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Artículos de revistas sobre el tema "Interactive multimedia"

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1

Perceval-Verde, José-María, and Santiago Tejedor-Calvo. "The interactive multimedia story." Comunicar 13, no. 26 (2006): 177–82. http://dx.doi.org/10.3916/c26-2006-27.

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In this article we reflect upon the educational possibilities of interactive multimedia stories. After analysing the origins and the evolution of stories, we studied the innovations introduced by the multimedia convergence, the hypertext and interactivity in stories with educational objectives within the Information Society. We are also presenting an interactive multimedia story project developed by the Master of Communication and Education at the UAB. En el marco del presente artículo se reflexiona sobre las posibilidades educativas del cuento multimedia interactivo. En este sentido y tras an
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2

Barbee, David E., and Ronnie B. Lowenstein. "Interactive Multimedia." Information Resources Management Journal 6, no. 4 (1993): 4–14. http://dx.doi.org/10.4018/irmj.1993100101.

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3

Green, Lelia. "Interactive Multimedia." Media International Australia 81, no. 1 (1996): 11–20. http://dx.doi.org/10.1177/1329878x9608100104.

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4

Pedersen, Hans‐J⊘rn. "Multimedia ‐‐ interactive media." Educational Media International 30, no. 4 (1993): 219–20. http://dx.doi.org/10.1080/0952398930300407.

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5

Adams, Elizabeth S., Linda Carswell, Amruth Kumar, et al. "Interactive multimedia pedagogies." ACM SIGCSE Bulletin 28, SI (1996): 182–91. http://dx.doi.org/10.1145/237477.237646.

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6

Matthews, Paul, and Judith Aston. "Interactive multimedia ethnography." Journal on Computing and Cultural Heritage 5, no. 4 (2012): 1–13. http://dx.doi.org/10.1145/2399180.2399182.

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7

Adams, Elizabeth S., Linda Carswell, Amruth Kumar, et al. "Interactive multimedia pedagogies." ACM SIGCUE Outlook 24, no. 1-3 (1996): 182–91. http://dx.doi.org/10.1145/1013718.237646.

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8

Wang, Meng, Jinhui Tang, Xian-Sheng Hua, and Tat-Seng Chua. "Interactive multimedia computing." Multimedia Systems 17, no. 5 (2010): 365–66. http://dx.doi.org/10.1007/s00530-010-0222-9.

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9

Whitham, Charles Lamont. "Interactive multimedia book." Journal of the Acoustical Society of America 120, no. 5 (2006): 2415. http://dx.doi.org/10.1121/1.2395165.

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10

Jones-Garmil, Katherine. "Interactive multimedia review." Archives and Museum Informatics 8, no. 2 (1994): 170–73. http://dx.doi.org/10.1007/bf02770329.

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Mora-Fernández, Jorge. "The Analysis of Interactive Media and Digital Culture - Hypermedia Literacy in Peru and Bolivia." Comunicar 20, no. 39 (2012): 139–49. http://dx.doi.org/10.3916/c39-2012-03-04.

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This paper compiles data on how the use of hypermedia, interactive multimedia and interfaces have changed the classical dynamics of human communications and education to create a new paradigm. This paradigm originates in the interface since it allows multidirectional and multimedia communications through interactions with the elements of which it is composed. This research describes the different aesthetic, narrative, emotional and value elements that are integrated within the cultural hypermedia interfaces. These hypermedia elements are fundamental components to be taken into account in the c
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12

Liu, Chengcheng. "Artificial Intelligence Interactive Design System Based on Digital Multimedia Technology." Advances in Multimedia 2022 (January 19, 2022): 1–12. http://dx.doi.org/10.1155/2022/4679066.

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The current extraction speed of artificial intelligence interactive elements is low, with the low effect, resulting in the poor effect of artificial intelligence interaction. Therefore, a new artificial intelligence interaction method has been developed for digital multimedia technology, performing analysis based on the current background of artificial intelligence, providing a good environment foundation for the interactive place, so that it can integrate artificial intelligence technology after interaction. Aiming at the current problems of digital multimedia technology in the use of artific
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13

Cahyadi, A. T. "Study of the Elements Design Interactive of Student in Solar System Physics lessons through the Interactive Compact Disk (CD) of Solar System Physics Lab." Proceeding of International Conference on Business, Economics, Social Sciences, and Humanities 1 (December 1, 2020): 761–68. http://dx.doi.org/10.34010/icobest.v1i.240.

