteria; 3) Interactive multimedia assisted by Ispring Suite 10's integrated SETS approach can increase critical thinking capabilities effectively. The novelty of this research is that teachers can apply interactive multimedia assisted by Ispring suite 10 integrated SETS approach as one way to improve students' critical thinking skills.
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Ravshanbekovich, Abduraimov Ikromjon. "Continuous Professional Methodology Improvement of History Teachers Based on An Integrated Approach." International Journal of Pedagogics 5, no. 4 (2025): 150–53. https://doi.org/10.37547/ijp/volume05issue04-40.

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This article aims to increase on the requirements for the level of general knowledge and professional development methodology improvement of history teachers on the basis of a continuous professional development course, the goal of tomorrow's perspective is the formation of creative, qualified specialists who can meet the requirements., History teachers teach history on an integrated basis, abandoning the oral teaching method. teaching, teaching multimedia applications based ondigital technologies and independent work.
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Ferreira, Celeste, Mónica Baptista, and Agnaldo Arroio. "TEACHERS’ PEDAGOGICAL STRATEGIES FOR INTEGRATING MULTIMEDIA TOOLS IN SCIENCE TEACHING." Journal of Baltic Science Education 12, no. 4 (2013): 509–24. http://dx.doi.org/10.33225/jbse/13.12.509.

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Since the widespread introduction of Information and Communication Technology (ICT) in education the use of multimedia environments has increased substantially. This qualitative study analyse how teachers integrate multimedia tools into teaching and learning sequences (TLS) in science education. Four in-service teachers’ groups have been investigated across a 40 h teachers’ training course to analyse their pedagogical strategies and difficulties for introducing multimedia tools in science teaching. During the training program to discuss multimedia environments teachers (n=14) were invited to build teaching learning sequences (TLS) about some science content using multimedia tools. The results obtained through a content analysis suggest that these teachers are integrating multimedia tools mostly to enhance particular concepts and skills (integrated approach) than to innovate presentations (enhancement approach). In all cases teachers adopted structured tasks and in two of these they were not aware of the necessity to make explicit links between the multimedia tools and the other activities. Some difficulties related to pedagogical approaches and teachers’ knowledge are discussed. Key words: multimedia tools, science education, teachers’ knowledge, teachers’ pedagogical approaches.
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Gradit, Pierre, Khalil Drira, and François Vernadat. "An integrated approach to coordination description in distributed multimedia applications." Integrated Computer-Aided Engineering 8, no. 4 (2001): 311–24. http://dx.doi.org/10.3233/ica-2001-8403.

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Sakorn, Wanicha, Jirawan Srikram, Rattikan Sarnkong, and Nuanhong Khamhong. "Multimedia Computer-Based Lessons on Programming with Scratch in Technology Integrated with the TGT Cooperative Learning Technique to Enhance Learning Achievement and Teamwork Ability of Thai Grade 7 Students." Higher Education Studies 15, no. 2 (2025): 349. https://doi.org/10.5539/hes.v15n2p349.

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The purposes of the current study were to examine the effectiveness of the multimedia computer-based lessons on programming with Scratch in Technology integrated with the TGT cooperative learning technique based on the 80/80 efficiency criterion,  to compare the learning achievement of Grade 7 students between those taught using multimedia computer-based lessons integrated with TGT and those taught using traditional instructional methods, to investigate the teamwork skills of Grade 7 students when learning through multimedia computer-based lessons integrated with the TGT cooperative learning technique, and to explore students' satisfaction with the multimedia computer-based lessons integrated with the TGT cooperative learning technique. The study employed experimental research design, comparing the learning achievement and teamwork skills of students who learned with Scratch and TGT (n=40) to those who received traditional instruction (n=40). The research instruments included a Scratch-TGT integrated learning plan, a learning achievement test, a teamwork skills assessment, and a student satisfaction questionnaire. The findings indicated that the Scratch and TGT integrated learning approach was highly effective. The process and product effectiveness scores met the 80/80 efficiency criterion, and the experimental group outperformed the control group in learning achievement. Additionally, students' teamwork skills were rated at a very high level. Student satisfaction was also at a very high level, which indicates positive engagement with the integrated approach.
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Afrianda, Gio, and Reinita Reinita. "DEVELOPMENT OF INTERACTIVE MULTIMEDIA ARTICULATE STORYLINE 3 BASED APPROACH (CTL) ON INTEGRATED THEMATIC LEARNING IN GRADE IV ELEMENTARY SCHOOL." Jurnal Handayani 13, no. 1 (2022): 70. http://dx.doi.org/10.24114/jh.v13i1.35929.

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Abstract: Interactive Multimedia is a presenter of content by utilizing the incorporation of content from several media in the form of text, sound, images, animation, and video. So that multimedia is presented in a computer-based program that facilitates interactive communication. With interactive multimedia can increase the interest and motivation of learning learners. The aim of this Research is to develop a Multimedia Interactive Articulate Storyline 3 Contextual Based teaching learning (CTL) approach on integrated thematic learning in Class IV elementary school that is valid and practical. This research uses the ADDDIE model with 5 stages including, Analisys (Analysis), Design (Design), Development (Development), Implementation (Implementation), and Evaluation (Evaluation). Data obtained based on validation questionnaires, teacher and student response questionnaires. The subject of this study trial was a class IV student of SDN 56 Children of Water which amounted to 23 people. Based on the material validation questionnaire obtained results of 93.75% with very valid categories, language validation obtained results of 93.75% with very valid categories, media validation obtained results of 94.59% with very valid categories. The results of the teacher practicality test in SDN 56 Anak Air obtained a result of 91.66% with a very practical category and the results of the student's preticality test obtained a result of 95.47% with a very valid category. Thus it can be concluded that articulate storyline 3 interactive multimedia has been valid and practically used to increase the interest and motivation of learning learners.Keywords: Interactive Multimedia, Articulate Storyline 3,Addie ModelAbstrak: Multimedia Interaktif adalah sebagai penyajikan konten dengan memanfaatkan penggabungan konten dari beberapa media berupa teks, suara, gambar, animasi, dan video. Sehingga multimedia tersebut tersaji dalam satu program berbasis komputer yang memudahkan komunikasi interaktif. Dengan multimedia interaktif dapat meningkatkan minat dan motivasi belajar peserta didik. Tujuan dari Penelitian ini adalah untuk mengembangkan Multimedia Interaktif Articulate Storyline 3 Berbasis Pendekatan Contextual Teaching Learning (CTL) Pada Pembelajaran Tematik Terpadu di Kelas IV SD yang valid dan praktis. Penelitian ini menggunakan model ADDDIE dengan 5 tahapan diantaranya, Analisis (Analisys), Perancangan (Design), Pengembangan (Development), Implementasi (Implementation), dan Evaluasi (Evaluation). Data yang diperoleh berdasarkan angket validasi ,angket respon guru dan siswa. Subjek ujicoba penelitian ini adalah Peserta didik kelas IV SDN 56 Anak Air yang berjumlah 23 orang. Berdasarkan dari angket validasi materi diperoleh hasil 93,75% dengan kategori sangat valid, validasi kebahasaan diperoleh hasil 93,75% dengan kategori sangat valid, validasi media diperoleh hasil 94,59% dengan kategori sangat valid. Hasil uji praktikalitas guru di SDN 56 Anak Air diperoleh hasil 91,66% dengan kategori sangat praktis dan hasil uji pratikalitas peserta didik diperoleh hasil 95,47% dengan kategori sangat valid. Dengan demikian bisa ditarik kesimpulan bahwa multimedia interaktif Articulate Storyline 3 ini telah valid dan praktis digunakan untuk meningkatkan minat dan motivasi belajar peserta didik.Kata Kunci : Multimedia Interaktif, Articulate Storyline 3,Model Addie
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Ahzari, Serli, and Asrizal Asrizal. "Developing STEM-Integrated Interactive Multimedia to Improve Students' Data Literacy and Technology Literacy." JURNAL EKSAKTA PENDIDIKAN (JEP) 7, no. 1 (2023): 63–73. http://dx.doi.org/10.24036/jep/vol7-iss1/737.

