663,349 research outputs found

    THE DEVELOPMENT OF THE INTERACTIVE LEARNING MEDIA ON JAVANESE LANGUAGE SUBJECT WITH FOCUS ON INTRODUCING AKSARA JAWA FOR STUDENT CLASS IV ELEMENTARY SCHOOL

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    The research was purpose to developing the interactive learning media on Javanese language subject with focus on introducing aksara Jawa, and also to know eligibility of this media on learning media javanese language subject with focus on introduction aksara Jawa. This research include in type of Research and Development. The step to process developing interactive media are 1) Analysis, 2) Design, 3) Developing, 4) Implementation, and 5) Testing. The testing was done by alpha testing, it is a validation by experts judgement who experts on media and experts on material, beta testing it is a testing by student. After alpha testing was done and the result of validation meet the eligibility criteria for interactive learning media. Then we can perform beta testing, it is testing to know eligibility of media when tested to the field. This research helds at Elementary School on Banaran, Galur, Kulon Progo, Yogyakarta class IV and involving 59 students. Methods used to collect data is giving questionnaire, after that the data were analyzed with descriptive analysis technicque by change thedata ofthe average score into interval eligibility score. The result of this research was show that validation rating on developing interactive media from validator media experts is 4.19 on eligible category, then from validator material experts get score 4.56 in very elgible category, while score from students is 4.59 on very eligible category. Base on the data we can conclude that interactive learning media on Javanese language subject with focus on introducing aksara Jawa have been made with eligble to use in learning media for student class IV in Elementary school. Key : Development, interactive learning media, eligibilit

    INTERACTIVE LEARNING MEDIA DEVELOPMENT ON EDUCATION PNEUMATIC USING MACROMEDIA FLASH 8 CLASS STUDENT XI ELECTRONIC INDUSTRY SKILLS COMPETENCY SMK MUHAMMADIYAH PRAMBANAN

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    The purpose of this thesis final project for developing interactive learning media on subjects pneumatic and determine the level of feasibility Developing interactive learning media on subjects pneumatic class student XI Electronic Industry Skills Competency SMK Muhammadiyah Prambanan. The research method used in this study is a type of research and development. Research Procedures memalui five stages of development, namely: analysis, design, development, implementation and assessment. The fifth stage is called Multimedia System Development Life Cycle in Education. The development of instructional media is using Macromedia Flash 8. Determining the feasibility of interactive learning media pneumatic based on expert validation test media by media expert lecturers of the Faculty of Engineering UNY, subject teachers pneumatic Electronics Industry Skills Competency SMK Muhammadiyah Prambanan and students' opinions through questionnaires. The results of the feasibility study the development of instructional media specialist pneumatic testing revealed through media, material experts and students' opinions. Percentage of assessment by the media expert instructional media expert lecturers of the Faculty of Engineering UNY by 80%, so it can be interpreted that the development of instructional media in the category of pneumatic fit for use as a medium of learning. The percentage of assessments that matter experts pneumatic subject teachers at SMK Muhammadiyah Prambanan 89.23%. These results can be interpreted that the material in the development of instructional media in the category Pneumatic very decent. Students' opinions as the user reaches 79.07%, so that in the category of worth. Students can understand the material and are interested in the use of interactive learning media pneumatic. Keywords: pneumatic, instructional media, interactive, and feasibility

    DEVELOPING INTERACTIVE LEARNING MEDIA COMPUTER COMPONENTS AND INSTALATION OF OPERATING SYSTEM BASED ON MULTIMEDIA

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    This research is aimed to develop learning media, know of performance, find out the proper level of media eligibility and find out the students’ responses toward the use of interactive learning media computer component and installation of operating system based on multimedia in teaching and learning process on the subject matter of Information and Communication Technology at the main material: computer component and installation of operating system. This learning media is expected to be able to use as supporting device in teaching and learning process. The developing of this learning media uses Research and Development (R & D) method which contains of 8 levels of steps. The steps of this media developing process are as follows: analysis, media designing, implementation, testing, first revision, try –out, second revision and production. This learning media was developed by using the software of Macromedia Flash 8. The testing conducted in this research was in the form of alpha testing by using validation from some experts’ judgments; they are software experts, learning media experts and material experts. After conducting alpha testing and the validation result achieved the criteria used as a proper interactive learning media, then, it was conducted beta testing. It was such a testing to find out how the students’ responses toward the use of the media. Beta testing is conducted by using the students. This research was conducted in the tenth grade students of SMA N 1 Bantul, Jl. Wahid Hasyiem, Bantul, Yogyakarta. It involved 30 students for the instrument trial and 115 students taken from 7 classes to find out how the students’ responses toward the use of the learning media. The method used in collecting the data is likert scale questionnaire. The data collected then analyzed by using descriptive analysis technique by modifying average mark into a proper score interval. The research finding shows that the validation level in this interactive learning media from the software engineering experts is 67,5 in feasible category, from the learning media experts is 105,5 in very feasible category and from the material experts is 149,75 in very feasible category, while the students’ responses toward the use of interactive learning media achieves 128,54 in very feasible category. From the testing result shown, it can be concluded that the use of interactive learning media computer component and installation operating system based on multimedia for the tenth grade students is significantly proper to use. Keywords: developing, interactive learning media, prope