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Multimedia can combine elements of text, sound, images, animation, and video via a computer or digitally manipulated elements that are conveyed or controlled interactively. Interactive multimedia in this learning can be a learning solution in the digital era to stimulate the thinking power of students. The purpose of this study was to determine the interactive multimedia element theory test used in the Interactive CD of Solar System Physics Lab as an electronic learning medium. This research method was carried out using a descriptive qualitative approach regarding the results of the study of t
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14

Oikonomou, Andreas, Saad Amin, Raouf N. G. Naguib, Alison Todman, and Hassanein Al-Omishy. "Interactive Reality System (IRiS): Interactive 3D Video Playback in Multimedia Applications." Journal of Advanced Computational Intelligence and Intelligent Informatics 10, no. 2 (2006): 145–49. http://dx.doi.org/10.20965/jaciii.2006.p0145.

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We developed a novel interactive video recording and playback technique for biomedical multimedia training but also applicable to other areas of multimedia. The Interactive Reality System (IRiS) improves on video playback used in most multimedia applications by controlling not only time, as in conventional video playback, but also space. A prototype is being tested and evaluated for multimedia training in breast self-examination (BSE). We discuss the advantages of IRiS and compare it to other similar approaches, such as QuickTime and iPIX. We detail the design of IRiS, its development, refinem
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15

Armiya, Armiya, and Asrul Huda. "RANCANG BANGUN MADIA PEMBELAJARAN MULTIMEDIA INTERAKTIF PADA MATA PELAJARAN DASAR DESAIN GRAFIS." Voteteknika (Vocational Teknik Elektronika dan Informatika) 7, no. 1 (2019): 1. http://dx.doi.org/10.24036/voteteknika.v7i1.103464.

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Graphic Design is one of the required subjects of expertise package for Vocational students in Multimedia majors. These Graphic Design subjects are more directed at competency-based practicum which aims to equip students' skills in the field of graphic design so that students have strong skills with realistic theoretical foundations for students. Therefore there are still many students who do not understand the learning given by the teacher because the teacher has not used different techniques in delivering learning material, therefore it is necessary to design interactive learning media so th
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16

Matlack, Ralph E., and Edward R. Matlack. "Implementing Interactive Multimedia Training." Journal of Ship Production 11, no. 04 (1995): 264–68. http://dx.doi.org/10.5957/jsp.1995.11.4.264.

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This paper provides a brief overview of the role of interactive multimedia (IM) in corporate training, and will discuss the relevant factors in making wise business decisions regarding the implementation of interactive multimedia within U.S. shipyards. Despite the numerous studies and reports citing the efficiencies of delivering instructions in a multisensory format via a computer, shipyards have been slow to implement this technology into their business practices. The reasons for this are twofold: first, the technology is still viewed as nascent and unproven, and second, the business benefit
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17

Votey, S. "Interactive Multimedia Procedure Tutorial." Academic Emergency Medicine 9, no. 10 (2002): 1055—b—1055. http://dx.doi.org/10.1197/aemj.9.10.1055-b.

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18

Hoffos, Signe. "Introduction to interactive multimedia." Program 27, no. 4 (1993): 323–29. http://dx.doi.org/10.1108/eb047147.

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19

Benedicks, William, and Randall G. Felton. "An Interactive Multimedia Review." Social Studies 85, no. 4 (1994): 185–86. http://dx.doi.org/10.1080/00377996.1994.9956300.

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20

Aziz, M. Ridwan, and Meilani Safitri. "Interactive Bilingual Mathematics Multimedia." DWIJA CENDEKIA: Jurnal Riset Pedagogik 6, no. 3 (2022): 464. http://dx.doi.org/10.20961/jdc.v6i3.68115.

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<p>Persaingan di era globalisasi yang semakin kompetitif menuntut peserta didik memiliki ketrampilan abad 21. Ketrampilan yang dimaksud diantaranya adalah ketrampilan dalam menguasai ilmu pengetahuan dasar (salah satunya matematika), dan ketrampilan dalam penggunaan TIK. Ketrampilan ini dapat diajarkan ke peserta didik melalui penggunaan Multimedia Matematika Bilingual Interaktif (MMBI). Tujuan penelitian ini adalah untuk<br />menghasilkan sebuah MMBI yang valid dan praktis serta untuk mengetahui ada tidaknya efek potensial terhadap hasil belajar peserta didik. Hasil penelitian yan
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21

Munson, Ethan V., and Maria da Graça C. Pimentel. "Issues and contributions in interactive multimedia: photos, mobile multimedia, and interactive TV." Multimedia Tools and Applications 61, no. 3 (2011): 519–22. http://dx.doi.org/10.1007/s11042-011-0865-3.