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Facing industry 4.0 literacy requires a role of literacy. One of the literacies that are suitable for answering the challenges of this era is data and technology literacy. The STEM approach is the learning approach used to address the challenges of the Industry 4.0 revolution. However, the actual conditions in the field describing the application of interactive multimedia by integrating STEM and integrating data and technology literacy in learning still need to be improved. The solution is to develop interactive multimedia by integrating STEM. This research aims to produce valid and practical interactive multimedia by integrating STEM to improve the data and technology of students. The Research & Development stage was completed until limited product testing. The data in this research was obtained from experts' validity and practical results from the students of class 11 science. The data collection instrument consisted of the validity sheet given to the experts and the practicality sheet given to the students of class 11 science. The analysis results show that the STEM-integrated interactive multimedia produced is valid and practical according to students. The second value is included in the very good category. Experts rationally state that interactive multimedia integrating STEM is valid regarding material substance, visual communication display, learning design, software usage, and assessment of STEM components. Students stated that the interactive multimedia presentation integrating STEM was practical regarding usability, ease of use, attractiveness, and clarity.
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Maimone, Giovana Deliberali, and Naira Christofoletti Silveira. "Indexation and abstract of digital documents and multimedia." Brazilian Journal of Information Science 1, no. 1 (2007): 77–82. http://dx.doi.org/10.36311/1981-1640.2007.v1n1.05.p77.

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The production of digital documents and multimedia remodeled the abilities and attitudes of the producers, transmitters and users of information imposing the need of integrated approach between theory and practice of the processes of the content analysis, representation and recuperation of digital documents and
 multimedia. From this presupposed, the current work, distributed in 11 chapters, details the changes - structural and of input – in the production of documents which lead to the re-structuration of the document
 al organization. At this point, for an adequate processing of the multimedia systems it is necessary to integrate the iconic, literal and auditory languages, being that this integration propitiates features of interactivity, ramification, transparency and navigation (interactividad, ramification, transparency y navigation), that are related directly to the system user.
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Ikhwani, Ikhwani. "STUDENT READING SKILL TRAINING THROUGH THE DEVELOPMENT OF MULTIMEDIA AS A LEARNING DEVICE." BRIGHT VISION Journal of Language and Education 3, no. 1 (2023): 32. http://dx.doi.org/10.30821/brightvision.v3i1.2988.

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<p style="margin: 0cm 0.65pt 0pt 0cm; text-align: justify;"><span style="letter-spacing: -0.05pt; font-family: 'Cambria','serif'; font-size: 12pt; mso-ascii-theme-font: major-latin; mso-hansi-theme-font: major-latin;">This study aims to develop multimedia as a learning tool in training the reading skills of islamic elementary school (MI) students. This research uses a research and development (R&D) approach, through a Gall & Borg development study. This research is set in MIN 42 Pidie. The learning model is integrated with various learning tools (multimedia) including student and teacher books, as well as lesson plans (RPP). Based on the data obtained, it is known that multimedia integrated with the inquiry instructional model is effective in improving student learning outcomes rather than without using multimedia. It is proven through t-test statistical testing where tcount (9.98) is higher than ttable (2.00), means that multimedia integrated with the inquiry instructional model has a practical level with a score of 3.39 in the practical category without improvement.</span></p>
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Nasution, Eni Sumanti, Fauziah Nasution, Tinur Rahmawati Harahap, and Elissa Evawani Tambunan. "Language and Visual Representation in Physics: Enhancing Understanding Through Multimedia." International Journal of Educational Research Excellence (IJERE) 4, no. 1 (2025): 01–09. https://doi.org/10.55299/ijere.v4i1.1226.

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The incorporation of multimedia resources in physics education has become a crucial approach for improving student understanding by combining verbal and visual components. This investigation utilizes a mixed-methods design to assess the impact of multimedia tools on student participation and comprehension in physics courses. Quantitative information was gathered through assessments before and after the intervention, while qualitative data was obtained from student interviews and in-class observations. The study involved creating tailored multimedia materials, which were subsequently integrated into lessons. Quantitative data underwent statistical analysis, including paired t-tests, while qualitative findings were examined using thematic analysis. The results revealed a substantial increase in student engagement from 45% without multimedia to 85% with its use. Additionally, the post-test mean score (79.3 ± 8.81) exceeded the pre-test average (58.5 ± 12.65), suggesting enhanced understanding and uniformity among students. Qualitative outcomes highlighted multimedia's contribution to clarifying intricate concepts, improving communication abilities, and promoting collaborative learning. The research concludes that the strategic integration of multimedia tools within cooperative frameworks can establish a vibrant, interactive learning environment, considerably enhancing students' conceptual grasp and preparing them for future academic and career challenges.
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Halang, Wolfgang, Bernd Krämer, and Jürgen Schormann. "Integrated Multimedia-Based Distance Teaching of Information Technology." JUCS - Journal of Universal Computer Science 2, no. (6) (1996): 443–55. https://doi.org/10.3217/jucs-002-06-0443.

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An integrated set of four subsequent single semester courses is being developed covering information technology in great width and with strong links to technical applications. The courses will become integral parts of a distance teaching university's curricula. Combining short phases of presence with interleaved media-based self study blocks, they are also especially well-suited for continuing education. An innovative approach is taken by integrating all course elements -- acoustic and written information, diagrams and figures, animations, simulations, video clips, and laboratory exercises -- in a single electronic document. Whereas up to now all this information is only accessible on different storage media, the new multimedia teaching programmes even replace printed material.
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Staneva, Antonia, Katia Rasheva-Yordanova, and Daniela Borissova. "Integration Multimedia and Virtual Reality in the Online Teaching of Fine Arts." Digital Presentation and Preservation of Cultural and Scientific Heritage 12 (September 7, 2022): 89–98. http://dx.doi.org/10.55630/dipp.2022.12.6.

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This article deals with the problems of Fine Arts teaching. An approach capable to integrate different types of resources is presented. The described approach corresponds to the recent trends in education where multimedia tools and virtual reality are integrated to improve learning. The described approach has been used to create an interactive experimental lesson for students studying mural painting. The developed innovative lesson is tailored to the age characteristics of students and their increased interest in fine arts. The preliminary results show the applicability of the proposed approach and satisfaction with the acquired knowledge among the students.
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Wahyudi, Wahyudi, M. Daud Yahya, Jenuri Jenuri, Catur Budi Susilo, Dina Mayadiana Suwarma, and Okta Veza. "Hubungan Penggunaan Multimedia dalam Pembelajaran terhadap Peningkatan Hasil Belajar Peserta Didik." Journal on Education 6, no. 1 (2023): 25–34. http://dx.doi.org/10.31004/joe.v6i1.2910.

