43 resultados para interactive multimedia

em Deakin Research Online - Australia


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The main purpose of this study was to investigate the instructional interactive multimedia (IMI) production processes of adult novice multimedia production course. The study aimed at discovering whether a constructivistic teacher-learning environment facilitated these multimedia novice designer / producers to further develop metacognitivestates of higher-order thinking like schema formation, problem-solving and cognitive construction when producing their interactive multimedia project. To achieve this study examined the facilitative and limiting activities in planning, design and development that have assisted or hindered the NMDPs during their multimedia production work This research utilises a qualitative paradigm and makes extensive use of multiple data sources such as the participants’ proposals, planning aids, logs and final projects for single as well as cross-case analyses and discussion. Three cases were selected for in-depth analysis in the study because they provided interviews and more complete documentation and "thick descriptions" of their multimedia production activities. Findings about the NMDPs multimedia production endeavours showed that they learnt best about multimedia technology for teacing and learning by producing an interactive multimedia project themselves. Factors that enabled some of the NMDPs to flourish in a constructivistic environment included their ability to utilise their new and extended schemata to problem solve, their self regulation and a creative and positive attitude to demanding multimedia work NMDPs who utilised facilitative planning aids and design strategies produced impressive work. The study further indicates that the NMDPs’ holistic multimedia production experience made them aware of the levels of complexity involved and boosted their confidence about multimedia production for educational purposes. Suggestions for further research include examining the production styles of adult multimedia novices and young novices and investigating the implications of designing multimedia for large audience presentation rather than for single or small group learner usage.

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Investigates how first year biology undergraduates learn dissection when they have access to such interactive multimedia technology. Related design and developmental factors were evaluated in relation to how they helped students learn the content in the multimedia program. Through the use of interactive technology students can learn at their own pace without the need for actual animal dissection.

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This paper proposes a set of strategies to maximise learner-content and learner-learner interactions in on-line learning environments. Extrapolating the outcomes of a research study that investigated the ways in which users responded to the interactive constructs embedded within interactive multimedia applications, the concept of encounter theory is introduced. Using observation and interview techniques, participants in the study identified a range of options by which learnercomputer interactions might be enhanced. The implications of these findings for online and desktop environments are considered, specifically in terms of the independent learner's encounter with content material and other learners. Developing a comprehensive understanding of the interactive phenomenon will not only lead to more effective useability and learning in on-line environments, but also to their working better for the learner.

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Computer-aided design decision support has proved to be an elusive and intangible project for many researchers as they seek to encapsulate information and knowledge-based systems as useful multifunctional data structures. Definitions of ‘knowledge', ‘information', ‘facts', and ‘data' become semantic footballs in the struggle to identify what designers actually do, and what level of support would suit them best, and how that support might be offered. The Construction Primer is a database-drivable interactive multimedia environment that provides readily updated access to many levels of information aimed to suit students and practitioners alike. This is hardly a novelty in itself. The innovative interface and metadata structures, however, combine with the willingness of national building control legislators, standards authorities, materials producers, building research organisations, and specification services to make the Construction Primer a versatile design decision support vehicle. It is both compatible with most working methodologies while remaining reasonably future-proof. This paper describes the structure of the project and highlights the importance of sound planning and strict adhesion to library-standard metadata protocols as a means to avoid the support becoming too specific or too paradigmatic.

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The following topics are dealt with: soft computing in intelligent multimedia; grid and pervasive computing security; interactive multimedia & intelligent services in mobile and ubiquitous computing; data management in ubiquitous computing; smart living space; software effectiveness and efficiency.

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Interactive multimedia and the Internet challenge many aspects of teaching practice and assumptions. Catherine Beavis looks at a website that will support teachers and stimulate students.

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Interactive multimedia diary.

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ChemCAL Online is a suite of web-deliverable interactive multimedia tutorials covering a full range of topics in first year chemistry, developed at The University of Melbourne. The resources form an integral part of our first year courses and the system typically delivers over 500,000 pages of information, interactive questions and animations to students in our large first year classes each year.

In 2001, the program was developed further with the addition of the Online Prelab resources - modules of questions and animations, which students must complete before undertaking each laboratory class. The objective was not to replace direct laboratory time or experience for our students, but to increase the effectiveness of this core but expensive aspect of our undergraduate teaching program. Examples from the now over 40 ChemCAL and 16 Prelab modules will be described and demonstrated.

Our evaluation incorporates observations of patterns of use of the product, pre-use and post-use questionnaires and focus group interviews with users. Results indicate that students find the product extremely valuable in their learning and that the inclusion of graphics and interactive features that cannot be found in other media are of particular benefit. Some guidance on possible enhancements is also provided from the analysis. The results are discussed in the context of the wider student experience, especially the now established need for campus-based, full-time students to have access to high quality learning resources that they can access and use flexibly.