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22

Соломенцев, Юрий, Yuriy Solomentsev, Сергей Шептунов, Sergey Sheptunov, Иван Воробьев, and Ivan Vorobev. "Interactive techniques application at creation and estimate of scientific-popular content." Bulletin of Bryansk state technical university 2015, no. 4 (2015): 160–66. http://dx.doi.org/10.12737/17154.

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The application of multimedia and interactive techniques at the creation and estimate of scientific-popular content is considered. The most suitable formats of the multimedia content for the popularization of scientific knowledge and also the peculiarities of a user and a content interaction are presented. The essential constituents of the interactive multimedia-content of science are formulated.
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23

Cooper, Richard B., and Terry J. Reelr. "Fundamentals of Arc Stud Welding: An Interactive Multimedia Lesson for Shipyard Training." Journal of Ship Production 11, no. 01 (1995): 15–21. http://dx.doi.org/10.5957/jsp.1995.11.1.15.

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Education and Training Panel SP-9's 1991 report, "Recommendations on the Use of Interactive Instruction for Training Shipyard Trade Skills," indicates that although very few American shipyards have used it or are familiar with it, interactive multimedia has great potential as a low-cost, effective method for the training of skilled trade tasks. These findings led SP-9 to develop an interactive lesson that demonstrates how interactive multimedia can be integrated into shipyard training programs to reduce training costs, increase productivity, promote quality awareness, and improve worker compet
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24

Hasanuddin, Hasanuddin, Hari Asgar, and Agus Jayadi. "Interactive Multimedia Research Trends in Higher Education: A Review of Assisted Literature NVivo 12 Pro." Jurnal Sisfokom (Sistem Informasi dan Komputer) 12, no. 2 (2023): 229–35. http://dx.doi.org/10.32736/sisfokom.v12i2.1648.

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The rapid use of technology in lecture activities, especially the use of interactive multimedia since the pandemic conditions and until now, has attracted researchers to comprehensively analyze patterns of interactive multimedia utilization. This study aims to provide information on the pattern of interactive multimedia utilization and its development to date. The research method adopted a qualitative design, through a review of various studies from 2020 to 2023, and a literature search using the free Publish or Perish program. Further reduction and screening processes were carried out using t
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Pradnyawati, Cindy, and Ni Wayan Rati. "Interactive Multimedia Based on a Contextual Approach to Material Changes in the form of Objects." Mimbar Ilmu 28, no. 2 (2023): 255–64. http://dx.doi.org/10.23887/mi.v28i2.63626.

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This development research was motivated by the need for more student V learning outcomes in science due to less creative and innovative learning media. This study aims to develop a design and test interactive multimedia's validity, practicality, and effectiveness based on a contextual approach. This type of research is development. The research model used is ADDIE. The object of research is interactive multimedia based on a contextual approach with student subjects. Data collection methods used are interviews, observation, questionnaires, and tests. The data analysis method or technique used i
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26

Adelia, Tyrza, Andre Andre, and Joshia Eki Manuel. "Implementasi Multimedia Software Engineering Methodology Pada Pembuatan Perangkat Promosi Wisata." Keluwih: Jurnal Sains dan Teknologi 4, no. 1 (2023): 1–12. http://dx.doi.org/10.24123/saintek.v4i1.5503.

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Abstract—Artikel ini membahas tentang perbedaan antara multimedia interaktif dan non-interaktif. Multimedia non-interaktif ditampilkan dalam format linier dan pengguna tidak dapat berinteraksi dengan kontennya, sedangkan multimedia interaktif memungkinkan pengguna untuk berinteraksi dan mengontrol cara konten ditampilkan. Dalam pembuatan produk multimedia, developer biasanya mengacu pada dua metode, yaitu Software Development Lifecycle (SDLC) dan Multimedia Production Stage (MPS). MSEM (Multimedia Software Engineering Methodology) adalah metode pengembangan perangkat lunak yang didesain untuk
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27

Salvetti, Fernando, Barbara Bertagni, and Ianna Contardo. "Interactive Learning Redefined." International Journal of Advanced Corporate Learning (iJAC) 18, no. 3 (2025): 70–77. https://doi.org/10.3991/ijac.v18i3.52591.