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This study discusses the impact of using multimedia in learning on improving students' learning outcomes. The research used a literature review method by examining various related studies that have been conducted. The analysis results showed that the use of multimedia can increase motivation, interest, and learning outcomes of students in learning. However, the effectiveness of multimedia use in learning depends on various factors such as multimedia design and content, teaching methods, student characteristics, and available learning environments. Therefore, the use of multimedia in learning requires a holistic and integrated approach. Continuous research and development are needed to improve multimedia design and use as well as to consider the influencing factors.
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Atun, Yani Ami, Bryan Bagus Pambudi, and Bayu Azra Maulana. "Interactive Multimedia Development of Indonesian Endemic Plants: Species Uniqueness with MDLC Approach." Jurnal Indonesia Sosial Teknologi 5, no. 7 (2024): 3203–14. http://dx.doi.org/10.59141/jist.v5i7.1122.

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This research explores the development of interactive multimedia with a focus on Indonesia's endemic plants, applying the Multimedia Development Lifecycle (MDLC) as a design approach. MDLC provides a systematic foundation with six related phases, including concept, design, material collection, assembly, testing, and distribution, to ensure the success of educational media development. The hardware and software required for multimedia creation are also outlined, providing a comprehensive overview of the technology infrastructure used. Design steps include concepts that consider visual uniqueness, intuitive navigation, deep content, and connectivity to learning needs. The storyboard design breaks down into sections, including splash screens, main menus, material menus, evaluations, and information, each designed to provide an optimal user experience. Material collection involves selecting multimedia assets, including images, letters, and icons, integrated using Adobe Illustrator software. The assembly process is carried out through Construct 2, creating an interactive and dynamic interface. Black Box testing is conducted to verify compliance with optimal design and functionality. Supporting theories, such as multimedia concepts, MDLC, and the definition of Indonesia's endemic flora, provide a strong theoretical foundation. Results and discussions include evaluations of Alpha and Beta testing that show positive user responses. Overall, this research concludes that interactive multimedia successfully provides an effective and engaging learning experience, ready for widespread distribution.
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Ivanna, Voronkova. "MULTIMEDIA ART AS A MEANS OF EXPRESSION FOR ARCHITECTURAL AND STAGE DESIGN IDEAS BY YEVHEN LYSYK." Vìsnik Nacìonalʹnogo unìversitetu "Lʹvìvsʹka polìtehnìka". Serìâ Arhìtektura 3, no. 1 (2021): 17–23. http://dx.doi.org/10.23939/sa2021.01.017.

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The paper features the multimedia means employed to arrange an interactive space in public buildings. The advancement of computer technologies contributed to the development of the multimedia kind of art, with its versatility, multiplicity, and distinctness. Multimedia art can be integrated into the design of an objective-spatial environment in two ways: mechanical (implemented through the use of kinetic art objects, or kinetic deep spatial art) and multimedia (achieved through the use of sensory technologies and the creation of interactive projections onto surfaces). The author explored the approaches to the development of objective-spatial environment through multimedia objects: an imaginative approach based on the formation of the objective-spatial environment focusing on the generation of imagery and artistic expressiveness of the interior; functional utilitarian approach contributing to the arrangement of an objective-spatial environment dominated by the functionality of objects filling the interior. The paper reasons the possibility to integrate Yevhen Lysyk’s stage design ideas with the multimedia technical means to produce an interactive dynamic design as an artistic performance within the public building. It would contribute to the preservation of artworks by the brilliant scenographer still used in contemporary repertoire, and also add to the diversity of space, make bright imagery of the interior, and underlie its functionality. Moreover, with the help of modern digital technologies, we can increase the range of supporters of Yevhen Lysyk’s art to cultivate the feeling of the beautiful and the love for genuine art.
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Brown, Magdelene Aneetee, and Dr Patchainayagi S. "Cognitive Constructivist Theory of Multimedia for Appreciative Response: An Approach to Decode Sociolinguistic Appropriations in Texts’ of Nigeria." Webology 19, no. 1 (2022): 4232–48. http://dx.doi.org/10.14704/web/v19i1/web19279.

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The paper aims to explore Multimedia as a cognitive tool to enhance the study of appropriated texts of Nigeria and the sociolinguistic reasons behind appropriating the English language to carry the native's experiences. The writers of Nigeria deploy the strategies to reconstruct Africa's taunted imageries and cultures. An ethnographic study exposes the strategic method of representing authentic versions through abrogation. The article examines and re-evaluates, identified resistant strains that are consciously or unconsciously integrated in the texts, according to their level of contact with the English language to ensure their text's authenticity. The palm-wine Drinkard and Purple Hibiscus are the texts(novel) representing the first and third generation of Nigerian authors selected for the study. Bakhtin’s theory on Heteroglossia and dialogism also analyses the selected novels. The novelists resist the hegemonic speech pattern to incorporate indigenous practices within their utterances. Multimedia as a tool can enrich the cognitive process in comprehending the appropriated texts. A Quasi-experimental research design was used to evaluate the comprehensive capacity of tertiary learners before and after using Multimedia to capture the quintessence of an indigenised novel. While some may criticize Appropriation as a market-driven exoticism, it has successfully fashioned familiarization of Indigenized culture, rather than alienating the knowledge about it using multimedia.
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Nuri, Bulan, Lissa Zikriana, and Iqbal Iqbal. "Effectiveness of Desmos Application Integrated with PjBL in Multimedia Mathematics Learning in Terms of Mathematical Literacy Skills." Jurnal Penelitian Pendidikan IPA 9, no. 11 (2023): 10457–65. http://dx.doi.org/10.29303/jppipa.v9i11.5497.

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This study aims to determine the effectiveness of the desmos application integrated with PjBL in terms of mathematical literacy skills, the effectiveness of multimedia mathematics learning in terms of mathematical literacy skills and the effectiveness of the desmos application integrated with PjBL in multimedia mathematics learning in terms of mathematical literacy skills. This research design is quasi-experiment with a post-test only control group design. The research subject were 60 students of senior high schools at SMA Negeri 3 Bireuen with a total research population of 102 students. The sample in this study was determined by a convenience sampling technique. The instrument used was a diagnostic test consisting of three questions based on mathematical literacy skills. The data were analyzed using the classical completeness test, different proportion test and t-test. Based on the research findings, it is deducible that the Desmos application yields better results when integrated with PjBL concerning mathematical literacy skills. Moreover, mathematics learning supported with multimedia is more efficacious for enhancing mathematical literacy skills. Lastly, when evaluating mathematical literacy skills, combining Desmos application with PjBL and multimedia in mathematics learning proves to be the most effective approach
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Mulia, Harpan Reski. "Pembelajaran Berbasis Multimedia: Upaya Memahami Keberagaman Gaya Belajar Anak." Jurnal Penjaminan Mutu 5, no. 2 (2019): 144. http://dx.doi.org/10.25078/jpm.v5i2.857.

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<em>This writing discusses about a way to understand the varieties of children’s learning styles in environment of formal school. One of the ways that will be discussed is by designing a learning based on multimedia. The research uses an approach which vies some concepts existed in the variable. It is called by library research. The result of this research shows that children’s learning styles generally are divided into three styles, they are auditory, visual, and kinesthetic. By using multimedia approach in teaching, it will help teacher in understanding various styles of children’s learning. It is because of multimedia consist of the components, such as media and audio media and visual media have been integrated in multimedia. Instead of multimedia which is designed well can stimulate children’s attention in learning process so the children are interested to follow the learning and all of aspects that are needed by children.</em>
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Ridayani, Ridayani, and M. Bambang Purwanto. "Enhancing Speaking Skills Through Role Play and Multimedia Technology." Refleksi: Jurnal Penelitian Tindakan 2, no. 2 (2024): 33–43. http://dx.doi.org/10.70437/refleksi.v2i2.413.

