11,557 research outputs found

    Looking at instructional animations through the frame of virtual camera

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    This thesis investigates the virtual camera and the function of camera movements in expository motion graphics for the purpose of instruction. Motion graphic design is a popular video production technique often employed to create instructional animations that present educational content through the persuasive presentation styles of the entertainment media industry. Adopting animation as a learning tool has distinct concerns and challenges when compared to its use in entertainment, and combining cognitive learning and emotive design aspects requires additional design considerations for each design element. The thesis will address how the camera movement-effect in supporting the narrative and aesthetic in instructional animations. It does this by investigating the virtual camera in terms of technical, semiotic and psychological level, culminating in a systematic categorization of functional camera movements on the basis of conceptual framework that describes hybrid integration of physical, cognitive and affective design aspects; and a creative work as a case study in the form of a comprehensive instructional animation that demonstrates practiced camera movements. Due to the correlation of the conceptual framework relied upon by the supplementary work with the techniques of effective instructional video production and conventional entertainment filmmaking, this thesis touches on the relationship between live action and animation in terms of directing and staging, concluding that the virtual camera as a design factor can be useful for supporting a narrative, evoking emotion and directing the audience’s focus while revealing, tracking and emphasizing informatio

    ENG 4801-600: Integrating English Language Arts

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    Development of Indonesian Language Learning Videos Based on a Scientific Approach to Poetry Materials

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    The purpose of this research is to develop an Indonesian language learning video based on a scientific approach that is feasible, practical and effective. This type of research is development research using the ADDIE model consisting of analysis, design, development, implementation, and evaluation. The types of data obtained in this study are quantitative and qualitative data. The research instruments used in this development research are validation sheets, practicality questionnaires for learning videos, and learning outcomes tests for assessing the effectiveness of learning videos. The research results show that learning videos developed based on the Scientific approach are feasible, practical, and effective to use to meet the research's expectations or objectives. Thus, the researchers suggest, namely: 1) Indonesian language education subject teachers at SMA Negeri 1 Gunungsitoli can use this learning video as one of the learning media to improve the quality of learning and as a learning strategy. 2) make the results of this research as additional knowledge in utilizing IT. Further researchers should use this researcher as additional insight in carrying out research

    CONTENT BASED RETRIEVAL OF LECTURE VIDEO REPOSITORY: LITERATURE REVIEW

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    Multimedia has a significant role in communicating the information and a large amount of multimedia repositories make the browsing, retrieval and delivery of video contents. For higher education, using video as a tool for learning and teaching through multimedia application is a considerable promise. Many universities adopt educational systems where the teacher lecture is video recorded and the video lecture is made available to students with minimum post-processing effort. Since each video may cover many subjects, it is critical for an e-Learning environment to have content-based video searching capabilities to meet diverse individual learning needs. The present paper reviewed 120+ core research article on the content based retrieval of the lecture video repositories hosted on cloud by government academic and research organization of India

    Researching for better instructional methods using AB experiments in MOOCs: results and challenges

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    We conducted two AB experiments (treatment vs. control) in a massive open online course. The first experiment evaluates deliberate practice activities (DPAs) for developing problem solving expertise as measured by traditional physics problems. We find that a more interactive drag-and-drop format of DPA generates quicker learning than a multiple choice format but DPAs do not improve performance on solving traditional physics problems more than normal homework practice. The second experiment shows that a different video shooting setting can improve the fluency of the instructor which in turn improves the engagement of the students although it has no significant impact on the learning outcomes. These two cases demonstrate the potential of MOOC AB experiments as an open-ended research tool but also reveal limitations. We discuss the three most important challenges: wide student distribution, “open-book” nature of assessments, and large quantity and variety of data. We suggest possible methods to cope with those.Google (Firm)Massachusetts Institute of Technolog

    An O2O English Drama Course Instructional Design at Middle Schools Based on 4CID-FBL

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    With the rapid development of the information age and the increasing international exchanges, great changes have taken place in the instructional mode of middle schools. In 2020, in order to cope with the outbreak of the epidemic, it has become an inevitable trend for middle schools to implement O2O teaching. This paper integrates the four component instructional design mode and the problem-based instructional design mode in the overall task instructional design, explores the holistic instructional design based on the comprehensive learning task in the development of English drama curriculum at middle schools, and innovates the teaching strategies in the O2O course design. The O2O course design emphasizes the student-centered learning, and takes tasks and problems as driving forces to continue comprehensive learning. Teachers should pay more attention to the learning experience of students in the process of teaching courses, and make full use of all kinds of online and offline teaching resources to achieve the requirements of China’s students’ English abilities standard of compulsory education

    INTERACTIVE MULTIMEDIA LEARNING BASED ADOBE FLASH ON THE SUBJECT OF SYSTEM OF LINEAR EQUATIONS IN TWO VARIABLES

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    Mathematics is one of the science that grow as technology advances. One way to achieve the learning objectives of mathematics learning media is to make an exciting and fun resource in the learning process. The availability of media learning in school is still limited to print media. Teachers have not used multimedia interactive learning lab space, so it is rarely utilized in learning. This research aims to develop research to generate media learning math using adobe flash CS6 in learning mathematics on linear equations in two variables (SPLDV) grade 8 Junior High School. Research development uses the ADDIE model of development through five stages of development: the stage of the analysis, design, development, implementation, and evaluation. The research subject is material expert, media experts, and State Junior High School (SMP Negeri) 1 Kalasan. The instruments used in this is a questionnaire. The data analysis technique was carried out quantitatively and qualitatively to count the score test results of the feasibility study developed media. The research development of interactive multimedia learning-based adobe flash based on the quality of every aspect of the media learning in terms of expert material in categories with a perfect percentage of an average score of 93,33%, in terms of media experts in categories with a significant percentage of an average score of 94,73%, and the response of the students in the category is exciting with a percentage of an average score of 85,84%. Based on the assessment, then interactive multimedia learning-based adobe flash is handy in the learning process
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