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The Multimedia Scenario Editor developed by e-REAL Labs represents a major advancement in experiential learning and simulation-based education. This innovative tool enhances traditional simulation methods by integrating interactive multimedia elements, creating highly immersive and multisensory learning environments. Educators can incorporate visual, auditory, and, in some cases, kinesthetic and olfactory stimuli, significantly enhancing engagement and realism. Its flexible and adaptive design allows for real-time customization, enabling educators to tailor learning experiences to meet individ
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Xia, San’ao. "Interactive Design Research of Multimedia Courseware in Teaching." Advanced Materials Research 271-273 (July 2011): 1472–77. http://dx.doi.org/10.4028/www.scientific.net/amr.271-273.1472.

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. With the rapid development of information technology and the popularization of the Internet, the modern educational technology represented by multimedia teaching has become the development and reformation direction of modern teaching methods thus making the development and application of multimedia courseware in classroom teaching the inevitable choice for modern education. People generally consider multimedia courseware as the teaching courseware of organic combination of multiple media such as picture, style, sound, animation and video frequency, etc. However, they have neglected the most
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Dinata, Ngurah Mahendra, Dek Ngurah Laba Laksana, and Dimas Qondias. "Nutrition Education for Overweight Children Through Interactive Learning Media." Jurnal Edutech Undiksha 12, no. 1 (2024): 208–15. https://doi.org/10.23887/jeu.v12i1.68905.

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Nutrition education interactive multimedia can be an alternative medium to deliver nutrition education material to overweight children. An interactive multimedia tool can provide information interactively by combining text, images, animation, audio, and video. This study aimed to develop interactive multimedia nutrition education that is valid and practical for overcoming the problem of overweight students in junior high schools. This research is research and development using the ADDIE media development model, which consists of five stages: (1) analysis, (2) design, (3) development, (4) imple
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Banglieng, Chanoknan, Sarawut Jaiyen, and Janthanee Authisin. "Development of an Interactive Multimedia Michelson Interferometer Experiment." Applied Mechanics and Materials 879 (March 2018): 284–89. http://dx.doi.org/10.4028/www.scientific.net/amm.879.284.

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We developed the interactive multimedia lesson for Michelson Interferometer experiment to compare learning achievement between students who learn with and without the interactive multimedia and to study student’s satisfaction of the interactive multimedia lesson. Michelson Interferometer experiment is the lesson in the Intermediate Physics Laboratory for the second year of Applied Physics students of the Rajamangala University of Technology Thanyaburi. In this experiment, students have to count numbers of light fringes to determine the wavelength of He-Ne laser. We also developed a light count
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., Zulkarnain, and Annisa Salsabilla. "Development of Virtual Tourism-Based Interactive Multimedia in Tourism Geography Learning." International Journal of Research and Review 9, no. 12 (2022): 535–44. http://dx.doi.org/10.52403/ijrr.20221259.

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The objectives of this study included (1) Designing products in the form of interactive multimedia based on virtual tourism; (2) Analyzing the theoretical feasibility test of experts in the development of interactive multimedia based on virtual tourism; (3) Analyzing the empirical feasibility test of interactive multimedia based on virtual tourism. The present study employed a Research and Development design. The data analysis techniques were qualitative and quantitative descriptives. The findings revealed that (1) The design of interactive multimedia based on virtual tourism in the Tourism Ge
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Eka Dayani Yulianti, Desi Fitri Utami, Brian Rusty Santosa, and Deni Zein Tarsidi. "Innovation in Pancasila Education Learning: The Role of Interactive Multimedia in Enhancing Students' Learning Interest." Cakrawala: Journal of Citizenship Teaching and Learning 3, no. 1 (2025): 31–40. https://doi.org/10.70489/rnwxze62.