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This study explores and evaluates the effectiveness of integrating roleplay methods and multimedia technology in improving students' English-speaking skills in the hospitality industry. Using an action research approach, this study was conducted among third-semester by totalling sampling 30 students majoring in travel business at Prasetiya Mandiri Polytechnic Bogor. This research method includes three cycles of action: planning, action, observation, and reflection. In the planning stage, roleplay scenarios relevant to real situations in the hospitality industry are designed and combined with multimedia technologies such as video tutorials then participate in roleplay activities integrated with these multimedia elements. The results showed that integrating role play and multimedia technology significantly improved students' speaking skills. Students become more confident in using English, can communicate more effectively, and show improvement in pronunciation, intonation, and proper use of vocabulary. This study concludes that the integration of Role play with multimedia technology is a practical approach to improving English-speaking skills among hospitality students.
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Nadaf, Akabarsaheb Babulal, Pravin Prakash Adivarekar, Vijay Kumar Dwivedi, and Dharmendra Kumar Yadav. "LINEAR REGRESSION-BASED ANALYSIS OF MULTIMEDIA DATA FOR AI-DRIVEN PATTERN RECOGNITION." ICTACT Journal on Image and Video Processing 15, no. 1 (2024): 3321–29. http://dx.doi.org/10.21917/ijivp.2024.0472.

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Multimedia data, encompassing images, videos, and audio, has become a cornerstone in various AI-driven applications, particularly in pattern recognition tasks. The increasing complexity and volume of multimedia data necessitate robust and scalable analytical approaches. Traditional pattern recognition techniques often struggle to effectively manage the high-dimensional and multimodal nature of multimedia data. This study addresses the challenge by leveraging linear regression for analyzing multimedia data to enhance AI-driven pattern recognition. The proposed method integrates linear regression models with feature extraction techniques to identify and map underlying patterns within the multimedia data. The process begins with preprocessing steps, including normalization and dimensionality reduction, to ensure data consistency and manage computational complexity. Subsequently, linear regression models are applied to establish relationships between the extracted features and predefined classes or labels. The model’s performance is evaluated using precision, recall, and F1-score metrics. Experimental results on a benchmark multimedia dataset reveal that the proposed approach achieves an average accuracy of 92.4%, with a precision of 91.8% and a recall of 93.1%. These results outperform several state-of-the-art methods, demonstrating the model’s efficacy in accurately recognizing patterns within diverse multimedia data. Furthermore, the model exhibits scalability, maintaining high performance even when applied to large-scale datasets, thus validating its potential for real-world AI applications. The study concludes that linear regression, when integrated with appropriate feature extraction and preprocessing techniques, offers a viable solution for enhancing AI-driven pattern recognition in multimedia data.
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Yulyani, Yulyani, Yalvema Miaz, Yanti Fitria, and Abna Hidayati. "Practicality of Using Interactive Multimedia Teaching Materials with a STEM Approach in Elementary Schools." Jurnal Penelitian Pendidikan IPA 9, no. 10 (2023): 8636–40. http://dx.doi.org/10.29303/jppipa.v9i10.5743.

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The aim of this research is to describe the practicality of interactive multimedia teaching materials in integrated thematic learning using a STEM approach in elementary schools. This type of research is development research using the 4D model (Define, Design, Develop, and Disseminate). Data collection techniques in practicality tests use practicality questionnaires by educators and students. The data in this practicality instrument uses a practicality formula which is analyzed quantitatively. Based on the results of the practicality test, the interactive multimedia teaching materials with the STEM approach that were developed are included in the very practical category with the percentage of practicality test obtained by teachers with an average score of 97%, very practical and the practicality test obtained by students with an average score of 89%, very practical category. It can be concluded that interactive multimedia teaching materials based on the STEM approach meet the criteria for being very practical
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Lidyasari, Aprilia Tina, Muhamad Nur Rokhman, Alifi Nur Prasetia Nugroho, and Albi Anggito. "THE EFFECTIVENESS OF INTERACTIVE MULTIMEDIA-BASED LEARNING METHODS TO INCREASE THE MOTIVATION OF ELEMENTARY SCHOOL TEACHERS IN THE JSIT KULONPROGO ENVIRONMENT." Al-Bidayah : Jurnal Pendidikan Dasar Islam 15, no. 1 (2023): 51–70. http://dx.doi.org/10.14421/albidayah.v15i1.1024.

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Teachers' motivation in developing multimedia in primary-secondary school teachers who are members of the Kulonprogo integrated Islamic school network is still low. The purpose of this study is to see if there is a significant effect on teacher motivation after providing interactive multimedia training to teachers. Multimedia training includes providing material about interactive multimedia, making multimedia by teachers, mentoring, demonstrations and producing interactive multimedia products from elementary junior high schools. The research method used is a pre-experiment design involving 25 primary-secondary school teachers who are members of the Kulonprogo integrated Islamic school network. The sampling technique used is purposive sampling and uses the Wilcoxon test in data analysis. Activities will be carried out using offline and online methods using a theoretical and practical approach. Theoretical material and practical assistance are carried out in the Kapanewon Kulonprogo area. The implementation of activities will be reflected through an evaluation of the participants' understanding of the material, seen from the performance, work results, program implementation evaluation questionnaire. Training is carried out offline and online. Offline training was held at the Yogyakarta State University Hall, Wates Campus offline and online through the zoomeeting application. The results of the implementation of this training based on the pre-post questionnaire obtained an increase in pre-post results from an average of 58.2 to an average of 69.52. While the results of data processing using SPSS obtained Sig Value. <0.05, this shows that there is a significant effect on teacher motivation before and after the provision of training in making interactive multimedia for teachers. The conclusion of the research is that there is a positive influence on teacher motivation before and after the provision of interactive multimedia training to elementary and junior high school teachers who are members of an integrated Islamic school network in Kulonprogo Regency, Yogyakarta Special Region.
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Pisanelli, D. M., F. L. Ricci, F. Consorti, A. Piermattei, and F. Ferri. "Toward a General Model for the Description of Multimedia Clinical Data." Methods of Information in Medicine 37, no. 03 (1998): 278–84. http://dx.doi.org/10.1055/s-0038-1634537.

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AbstractThe patient folder integrates information originating from heterogeneous sources. For this reason computerized tools for patient data management should exploit the advantages of multimediality and offer an integrated environment for data presentation, and image and biosignal visualization. Object-oriented modeling is the best approach for designing systems for multimedia patient folder management.We propose an object-oriented model, able to define the entities constituting the patient folder and their logical organization. This model has sufficient flexibility to adapt to the most varied clinical environments. It allows the physician to structure the information needed for his/her patient folder without employing a programming language.
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Mikalsen, Arne B., Bjørn Klefstad, Svend Andreas Horgen, and Thorleif Hjeltnes. "An integrated multimedia e-learning model for vocational training." Proceedings of the International Conference on Networked Learning 6 (May 5, 2008): 270–77. http://dx.doi.org/10.54337/nlc.v6.9323.

