New technology is being used more and more in education and providers have to be aware of what is on offer and how it can be used. This practical handbook demonstrates how interactive multimedia can be developed for educational application.
New technology is being used more and more in education and providers have to be aware of what is on offer and how it can be used. This practical handbook demonstrates how interactive multimedia can be developed for educational application. Practical examples are included in the text from projects that the the Curtin Computing Centre has worked on in collaboration with its staff.
"This encyclopedia will give readers insight on how other organizations have tackled the necessary means of sharing knowledge across communities and functions" -- Provided by publisher.
This text emerges out of the need to share information and knowledge on the research and practices of using multimedia in various educational settings. It discusses issues relating to planning, designing and development of interactive multimedia, offering research data.
New technology is being used more and more in education and providers have to be aware of what is on offer and how it can be used. This practical handbook demonstrates how interactive multimedia can be developed for educational application.
This book constitutes the thoroughly refereed proceedings of the 1st International Conference on Social Sciences, ICONESS 2021, held in Purwokerto, Indonesia, in July 2021. The 60 full papers presented were carefully reviewed and selected from 100 submissions. The papers reflect the conference sessions as follows: Education (Curriculum and Instruction, Education and Development, Educational Psychology, Mathematic Education, Science Education, Social Science Education, Measurement and Evaluation, Primary Education, and Higher Education); Religion (Islamic Education, Fiqh, Science and Technology, Halal Science, Islamic Civilization, Shariah Economic), and Literation (Teaching English as a Second Language/TESL, Language and Communication, Literacy).
Lars Qvortrup The world of interactive 3D multimedia is a cross-institutional world. Here, researchers from media studies, linguistics, dramaturgy, media technology, 3D modelling, robotics, computer science, sociology etc. etc. meet. In order not to create a new tower of Babel, it is important to develop a set of common concepts and references. This is the aim of the first section of the book. In Chapter 2, Jens F. Jensen identifies the roots of interaction and interactivity in media studies, literature studies and computer science, and presents definitions of interaction as something going on among agents and agents and objects, and of interactivity as a property of media supporting interaction. Similarly, he makes a classification of human users, avatars, autonomous agents and objects, demon strating that no universal differences can be made. We are dealing with a continuum. While Jensen approaches these categories from a semiotic point of view, in Chapter 3 Peer Mylov discusses similar isues from a psychological point of view. Seen from the user's perspective, a basic difference is that between stage and back-stage (or rather: front-stage), i. e. between the real "I" and "we" and the virtual, representational "I" and "we". Focusing on the computer as a stage, in Chapter 4 Kj0lner and Lehmann use the theatre metaphor to conceptualize the stage phenomena and the relationship between stage and front-stage.