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The education of Pancasila in elementary schools is crucial for developing students’ character and fostering a sense of national identity. Nevertheless, traditional teaching approaches frequently fail to engage students, leading to diminished participation and comprehension. This research aims to examine how interactive multimedia can enhance students' interest in learning Pancasila Education at the elementary school level. The investigation was carried out using a qualitative case study approach at an elementary school located in the Banjarsari District of Surakarta City. To gather data, tech
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Al-Zahrani, Wael, and Badr Al-Bishri. "The Reality of Using Interactive Multimedia in Teaching Digital Technology to High School Students." International Journal for Scientific Research 3, no. 9 (2024): 69–88. http://dx.doi.org/10.59992/ijsr.2024.v3n9p3.

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The study aimed to identify interactive multimedia, understand the reality of using interactive multimedia in teaching digital technology from the perspective of secondary school digital technology teachers, and uncover the challenges of using interactive multimedia in teaching digital technology from the perspective of secondary school digital technology teachers. The study used a descriptive approach according to the nature and objectives of the research. The reality of using interactive multimedia in teaching digital technology for secondary school was studied. The research sample consisted
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Nasution, Dewi Angraini. "Development of Android-Based Interactive Multimedia on SPLDV Material for Mathematics Learning Evaluation Instruments." EDUCTUM: Journal Research 2, no. 5 (2023): 10–12. http://dx.doi.org/10.56495/ejr.v2i5.422.

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Android-based interactive multimedia has now become a trend in improving user experience. Android-based interactive multimedia is an operating system that supports learning programs, which has the characteristic of encouraging students to be able to study independently without having to be guided. The development of Android-based interactive multimedia can provide significant benefits in various fields, such as education, entertainment and business. The development of Android-based interactive multimedia on SPLDV material can increase students' understanding through visualization and interacti
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Lubis, Elsa Hayanin, Harun Sitompul, and R. Mursid. "Development of Interactive Multimedia Articulate Storyline Based on Problem-Based Learning in Science Subjects." Formosa Journal of Multidisciplinary Research 4, no. 6 (2025): 2769–84. https://doi.org/10.55927/fjmr.v4i6.234.

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The purpose of the study was to determine the level of feasibility of interactive multimedia articulate storyline based on PBL; to determine the level of practicality of interactive multimedia articulate storyline based on PBL; to determine the effectiveness of interactive multimedia articulate storyline based on PBL. The research and development method were research and development. The location of the study was SMPN 1 Lubuk Pakam IPA, Human Movement System material, class VIII. The results of the study showed: (1) interactive multimedia articulate storyline based on PBL is very valid; (2) in
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Yeni Lestari, Ni Gusti Ayu Made, Endry Boeriswati, and Nurbiana Dhieni. "Using Interactive Multimedia to Stimulate Early Childhood Students’ Speaking Skills: A Systematic Review." International Journal of Interactive Mobile Technologies (iJIM) 18, no. 16 (2024): 174–96. http://dx.doi.org/10.3991/ijim.v18i16.47583.

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Interactive multimedia is currently a significant topic in terms of learning speaking skills. This study aims to describe the use of interactive multimedia in stimulating early childhood speaking skills based on a literature review that has been conducted. The study method used in this literature study is the PRISMA (preferred reporting items for systematic reviews and meta-analyses) method. Data was obtained from the Scopus and Google Scholar databases using scientific articles from reputable international journals with the Scopus Q1–Q4 index. Article searches using the title and keywords “In
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Rogti, Maroua. "The Effect of Mobile-based Interactive Multimedia on Thinking Engagement and Cooperation." International Journal of Instruction 17, no. 1 (2024): 673–96. http://dx.doi.org/10.29333/iji.2024.17135a.

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Recent studies show limited research in the Algerian context on the development of learning multimedia that effectively addresses 21st century skills such as critical thinking, communication, cooperation, and creativity. However, with the continuous growth of digital multimedia and information technologies, there is an urge for utilizing 21st century skills and interacting with others through interactive multimedia tools. This study aims to investigate the effect of mobile-based interactive multimedia on developing students of English as a foreign language thinking engagement, cooperation, in
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Aziz, Fandika Pamungkas Ayzuar Ba Ramadhan Juli Tri Purnomo. "Rancang Bangun Multimedia Interaktif Bela Diri Modern Dengan Metode Multimedia Development Life Cycle." JUPITER 16, no. 2 (2024): 503–14. https://doi.org/10.5281/zenodo.12737592.