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Building an e-learning environment suitable for vocational training in a non-academic context is challenging. Vocational Education and Training (VET) students normally don’t have the academic background needed to take university e-learning courses. Pedagogical models developed for university e-learning are often adapted to active and collaborating students, who are used to seek out information in textbooks and on Internet. This is not appropriate or must be adjusted with students in vocational training. This paper will present an integrated multimedia model developed for practical training. It focuses on a variety of learning styles, developed to satisfy students with different needs. Oral presentations, web pages, video presentations, animations and a thorough automated assessment are important parts in each module of the learning content. The content is produced by rather simple tools and integrated into a powerful combination. This strategy makes it possible to develop high quality, multimedia e-learning content in a quick and inexpensive way. Team work is a key point in the development of e-learning content, both in the sense of creativeness, distribution of work and competence and quality assurance. TISIP has developed a training course and a corresponding model for a national trade association of Norwegian butcheries, called Animalia. As an e-learning provider, TISIP is not an expert in the industry of butcheries. The customer’s role has been to obtain and deliver the raw material, i.e. subject content. A successful e-learning product is dependent both on the quality of the content but also on an extensive and fruitful communication between the e-learning provider and the customer throughout the entire production phase, also amongst members of the development team. This paper has a practical approach, and is based on experiences gained during the development process. The construction of e-learning models is often based on several pedagogical ideas. In traditional university courses, models with a high level of communication and collaboration, in combination with the students own reading and writing of essays, have been central, i.e. sosio-constructivistic approaches. Nevertheless, the constructivistic approach is not always applicable. Working with students without an academic background often requires a different tradition. We have experienced that an instructional training program, consisting of a great variety of teaching styles improves the learning experience. Students with certain disabilities like dyslexia find this model especially valuable. Rapid e-learning is a methodology expressing the key point in the described e-learning model. By this method, we create practical training programmes in a very short period of time. Multimedia development is often very expensive. Our e-learning model use effective tools that makes it possible to produce rich multimedia content both quickly and with relatively low development costs and without involving professional studios. With these tools teachers and researchers are able to produce the content themselves, in their office.
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Nurmahanani, Indah. "Social Cognitive Approach through Interactive Multimedia for Early Reading Learning." Dinamika Jurnal Ilmiah Pendidikan Dasar 13, no. 1 (2021): 32. http://dx.doi.org/10.30595/dinamika.v13i1.9301.

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This study developed a learning model to improve students’ early reading skills in Indonesia. The model is based on social cognitive learning theory and is implemented using interactive multimedia. The research method uses Design-Based Research (DBR) and the subjects are 195 first and second graders of an elementary school in Bandung, West Java. The findings of the study show that social cognitive learning can be integrated and implemented through interactive multimedia and that interactive-multimedia-assisted social cognitive model (IMAS Model) can improve early reading skills. Students’ average early reading skill scores were measured using Early Grade Reading Assessment (EGRA) instrument before and after intervention to see the effectiveness of the model. Pre-test – post-test results comparison showed that students’ average early reading scores increased after learning using IMAS Model. Students’ average scores of reading letters, reading syllables, reading words, reading sentences, and reading comprehension skills at pre-test were 78.06, 67.06, 60.92, 55.21, and 44.95, respectively. These scores respectively increased to 92.71, 92.45, 88.58, 74.60, and 87.08 at post-test, indicating that IMAS Model is effective to increase early reading skills.
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Nazir, Muddassir, Faisal Khan, Paul Amyotte, and Rehan Sadiq. "Multimedia fate of oil spills in a marine environment—An integrated modelling approach." Process Safety and Environmental Protection 86, no. 2 (2008): 141–48. http://dx.doi.org/10.1016/j.psep.2007.10.002.

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Mostefaoui, A., H. Noura, and Z. Fawaz. "An integrated multimedia data reduction and content confidentiality approach for limited networked devices." Ad Hoc Networks 32 (September 2015): 81–97. http://dx.doi.org/10.1016/j.adhoc.2015.01.007.

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Lee, Suk Kyu, Hyunsoon Kim, Albert Yongjoon Chung, and Hwangnam Kim. "Integrated approach of streaming 3d multimedia contents in real-time for mobile devices." Multimedia Tools and Applications 77, no. 2 (2017): 1811–42. http://dx.doi.org/10.1007/s11042-016-4339-5.

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Hakim, Lukman, Alwen Bentri, Abna Hidayati, and Winanda Amilia. "Development of Interactive Multimedia Using Problem Based Learning Model in Class VIII Integrated Science Subjects Junior High School." Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran 8, no. 4 (2023): 787. http://dx.doi.org/10.33394/jtp.v8i4.8751.

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This study addresses low student learning outcomes due to limited use of interactive multimedia and lack of interest in learning using the same model. The aim is to develop valid and practical interactive multimedia through a problem-based learning approach for science subjects. This research is a development research (R&D) with the ADDIE development model. The results of research on learning media development by media validator 1 were obtained " 4.95" with the category "Very Valid". While the results of the assessment of media validator 2 obtained "4.95" with the category "Very Valid", and material validators obtained "4.71" with the category "Very Valid ". The results of the practicality test to students on interactive multimedia can be concluded that the assessment carried out by students obtained 3.51 results with the category "Practical". The results of the effectiveness test were obtained from the comparison of pre-test and post-test scores of students and obtained the results of the Wilcoxon signed rank test showed that Sig. (p value) of 0.00 < 0.05, so interactive multimedia is declared "Eeffective" because there are significant differences. It can be concluded that interactive multimedia products are suitable for use in the learning process.
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Ponsawad, Rapeepan, and Autthapon Intasena. "Developing Grade 2 Spelling Ability Using the Integrated CIRC Collaborative Learning Technique and Multimedia." Higher Education Studies 15, no. 1 (2024): 144. https://doi.org/10.5539/hes.v15n1p144.

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The purpose of the study was to examine the effectiveness of multimedia integrated CIRC learning management plan on grade 2 students’ spelling ability. The research employed a one-group experimental design in which a learning management plan based on CIRC principles, with the integration of multimedia, was used as the main intervention. The participants included 30 grade 2 students selected through clustered random sampling in a suburban province of Thailand. The study utilized a learning management plan comprising eight sub-lesson plans, as well as a spelling test of 30 multiple-choice items. The results analyzed using mean scores, standard deviation, percentages, learning management effectiveness (E1/E2), and a paired samples t-test. The findings revealed significant improvement in students' spelling abilities, with the effectiveness of the learning management plan reaching 84.22/88.77, exceeding the predetermined criteria of 75/75. This study contributes to educational research by demonstrating that multimedia-integrated CIRC is an effective approach for enhancing spelling skills in young learners.
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Ni Made Teja Pratiwi, I Gede Margunayasa, and Luh Putu Sri Lestari. "Fostering Critical Thinking Through Interactive Multimedia: A PBL Approach with Balinese Local Wisdom." Thinking Skills and Creativity Journal 7, no. 2 (2024): 226–35. https://doi.org/10.23887/tscj.v7i2.91885.