    INTERACTIVE MULTIMEDIA BASED LEARNING MEDIA FOR JAVANESE LETTERS USING MACROMEDIA FLASH 8

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    Nowadays the progress of computer technology is rapidly increasing, and with these technologies will allow us to obtain information about cultural heritage, one of which is Javanese letters. Many people find it difficult in learning the Javanese letters. Media literacy learning of Javanese letters existing still many do not take advantage of computer technology. The purpose of this study was to develop interactive multimedia based of media literacy learning for Javanese letters and to know the eligibility level. This study uses the development research approach (Research and Development). The study was conducted at the Focus Group Discussion on Regional Language Education Department, Yogyakarta State University in May 2011. Research subjects were members of the Focus Group Discussion, and the object of research is interactive multimedia based instructional media of Javanese letters packaged in a CD (compact disc). The methods used in data collection is by observation and interviews, and data analysis methods is by qualitative descriptive analysis techniques. From the validation results to the media expert and matter expert, obtained results that the media has been good and in accordance with the criteria of interactive multimedia-based learning media. After the learning media tested on focus group discussions, showed that the medium of learning can be declared to be viable and appropriate to the criteria of good learning media. Feasibility study of media in terms of aspects of ease of use, display, navigation, interactivity, and the range of matter. Key words: development, instructional media, interactive multimedia, Javanese letters, Macromedia Flash

    Service oriented interactive media (SOIM) engines enabled by optimized resource sharing

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    In the same way as cloud computing, Software as a Service (SaaS) and Content Centric Networking (CCN) triggered a new class of software architectures fundamentally different from traditional desktop software, service oriented networking (SON) suggests a new class of media engine technologies, which we call Service Oriented Interactive Media (SOIM) engines. This includes a new approach for game engines and more generally interactive media engines for entertainment, training, educational and dashboard applications. Porting traditional game engines and interactive media engines to the cloud without fundamentally changing the architecture, as done frequently, can enable already various advantages of cloud computing for such kinds of applications, for example simple and transparent upgrading of content and unified user experience on all end-user devices. This paper discusses a new architecture for game engines and interactive media engines fundamentally designed for cloud and SON. Main advantages of SOIM engines are significantly higher resource efficiency, leading to a fraction of cloud hosting costs. SOIM engines achieve these benefits by multilayered data sharing, efficiently handling many input and output channels for video, audio, and 3D world synchronization, and smart user session and session slot management. Architecture and results of a prototype implementation of a SOIM engine are discussed

    AXES at TRECVid 2011

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    The AXES project participated in the interactive known-item search task (KIS) and the interactive instance search task (INS) for TRECVid 2011. We used the same system architecture and a nearly identical user interface for both the KIS and INS tasks. Both systems made use of text search on ASR, visual concept detectors, and visual similarity search. The user experiments were carried out with media professionals and media students at the Netherlands Institute for Sound and Vision, with media professionals performing the KIS task and media students participating in the INS task. This paper describes the results and findings of our experiments

    Interacting with digital media at home via a second screen

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    In recent years Interactive Television (iTV) has become a household technology on a global scale. However, iTV is still a new technology in the early stages of its evolution. Our previous research looked at how everyday users of iTV feel about the interactive part of iTV. In a series of studies we investigated how people use iTV services; their likes, dislikes, preferences and opinions. We then developed a second screen-based prototype device in response to these findings and tested it with iTV users in their own homes. This is a work in progress paper that outlines the work carried previously in the area of controlling interactive Television via a second screen. The positive user responses led us to extend the scope of our previous research to look into other related areas such as barriers to digital interactive media and personalisation of digital interactive media at home

    IMPROVING THE STUDENTS’ LEARNING ACHIEVEMENT ON FLUID MECHANICS COURSE THROUGH THE USE OF INTERACTIVE MEDIA

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    This research aims at improving the quality of teaching and learning process in Fluid Mechanics course through the use of teaching media. The teaching of Fluid Mechanics needs communicative and authentic media. Interactive media which is made by using software is one of media that give chance to the students to learn, practice, and analyze the materials of mechanic and fluid dynamic outside the class independently and interactively. This study is categorized as an Action Research. The participants of this study were the semester three students of Diploma III of Civil Engineering Study Program of Yogyakarta State University who join Fluid Mechanics class. This research was conducted in 4 months. There were 2 cycles in this study. Each cycle consisted of planning, conducting, and controlling then the final stage was reflection. Data were analyzed using quantitative method and simple descriptive qualitative. The result of research shows that the implementation of interactive media can improve the quality of teaching and learning process on Fluid Mechanics course. The scores of the students had increased from the mean score of 68.41 on the first cycle into 75.37 on the second cycle. Moreover, 94.85% of the students responded well to the use of interactive teaching media as a medium of learning. Keywords: Fluid mechanics, learning media, action researc

    Country differences in technology experience: The effect of teletext on iTV adoption in the United Kingdom

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    This study found that participant’s previous teletext experience and previous iTV experience influenced their openness towards using interactive television in planning independent longhaul holidays. The study surveyed participants for their previous interactive media experience (internet, iTV and teletext) before viewing a linear or interactive television destination promotion. Two ad models (impulse and telescopic) were tested from two program formats (travel program segment and ad break in a lifestyle program). These were aired on a video-on-demand network in London (UK) with 164 people out of a total of 375 participating all the way to the final steps of the study. Participants were most experienced with the Internet (mean 6.29 on 1-7scale) and 50% had had experience with an interactive television provider other than the VOD network. 70% had experience with teletext. Overall, participants felt positively towards interactive television as an information source for holiday planning. Those with teletext experience or iTV experience were more open to iTV than those without such experience. Furthermore, actual interaction with the treatment seemed to moderate the previous experience – iTV attractiveness link. This demonstrated that although previous technology experiences can transfer to new media, the actual experience of using the new media is also a powerful factor
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