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<em>The development of interactive learning media requires appropriate software methods because effective and efficient use of multimedia really supports learning. The lack of interesting and interactive learning media is a major problem because most people, especially beginners in martial arts, will not know how to use certain techniques needed to learn self-defense. Interactive media is the best way to overcome this problem. This research aims to create an interactive multimedia learning resource that provides interesting information about contemporary martial arts, especially for martial ar
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Urkunova, Aygerim G., and Elena V. Komissarova. "INTERACTIVE MAP MULTIMEDIA INFORMATION TO THE GEOPORTAL." Interexpo GEO-Siberia 6, no. 2 (2020): 112–17. http://dx.doi.org/10.33764/2618-981x-2020-6-2-112-117.

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The article presents a study of the role of interactive map multimedia information for a geoportal. The urgency of the development of interactive map multimedia is shown. The developed technological scheme to create an interactive map with multimedia information is offered.
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Li, Shuo, and Jianjun Li. "Construction of Interactive Virtual Reality Simulation Digital Media System Based on Cross-Media Resources." Computational Intelligence and Neuroscience 2022 (August 5, 2022): 1–12. http://dx.doi.org/10.1155/2022/6419128.

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The combination of video and music is the most typical combination form in interactive multimedia works, which focuses on the audio-visual presentation characteristics of interactive art. Since both creative practice and theoretical research are still in the development stage, we focus on the creation of audio-visual integration in interactive multimedia works. Theoretical achievements are still very rare, and the guidance of creation theory plays an important role in the improvement of the aesthetic level of works. Therefore, for the development of interactive multimedia works creation, creat
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Inawan, Dawam Sururi, Sulthoni Sulthoni, and Saida Ulfa. "Pengembangan Multimedia Interaktif IPA SD Kelas IV Materi Makan dan Dimakan Antar Makhluk Hidup." JKTP: Jurnal Kajian Teknologi Pendidikan 5, no. 2 (2022): 151–61. http://dx.doi.org/10.17977/um038v5i22022p151.

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This development aims to produce interactive multimedia as a learning medium consisting of text, graphic arts, sound, animation, and video with the sub-discussion of the relationship between eating and eating between living things for the fourth grade natural education subject. This interactive multimedia can be used as an alternative in learning so that students are interested and motivated in learning. Interactive multimedia is presented in the form of an Exe for use via a personal computer. Details of the sub-discussion of the material and its appearance design are arranged in a User Friend
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Festiyed, Hermalina Daulay, and Mila Ridhatullah. "Influence of Interactive Multimedia Teaching Materials on Cognitive Learning Outcomes of Students in Science Lessons: A Meta-Analysis." Jurnal Penelitian Pendidikan IPA 9, no. 8 (2023): 387–96. http://dx.doi.org/10.29303/jppipa.v9i8.2693.

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Interactive multimedia teaching materials are teaching materials that combine two or more interactive media (audio, text, graphics, images, and video). Interactive multimedia is one of the teaching materials that can be used to support the learning process. The purpose of this study was to see how interactive multimedia influences students' mastery of concepts and cognitive learning outcomes in science learning. This type of research is meta-analysis research. The example used is 25 journals that meet the criteria. The data analysis technique is calculating the effect size of each journal, tes
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蒋, 美玲. "Improvement Direction of Traditional Multimedia Presentation—Interactive Multimedia Presentation." Advances in Education 13, no. 06 (2023): 3626–30. http://dx.doi.org/10.12677/ae.2023.136575.

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Astuti, Septiana Dwi, Desvia Saputri, and Indah Maya Sari. "Pengembangan Multimedia Interaktif dengan Model Addie Dapat Menumbuhkan Semangat Belajar Peserta Didik Sekolah Dasar." YASIN 3, no. 6 (2023): 1307–16. http://dx.doi.org/10.58578/yasin.v3i6.1661.

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Interactive multimedia is a combination of several types of media that are combined and can be used in propiding explanations related to learning material in the learning process. Many interactive media were created with the goal of creating interactive media so that they can be used in the educational process. In developing interactive multimedia the model used is the ADDIE model (analysis, desaign, development, implementation, and evaluation). In develoving interactive multimedia, the authors chose the ADDIE model because this model is constanty evaluated at each level. When develoving and p
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Hossain, Md Rajib. "A Review of Interactive Multimedia Systems for Education." Journal of Innovative Technology Convergence 5, no. 2 (2023): 11–22. http://dx.doi.org/10.69478/jitc2023v5n2a02.