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The low critical thinking ability of elementary school students in the subject of IPAS (Integrated Science and Social Studies) is attributed to teaching methods that primarily emphasize rote memorization without incorporating problem-solving activities, particularly those related to real-life environmental issues. This study aims to develop interactive learning multimedia based on the problem-based learning (PBL) model with a focus on Balinese local wisdom to enhance the critical thinking skills of fifth-grade elementary school students in the topic Indonesiaku Kaya Alamnya (My Indonesia, Rich in Natural Resources). The research follows the ADDIE model. Data collection methods employed in this study include tests and questionnaires. The findings of the media validation test indicate a feasibility index of 4.73 for media quality and 4.6 for content quality, both of which fall into the "very good" category. Additionally, the analysis conducted by expert practitioners revealed that the practicality scores obtained were 94% for teachers and 94.4% for students, categorizing the multimedia as highly practical. The effectiveness test results showed a significance level of < 0.01, indicating a significant difference in students' critical thinking abilities before and after using the multimedia. Thus, it can be concluded that the interactive learning multimedia based on the PBL model, incorporating Balinese local wisdom, is both feasible for classroom use and effective in helping students connect conceptual material with real-world situations in their environment.
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Stevani, Margaret, Novi Yanti, Ikhwan Mahfud Hidayat, Firman Daris Laia, and Alkisah Ikhlas Halawa. "DEVELOPING INTERACTIVE MULTIMEDIA-BASED ESP TO IMPROVE ENGLISH PROFICIENCY AND CAREER GUIDANCE AT UPMI MEDAN." English Review: Journal of English Education 12, no. 3 (2024): 893–96. http://dx.doi.org/10.25134/erjee.v12i3.10555.

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This research explored the development of an interactive multimedia-based English for Specific Purposes (ESP) program designed to enhance English proficiency and career guidance at UPMI Medan. It addressed a notable discrepancy between theoretical frameworks and practical needs in ESP, as students increasingly demanded courses that integrated both oral and written communication skills with job-related tasks. Applying the Kemp instructional design model, the research used a comprehensive multi-phase approach: assessing student proficiency levels, identifying instructional needs, designing tailored ESP content for Business Administration, Tourism, and Public Speaking, and incorporating multimedia platforms such as Udemy and Gaminik. Key findings revealed that 40% of students prioritized mastering business correspondence, 58% sought improved communication skills for meetings, and 48% were interested in tourism-specific English. The research highlighted the effectiveness of flipped learning and interactive multimedia in overcoming vocabulary challenges and boosting engagement. Ultimately, it emphasized the need to integrate career-focused modules into ESP courses to better align language skills with career aspirations, thereby enhancing employability and professional readiness.
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Kumar, Abhishek, Abdul Khader Jilani Saudagar, Mohammed AlKhathami, et al. "Customized Curriculum and Learning Approach Recommendation Techniques in Application of Virtual Reality in Medical Education." JUCS - Journal of Universal Computer Science 28, no. (9) (2022): 949–66. https://doi.org/10.3897/jucs.94161.

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Virtual Reality (VR) has made considerable gains in the consumer and professional markets. As VR has progressed as a technology, its overall usefulness for educational purposes has grown. On the other hand, the educational field struggles to keep up with the latest innovations, changing affordances, and pedagogical applications due to the rapid evolution of technology. Therefore, many have elaborated on the potential of virtual reality (VR) in learning. This research proposes a novel techniques customized curriculum for medical students and recommendations for their learning process based on deep learning techniques. Here the data has been collected based on the pre-historic performance of the student and their current requirement and these data have been created as a dataset. Then this has been processed for analysis based on CAD system integrated with deep learning techniques for creating a customized curriculum. Initially this data has been processed and analysed to remove missing and invalid data. Then these data were classified for creation of the curriculum using a gradient decision tree integrated with naïve Bayes. From this, the customized curriculum has been generated. Based on this customized curriculum, the learning approach recommendation has been carried out using the fuzzy rules integrated knowledge-based recommendation system. The experimental results of the proposed technique have been carried out with an accuracy of 98%, specificity of 82%, F-1 score of 79%, information overload of 75%, and precision of 81%.
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Hu, Yan, Jing-ya Wen, Xiao-li Li, Da-zhou Wang, and Yu Li. "A dynamic multimedia fuzzy-stochastic integrated environmental risk assessment approach for contaminated sites management." Journal of Hazardous Materials 261 (October 2013): 522–33. http://dx.doi.org/10.1016/j.jhazmat.2013.08.009.

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Wong, M. S., E. D. Lemaire, A. K. L. Leung, and M. F. Chan. "Enhancement of prosthetics and orthotics learning and teaching through e-Learning technology and methodology." Prosthetics and Orthotics International 28, no. 1 (2004): 55–59. http://dx.doi.org/10.3109/03093640409167926.

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A Write-Once Publish-Everywhere model was used to create and deliver on-line clinical training and education for undergraduate prosthetics and orthotics students. This project consisted of three phases: developing multimedia learning and teaching tools, integrating these tools into the curriculum (combination of e-Leaming and live practical sessions), and evaluating the outcomes. Video-based multimedia contents were captured and integrated with graphic, audio and text into a PowerPoint presentation software format. The web-based content was integrated into the WebCT platform for course management. Questionnaires were used to obtain student feedback on this e-Learning approach. Results were compared within the prosthetics and orthotics (P&O) programme, with other Health Sciences programmes, and overall with the University. P&O student responses were significantly higher than other groups for career relevance and problem solving. Qualitative feedback indicated that students appreciated the easy access, integrated and interactive approach of the text materials, concise PowerPoint presentation, demonstration video and the online case discussion via the WebCT platform. Educators appreciated the ability easily to maintain contents and publish the modules across multiple media without recreating the contents.
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Henrietta, TORKOS. "Strategic Integration of Multimedia in Outdoor Education: Nurturing pupils for future Leadership Roles." ANUSANDHAN – NDIM's Journal of Business and Management Research 6, no. 1 (2024): 30–39. http://dx.doi.org/10.56411/anusandhan.2024.v6i1.30-39.

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This research delves into the strategic integration of multimedia within outdoor education settings as a means to nurture pupils for forthcoming leadership roles. In today's rapidly evolving landscape, cultivating leadership skills among youth has become paramount. The study examines the pivotal role of multimedia tools and their intentional incorporation into outdoor education programs to empower pupils with the essential skills and competencies necessary for future leadership responsibilities. Employing a mixed-methods approach, this investigation explores various outdoor education environments where multimedia resources are strategically integrated. Through qualitative observations, interviews, and quantitative assessments, the research evaluates the impact of multimedia usage on pupils' leadership development. Additionally, it assesses how multimedia applications enhance critical thinking, communication, teamwork, and problem-solving skills, essential facets for effective leadership. Findings from this study underscore the significance of deliberate multimedia integration in outdoor education for nurturing pupils' leadership potential. The analysis not only highlights the strengths and benefits of multimedia tools but also identifies potential challenges and best practices for their optimal utilization in shaping future leaders. Ultimately, this research contributes empirical insights that inform primary school educators on the strategic integration of multimedia in outdoor education, from Arad County, Romania, elucidating its role in preparing pupils for the complexities of leadership roles in tomorrow's society.
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Desyandri, Desyandri, Indra Yeni, Mansurdin Mansurdin, and Alrizka Hairi Dilfa. "Digital Student Songbook as Supporting Thematic Teaching Material in Elementary School." Jurnal Ilmiah Sekolah Dasar 5, no. 2 (2021): 342. http://dx.doi.org/10.23887/jisd.v5i2.36952.