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Mobile users connected to wireless networks expect performance comparable to those on wired networks for interactive multimedia applications. Satisfying Quality of Service (QoS) requirements for such applications in wireless networks is a challenging problem due to limitations of low bandwidth, high error rate and frequent disconnections of wireless channels. In addition, wireless networks suffer from varying bandwidth. In this paper we investigate object prefetching during times of connectedness and bandwidth availability to enhance user perceived connectedness. This paper presents an access model that is suitable for multimedia access in wireless networks. Access modelling for the purpose of predicting future accesses in the context of speculative prefetching has received much attention in the literature. The model recognizes that a web page, instead of just a single file, is typically a compound of several files. When it comes to making prefetch decisions, most previous studies in speculative prefetching resort to simple heuristics, such as prefetching an item with access probabilities larger than a manually tuned threshold. This paper takes a different approach. Specifically, it models the performance of the prefetcher, taking into account access predictions and resource parameters, and develops a prefetch policy based on a theoretical analysis of the model. Since the analysis considers cache as one of the resource parameters, the resulting policy integrates prefetch and cache replacement decisions. The paper investigates the effect of prefetching on network load. In order to make effective use of available resources and maximize access improvement, it is beneficial to prefetch all items with access probabilities exceeding certain threshold.

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In the 21st Century, new technologies, in particular interactive multimedia and the internet, challenge many aspects of our teaching practice and assumptions. What counts as knowledge, what counts as literacy, the ways we teach, and even the relationships we form are coloured and reshaped by changing cultural and social practices, such as global commerce and ICTs. These issues, and the relationships between them, need to be considered anew. Two current frames of reference for thinking about these changes and their implications for subject English are the notion of an "information revolution" (Castells 1996) and the changing nature of literacy, with its shift towards multiliteracies, or thinking of literacy as design (New London Group, 2000). Both frames have significant implications for how we conceptualise English curriculum (for example, literacy, texts and assessment), for how we re-imagine English teaching, and for the ways in which we ask students to work with and within digital culture and new media.

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It is challenging to teach supply chain management (SCM) practices and technologies to tertiary students. This is because the back-end and highly dynamic processes can be difficult to visualise and because many students only have experience as a consumer. This paper reports the authors' experiences using a variety of multimedia and interactive enhancements we have used with our SCM learning materials: SCM business simulations; online learning modules with interactive games; and multimedia resources such as videos and animations. The paper also provides an overview of the challenges faced using these approaches, which gives rise to a number of future research opportunities. It also argues that these approaches can support educators with any epistemological view of learning. The paper makes a significant contribution because there has been little if any research into the use of these approaches in SCM education.

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Educational researchers have long derided the university lecture as an effective mode of delivery of educational materials, but currently there are many reports on the advantages offered by computer. In this study a multimedia solution was sought to replace existing face to face lectures because it appeared to offer a close 'media versus need' match. Consequently, a decision was made to develop a design template for an interactive computer based program that would be suitable for a range of subject content. In order to personalise the instruction, a large video insert was incorporated as the main screen's most prominent design feature. From here the learner could navigate to support material including interactive simulations. The program was piloted with a small group of students and, in particular, the student tracking data that the program automatically generates yield some interesting learning style information.

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This paper describes the development, implementation and evaluation of a multimedia case study on dietetic case management of diabetes. A multimedia web-based program was developed to use the interactive capacity of the web-based environment to enable student dietitians to develop the skills of clinical reasoning and to trigger their learning about the nutritional management of diabetes. A case study of a person with diabetes was developed using a simulated medical history, video clips and sound clips. The students were asked to manage the patient online by responding to the patient's questions, attending a team meeting and outpatient clinic, attending to food service tasks and responding to visual cues. Tutors were able to access the student's responses to submissions online. Evaluation of the program was by questionnaire, which gathered quantitative and qualitative data on the student's perceptions of their experiences in using the web-based case. The students rated the content and the interactive parts of the case highly but experienced technical difficulties and found the case took too much time to complete.

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As part of the teaching programme within a first year university unit on the earth’s physical systems, a ‘virtual reality’ field trip has been developed to support field studies relating to geological materials and landscape history. This module aims to increase student understanding of the use of geological features in the evaluation of geological / landscape history. The module has various applications in the curriculum. For students attending a weekend excursion, the module is available as an adjunct to actual field studies and can be used by students as either a digital pre-lab or as an excursion review tutorial. For students not attending a weekend excursion (i.e. off campus students), it is used as a digital ‘virtual reality’ substitute for field site inspection. The module has simple linked interactive and dynamic image base digital media that provide a framework in which the geology and landscape history of excursion sites can be explored. This module is delivered as a website via CD, but can also be integrated with the 'online interface' for this unit via a QuickTime reference movie loaded inside a relevant 'Deakin (University) Studies Online’ web page. The latter strategy enables assimilation of large multimedia files into online teaching formats