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Interactive multimedia systems have revolutionized the landscape of education by providing engaging and immersive learning experiences. The design and use of interactive multimedia systems in educational settings are examined in this paper. It explores the advantages, difficulties, and best practices related to using multimedia components to improve teaching and learning. The study addresses several interactive multimedia technologies, including gamification, simulations, augmented reality, and virtual reality, as well as their uses in a variety of educational settings. It also looks at pedago
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46

Dwi, Yuniasih Saputri, Rukayah, and Indriayu Mintasih. "Integrating Game-based Interactive Media as Instructional Media: Students' Response." Journal of Education and Learning (EduLearn) 12, no. 4 (2018): 638–43. https://doi.org/10.11591/edulearn.v12i4.8290.

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Instructional media functioning to deliver the lesson has a very important role. There are a lot of instructional media used in learning process; one of those is interactive multimedia. This study aims to find out students response toward game based interactive media as instructional media in elementary school. The method used in this study was descriptive qualitative. The sample in this study was 10 students 5 th &nbsp;grade elementary school. The data&nbsp; collecting methods were interview, observation and questionnaire. The collected data were analyzed by using interactive analysis consist
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Bahrun, Lusi Maryana, Parabelem Tinno Dolf Rompas, and Rolly Robert Oroh. "Development of Interactive Multimedia for Informatics Learning in Manado State 6 Junior High School." International Journal of Information Technology and Education 3, no. 1 (2023): 44–60. http://dx.doi.org/10.62711/ijite.v3i1.139.

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The development of the Industrial Revolution 4.0 has brought changes, where students can take advantage of technological advances in this revolution by accessing the internet to look for learning resources either through websites or YouTube. This research aims to (1) develop interactive multimedia learning in informatics learning for class VII students, (2) determine the feasibility of interactive multimedia for class VII informatics learning (3) find out students' responses regarding interactive multimedia in learning. This interactive multimedia development uses the Research and Development
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Marlisa, Lusi, and Sigit Purnama. "Pengembangan Multimedia Interaktif Pengenalan Salat untuk Meningkatkan Aspek Perkembangan Anak Usia Dini." JURNAL PENELITIAN 12, no. 2 (2018): 403. http://dx.doi.org/10.21043/jp.v12i2.4142.

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&lt;p&gt;The aims of the reaserch was: (1) to know how the development of interactive multimedia in praying introduction; (2) to know the effectiveness of the use of interactive multimedia the introduction of prayer for aspects of child development in integrated isamic kindergarten Mutiara Banguntapan, Bantul Yogyakarta. The method that used in this research was Research and Development (R&amp;amp;D) R&amp;amp;D used for measuring the feasibility of interactive multimedia product by refering to development style of Borg &amp;amp; Gall through 6 stages of development, namely: (1) potential and
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Liu, Qian, Danucha Saleewong, and Lerlak Othakanon. "Development of Historical Learning Achievement Using Multimedia Interactive Teaching Method for First Grade Students in Tianhe Middle School of Guangdong Province." International Journal of Sociologies and Anthropologies Science Reviews 5, no. 3 (2025): 459–70. https://doi.org/10.60027/ijsasr.2025.6004.

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Background and Aim: 1) compare the students’ historical learning achievement before and after learning through the multimedia interactive teaching method, 2) compare the students' historical learning achievement after learning through the multimedia interactive teaching method with the determined criterion set at 70 percent, and 3) assess the students' satisfaction after learning through the multimedia interactive teaching method. Materials and Methods: The sample of this study was a class of 30 first-grade students at Tianhe Middle School of Guangdong Province, which was derived by using the
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50

Komarudin, Komarudin, and Ahmat Mukhadis. "Interactive Multimedia Engine Management System (EMS) to Improve Prior Knowledge and Problems Solving Ability." Jurnal Pendidikan Teknologi dan Kejuruan 26, no. 1 (2020): 52–62. http://dx.doi.org/10.21831/jptk.v26i1.29143.

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There are three problems in teaching engineering, especially in the field of electricity, those are: (1) students are unable to read electricity wiring; (2) students do not understand the basic concepts of electricity; (3) students do not understand the basic concept of the relationship between the electrical components. The purpose of this article are: (1) to describe multimedia, especially interactive multimedia engine management systems, prior knowledge, problem-solving; (2) to describe the relationship between interactive multimedia and prior knowledge; (3) to describe the relationship bet
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