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The industrial revolution 4.0 and 21st-century skills leave fundamental problems in the implementation of 2013 curriculum teaching materials with an integrated thematic approach, including learning the art of music in elementary schools. It is very important for teachers to integrate technology into learning. The purpose of this research is to develop interactive multimedia in the form of a digital songbook as a support for integrated thematic teaching materials. The type of research that has been used is Research & Development which refers to the ADDIE. The subjects of this study were 4 (four) teachers and 100 elementary school students in the city of Padang. Data collection techniques and instruments were in the form of a questionnaire consisting of a validation questionnaire for validators and a practicality questionnaire given to teachers and students. The data analysis technique was obtained by taking the average results of product validation and practicality. The results showed that the average score of content and graphic validation was 84.1% in the appropriate category, while the average practicality score was 86.7%. Thus, the Digital Song Book is feasible and practical to use in learning the art of music as a support for integrated thematic teaching materials in elementary schools that meaningful for elementary students. The findings of this study have significant implications for designers and teachers, as well as multimedia researchers.
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Manu, Kshema, and Malathi S. "A Comprehensive Study on Addressing Trust Erosion in Multimedia in The Indian Context." Scientific Temper 16, no. 03 (2025): 3887–96. https://doi.org/10.58414/scientifictemper.2025.16.3.05.

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The widespread use of multimedia helps users to connect, create, and inform easily, but the consequences of inappropriate usage, including altered content, deepfakes, and misleading material, are severely damaging. It can undermine trust, influence public opinion, deceive people, go against Government rules and regulations, and even incite violence due to its inherent characteristic of being quick and widespread. Spreading illicit material, committing cyberbullying, and harassing individuals are a few cases of multimedia misuse. An integrated approach combining technology, digital literacy, critical thinking, guidelines, and timely legal reforms is the only possible solution to curb the complexity of multimedia misuse. The observations made in this paper advocate for stronger legislative measures and cross-disciplinary collaboration to address the evolving landscape of trust erosion.
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Pešić, Duška, Marta Dedaj, and Aleksandar Pešić. "Integrated Approach to Learning of Preschool Children – Practical Application of GeoGebra." Društvene i humanističke studije (Online) 8, no. 1(22) (2023): 435–52. http://dx.doi.org/10.51558/2490-3647.2023.8.1.435.

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Introducing basic mathematical concepts is often seen as a challenge for preschool teachers but with the improvement of multimedia technologies, potential difficulties can be overcome and the quality of educational activities can be significantly improved. In that sense, the availability of a non-commercial, dynamic, open-source mathematical software package – GeoGebra can encourage preschool teachers to explore a wide range of mathematical concepts with children through an integrated approach to learning. This paper presents the procedure of creating a dynamic illustration in GeoGebra as a tool in the process of developing the mathematical concept of the cardinality of a set in children. The case study was conducted in the preschool institution “Svitac” in Sremska Kamenica. Anecdotal records showed that introducing carefully designed application games (activities in GeoGebra), with an emphasis on analyzing, concluding, creative and critical thinking, to 4-6 year-olds represents an effective way to learn new concepts about the number and properties of the elements of a set.
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Wang, Jiahui, Kara Dawson, Kendra Saunders, et al. "Investigating the Effects of Modality and Multimedia on the Learning Performance of College Students With Dyslexia." Journal of Special Education Technology 33, no. 3 (2018): 182–93. http://dx.doi.org/10.1177/0162643418754530.

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There has been a lack of research on how people with individual differences learn with multimedia materials, in particular with regard to individuals with dyslexia. Dyslexia is a learning disability characterized by subpar ability in reading, spelling, writing, word recognition, and phonological decoding. This population could potentially benefit from multimedia learning materials according to the cognitive theory of multimedia learning and Orton–Gillingham multisensory instructional approach. This study examined how learning in four multimedia conditions influences dyslexic college students’ ability to recall and recognize information. Seventy-three college students with dyslexia were assigned to one of the four conditions that integrated the modality (spoken text vs. on-screen text) and multimedia (picture present vs. picture absent) principles. They completed a cued-recall and a content recognition test. The results indicated pictures facilitated recognition, which validated the multimedia principle. On-screen text led to a superior performance in recall and recognition compared to spoken text. This finding suggested the modality principle did not hold for participants with dyslexia in this study, which is especially surprising given that dyslexics have difficulty processing written text. Possible explanations of the findings are discussed.
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Radjabova, Mukhtasar. "THE EFFECTIVENESS OF AN INTEGRATED APPROACH TO TEACHING WRITING SKILLS IN FOREIGN LANGUAGES: A COMPREHENSIVE LITERATURE REVIEW." AMERICAN JOURNAL OF SOCIAL SCIENCE AND EDUCATION INNOVATIONS 6, no. 8 (2024): 20–37. http://dx.doi.org/10.37547/tajssei/volume06issue08-03.

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This study examined the efficacy of an integrated method for teaching writing skills in foreign languages. The hypothesis suggests that an integrated method is superior to traditional methods in fostering language acquisition and development. A comprehensive literature review was performed utilizing scientific literature analysis and analytical-synthetic methods to assess the existing research on the effectiveness of integrated writing instruction. According to the findings, providing integrated writing instruction demonstrates substantial progress in writing proficiency, grammar, vocabulary acquisition, and comprehensive language development, particularly in the context of teaching Arabic as a foreign language (AFL) at the tertiary level. Moreover, integrated writing instruction encourages a more holistic and communicative approach to language learning by engaging students in authentic writing tasks and developing their skills in meaningful contexts. The potential benefits of incorporating technology and multimedia resources into integrated writing instruction are also discussed, as these tools can enhance learning experience and facilitate language development. However, the effectiveness of integrated writing instruction may vary depending on the specific context and needs of the learners, and some studies suggest that it may not be as effective for all learners or situations. Further research is needed to understand these variations and to develop more targeted instructional approaches. The findings of this review article provide strong evidence of the effectiveness of an integrated approach to teaching writing skills in foreign languages, highlighting its importance in meeting the evolving demands of language education in a globalized world. However, it is important to note that the effectiveness of integrated writing instruction may vary depending on the specific context and needs of learners. Some studies have found that integrated writing instruction may not be as effective for all learners or in all situations, and further research is needed to understand these variations and develop more targeted instructional approaches.
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Sabila, Adela Zulfa, Nana Nana, and Ifa Rifatul Mahmudah. "Development of interactive learning multimedia based on Somatic, Auditory, Visual, Intellectual (SAVI) approach assisted by Articulate Storyline 3 on circular motion material." Jurnal Riset dan Kajian Pendidikan Fisika 11, no. 1 (2024): 11–20. http://dx.doi.org/10.12928/jrkpf.v11i1.717.

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There are limited learning approaches and laboratory facilities regarding developing interactive learning multimedia for circular motion material. Therefore, this research aims to develop interactive multimedia learning based on the Somatic, Auditory, Visual, and Intellectual (SAVI) approach assisted by Articulate Storyline 3 on circular motion material. This research is a type of research and development of the ADDIE model. The respondents involved were 31 students in class XI MIPA B and XI MIPA C. Experts validated the product from media, material, and language aspects. Product validity was analyzed using the Aiken V technique. The Aiken V index scores were 0.89, 0.92, and 0.89 for assessing media, material, and language aspects. The practicality assessment resulted in an average of 96%, which shows high practicality in the learning context. In conclusion, this SAVI-based interactive multimedia has been validated by experts and is well received by students. So, it has proven to be very suitable for effective learning at Darussalam Rajapolah Integrated High School, Tasikmalaya. This research implies that the development of interactive learning multimedia based on the Somatic, Auditory, Visual, and Intellectual (SAVI) approach assisted by Articulate Storyline 3 on circular motion material can be a solution to overcome the limitations of traditional learning approaches and laboratory facilities in teaching the concept of circular motion.
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Hernandez-Suarez, Aldo, Gabriel Sanchez-Perez, Linda Karina Toscano-Medina, Hector Manuel Perez-Meana, Jose Portillo-Portillo, and Jesus Olivares-Mercado. "Methodological Approach for Identifying Websites with Infringing Content via Text Transformers and Dense Neural Networks." Future Internet 15, no. 12 (2023): 397. http://dx.doi.org/10.3390/fi15120397.

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The rapid evolution of the Internet of Everything (IoE) has significantly enhanced global connectivity and multimedia content sharing, simultaneously escalating the unauthorized distribution of multimedia content, posing risks to intellectual property rights. In 2022 alone, about 130 billion accesses to potentially non-compliant websites were recorded, underscoring the challenges for industries reliant on copyright-protected assets. Amidst prevailing uncertainties and the need for technical and AI-integrated solutions, this study introduces two pivotal contributions. First, it establishes a novel taxonomy aimed at safeguarding and identifying IoE-based content infringements. Second, it proposes an innovative architecture combining IoE components with automated sensors to compile a dataset reflective of potential copyright breaches. This dataset is analyzed using a Bidirectional Encoder Representations from Transformers-based advanced Natural Language Processing (NLP) algorithm, further fine-tuned by a dense neural network (DNN), achieving a remarkable 98.71% accuracy in pinpointing websites that violate copyright.
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Yang, Le, Kenny Ketner, Scott Luker, and Matthew Patterson. "A complete system for publishing music-related ETDs." Library Hi Tech 34, no. 1 (2016): 151–63. http://dx.doi.org/10.1108/lht-10-2015-0096.

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Purpose – There is no proposed solution to address the unresolved issues of publishing music-related electronic theses and dissertations (ETDs) pertaining to technology availability, copyright, and preservation. The purpose of this paper is to propose a complete system, including technology development and publishing model, which addresses the existing issues of publishing music-related ETDs. The paper shares the practice of utilizing the system developed by Texas Tech University Libraries known as Streaming Audio and Video Experience (SAVE), and proposes it as a solution for other multimedia collections. Design/methodology/approach – The proposed system includes a technology solution and a publishing model. The technology solution, SAVE, contains an authenticated streaming multimedia player, a responsive-design user interface, and a web-based submission and management system. The publishing model combines a DSpace-based institutional repository (IR) with SAVE and preservation strategies. Findings – The integrated system of SAVE and DSpace-based IR expands the access of music-related ETDs and other multimedia collections to patrons, benefits the distance education students as well as the local students, facilitates professors’ classroom teaching, and helps to preserve physical multimedia items by avoiding check-outs. Originality/value – The SAVE solution resolves issues of publishing music-related ETDs, fulfills the local needs of publishing hundreds of music-related ETDs from the College of Visual and Performing Arts, and supports the publishing of other multimedia collections. The software will be released open source to the public for other universities’ use. The publishing model is also useful for those universities that intend to integrate an IR with the streaming player platform.
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Solarte Pabón, Oswaldo, and Liliana Machuca Villegas. "Fostering Motivation and Improving Student Performance in an introductory programming course: An Integrated Teaching Approach." Revista EIA 16, no. 31 (2019): 65–76. http://dx.doi.org/10.24050/reia.v16i31.1230.

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This paper expands a teaching proposal presented at the Innovation and Technology in Computer Science Education Conference, in 2016. The proposal provides an integrated teaching approach for improving students’ performance in a first programming course. The approach is based on four main components: the use of Python as first programming language, project-oriented and problem-based learning, multimedia resources, and assessment rubrics. Material and learning resources for the course development are available on virtual platforms. Our findings suggest that the approach enhanced students’ academic performance, as can be seen in their grades, as well as a decrease in dropout rates.
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De Keyser, W., V. Gevaert, F. Verdonck, et al. "Combining multimedia models with integrated urban water system models for micropollutants." Water Science and Technology 62, no. 7 (2010): 1614–22. http://dx.doi.org/10.2166/wst.2010.475.

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Integrated urban water system (IUWS) modeling aims at assessing the quality of the surface water receiving the urban emissions through sewage treatment plants, combined sewer overflows (CSOs) and stormwater drainage systems. However, some micropollutants tend to appear in more than one environmental medium (air, water, sediment, soil, groundwater, etc.). In this work, a multimedia fate and transport model (MFTM) is “wrapped around” a dynamic IUWS model for organic micropollutants to enable integrated environmental assessment. The combined model was tested on a hypothetical catchment using two scenarios: on the one hand a reference scenario with a combined sewerage system and on the other hand a stormwater infiltration pond scenario, as an example of a sustainable urban drainage system (SUDS). A case for Bis(2-ethylhexyl) phthalate (DEHP) was simulated and resulted in reduced surface water concentrations for the latter scenario. However, the model also showed that this was at the expense of increased fluxes to air, groundwater and infiltration pond soil. The latter effects are generally not included in IUWS models, whereas MTFMs usually do not consider dynamic surface water concentrations,; hence the combined model approach provides a better basis for integrated environmental assessment of micropollutants' fate in urban environments.
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49

Lido, Catherine, Phil Mason, Jinhyun Hong, Nadiia Gorash, Obinna C. D. Anejionu, and Michael Osborne. "Integrated Multimedia City Data: Exploring Learning Engagement and Greenspace in Glasgow." Built Environment 46, no. 4 (2020): 574–98. http://dx.doi.org/10.2148/benv.46.4.574.

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This paper showcases a holistic, data-led, analytical approach to complex research questions about the associations between learning engagement and green spaces, and uses this exemplar to reflection, and make recommendations relevant to, future implementation of CIM approaches to aspects of urban inclusion. This research offers a holistic picture of educational engagement, digital use, sustainability, cultural and civic participation, and transportation, employing data from diverse strands of the Integrated Multimedia City Data (iMCD) project in the Glasgow city region. This includes a household survey, individuals' travel diaries and GPS trails around the city, linked to other urban administrative datasets on area deprivation and greenspace. Triangulated findings from iMCD data indicate that greenspace is generally positively related to adult learning engagement (in particular, less formal learning), highlighting the value to urban planners of considering varied types of data capture for lifelong learning, with linkage to more objective measures of active mobility (e.g. walking) around the city. iMCD, in line with CIM approaches, offers an interdisciplinary bridge to address healthy ageing and educational inclusion. Insights generated in a CIM-based context can help education policymakers, city planners, and other educational stakeholders reconsider resource and infrastructure allocation, for instance, in promoting lifelong learning engagement for adults in urban settings.
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50

Mao, Zhi Yi. "The Research on Architecture Design Engineering Method Based on Computer Virtual Reality Technology." Advanced Materials Research 487 (March 2012): 568–70. http://dx.doi.org/10.4028/www.scientific.net/amr.487.568.

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Also known as virtual reality or virtual reality environments virtual environment, is rapidly developing a comprehensive computer and interactive graphics technology, which integrates computer graphics, multimedia, artificial intelligence, multi-sensor, network parallel processing, the use of computer-generated three-dimensional space image synthesis technology to achieve the goal, through visual, hearing, touch, in order to render the graphics and animation, the viewer, "seeing is bright." Virtual reality technology is an integrated building design approach, designed to reduce labor intensity, shorten the design cycle, improve design quality, saving investment. Designers to design the building and engineering units can communicate with each other on the World Wide Web.
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